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(/* Dungeon Hythloth *)
(→‎Dungeon Hythloth: added images)
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! L. !! Map of the floor !! Walkthrough
! L. !! Map of the floor !! Walkthrough
|-
|-
| 1a || ||align=left| From the entrance in castle Britannia, the Companions are in the cross-shaped portion. Ignore the magic fields and descend the stairs down to the eighth floor.
| 1a || [[File:U4_AMI d1 Hythloth L1.png]] ||align=left| From the entrance in castle Britannia, the Companions are in the cross-shaped portion. Ignore the magic fields and descend the stairs down to the eighth floor.
|-
|-
| 8 || ||align=left| The Companions arrive from the stairs at the crossroad. This floor gives access to all three altar rooms, but they can be used only after four or more Stones have been collected.  
| 8 || [[File:U4_AMI d1 Hythloth L8.png]] ||align=left| [[File:U4_SMS d1 Hythloth L8rooms.png|350px]]<br> The Companions arrive from the stairs at the crossroad. This floor gives access to all three altar rooms, but they can be used only after four or more Stones have been collected.


At the western dead-end of the five rooms there is the absolute majority of all the chests in this dungeon. In order to access the eastern room (and the last few chests), one Companion must step on the tile highlighted in black in the "entrance" room.
At the western dead-end of the five rooms there is the absolute majority of all the chests in this dungeon. In order to access the eastern room (and the last few chests), one Companion must step on the tile highlighted in black in the "entrance" room.
|-
|-
| 7 || ||align=left| This floor repeats endlessly in all four directions. Nevertheless, a "View" spell allows to find the next ladder up very easily.
| 7 || [[File:U4_AMI d1 Hythloth L7.png]] ||align=left| This floor repeats endlessly in all four directions. Nevertheless, a "View" spell allows to find the next ladder up very easily.
|-
|-
| 6 || ||align=left| There are two bugs in many versions<ref> '''Ports with bugged 6th floor:''' MS-DOS, Amiga. <br>'''Ports with straight 6th floor:''' Master System, [[Ultima IV: Quest of the Avatar (NES)/Dungeon Hythloth|NES remake]], fan-made DOS upgrade. <br>'''Ports to be checked:''' Apple II, Atari 8-bit, C64, Atari ST, Japan-exclusive ports.</ref> of the game.
| 6 || [[File:U4_AMI d1 Hythloth L6.png]] ||align=left| [[File:U4_SMS d1 Hythloth L6rooms.png|left]] There are two bugs in many versions<ref> '''Ports with bugged 6th floor:''' MS-DOS, Amiga. <br>'''Ports with straight 6th floor:''' Master System, [[Ultima IV: Quest of the Avatar (NES)/Dungeon Hythloth|NES remake]], fan-made DOS upgrade. <br>'''Ports to be checked:''' Apple II, Atari 8-bit, C64, Atari ST, Japan-exclusive ports.</ref> of the game.


If you are playing a bugged version, the only way to progress is to exit the first room (after looting it, of course) and cast a "Y-up" spell. If you think that this bug ruins the game, consider that in the [[Ultima 3|previous title]] there was a dungeon with six floors that could only be reached by teleport, on purpose.
If you are playing a '''bugged version''', the only way to progress is to exit the first room (after looting it, of course) and cast a "Y-up" spell. If you think that this bug ruins the game, consider that in the [[Ultima 3|previous title]] there was a dungeon with six floors that could only be reached by teleport, on purpose.


If you are playing a working port of ''Ultima 4'', the trigger to open the secret passage is activated by stepping on the south-east chest.
If you are playing a '''straight port''' of ''Ultima 4'', the trigger to open the secret passage is activated by stepping on the south-east chest.
|-
|-
| 5 || ||align=left| Depending on the port you are playing, the Companions will start this floor in a different location.  
| 5 || [[File:U4_AMI d1 Hythloth L5.png]] ||align=left| [[File:U4_SMS d1 Hythloth L5rooms.png|left]] Depending on the port you are playing, the Companions will start this floor in a different location.  


If you are playing a '''bugged port''' and followed this walkthrough, they will start on the red mark on the map. For the sake of 100% completion, they can go south, cross the three rooms and descend the stairs; by following the corridor on the 6th floor, they will reach the western room, that is bugged, too. Move away from the walled corner, step through the wall and get back in the same corridor where they came from.
If you are playing a '''bugged port''' and followed this walkthrough, they will start on the red mark on the map. For the sake of 100% completion, they can go south, cross the three rooms and descend the stairs; by following the corridor on the 6th floor, they will reach the western room, that is bugged, too. Move away from the walled corner, step through the wall and get back in the same corridor where they came from.
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Get back to the main portion of the floor, and climb the north-east ladder to erach the main portion of the next level.
Get back to the main portion of the floor, and climb the north-east ladder to erach the main portion of the next level.
|-
|-
| 4 || ||align=left| This floor is a long winding corridor that repeats endlessly to the north and south (plus the four minor areas that can be accessed from below). Just travel from one ladder to the next in any direction.
| 4 || [[File:U4_AMI d1 Hythloth L4.png]] ||align=left| [[File:U4_SMS d1 Hythloth L4room1.png|right]] [[File:U4_SMS d1 Hythloth L4room2.png|left]] This floor is a long winding corridor that repeats endlessly to the north and south (plus the four minor areas that can be accessed from below). Just travel from one ladder to the next in any direction.
|-
|-
| 3 || ||align=left| The Companions start from the south-west ladder. Let one of them touch the Magic Orb, then resurrect him/her and heal just a little bit. Proceed to the healing fountain to the north-east.  
| 3 || [[File:U4_AMI d1 Hythloth L3.png]] ||align=left| [[File:U4_SMS d1 Hythloth L3rooms.png|left]] The Companions start from the south-west ladder. Let one of them touch the Magic Orb, then resurrect him/her and heal just a little bit. Proceed to the healing fountain to the north-east.  


The chests in the northern room are trapped: as soon as a character will reach them, two magic fire fields will appear along the passage. Suck up the damage and travel to the healing fountain.
The chests in the northern room are trapped: as soon as a character will reach them, two magic fire fields will appear along the passage. Suck up the damage and travel to the healing fountain.
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The two ascending ladders lead to the same area of the next floor.
The two ascending ladders lead to the same area of the next floor.
|-
|-
| 2 || ||align=left| A rather featureless floor. Access it from the north-west, leave to the south-east.
| 2 || [[File:U4_AMI d1 Hythloth L2.png]] ||align=left| A rather featureless floor. Access it from the north-west, leave to the south-east.
|-
|-
| 1b || ||align=left| Back on the 1st floor, but in a separate area. The fourth Magic Orb is here (touch, resurrect, heal), as well as the empty altar where the White Stone used to be. Visit it for the sake of 100% completion, but you have "Dispel" three poison fields (six in the Master System port). Leave the dungeon from the stairs.
| 1b || [[File:U4_AMI d1 Hythloth L1.png]] ||align=left| Back on the 1st floor, but in a separate area. The fourth Magic Orb is here (touch, resurrect, heal), as well as the empty altar where the White Stone used to be. Visit it for the sake of 100% completion, but you have "Dispel" three poison fields (six in the Master System port). Leave the dungeon from the stairs.
|}
|}
<references/>
<references/>

Revision as of 15:44, 19 March 2018

Gathering information

The seahorse thread (Codex Chamber)

A short thread in Cove (talk to Allen, then Blissful, then the Ankh) allows to learn all the requirements to complete the game. If you followed this walkthrough, you already accomplished two (8-parts Avatarhood and the Word of Passage), and the next two are the Key of Three Parts and the Pure Axiom.

The unfinished thread (Pure Axiom)

Several clues are scattered through Britannia. First, Joshua and Juliet in Castle Britannia tell "the riddle" and give a hint to its answer. In Cove, four mages around a camp fire (Spellbind, Shaman, Charm, Circe) give more clues.

There is actually an unfinished thread towards the solution: talk to Dyka in Vesper, then to Francesca in Paws, and eventually to Smith, the talking horse in the same corral. It is a well known joke that the developers forgot to put the riddle answer in the game, so they put it in the next title.

Smith's late clue from Ultima 5

"Hello, Avatar... You know what? Way back... Way, way back... I forgot to tell you something! Yea... The answer... It was... 'INFINITY'!"

Chuckles' thread (Key of Three Parts)

Zajac of the Lycaeum starts a new quest: he directs the Stranger to Chuckles of Castle Britannia, who in turn says to talk to the Water that can be found in a secret room in the same stronghold. The elemental spirit starts revealing where and how to obtain the Key of Three Parts: there are three Altar Rooms that connect the several dungeons; in each altar room the appropriate colored stones should be used. The passage guards in Empath Abbey repeat part of that information.

In the Lycaeum, an injured fighter adds that each altar room connects to four dungeons, and Tymus reveals that each altar room needs four stones. In Jhelom, Bengrod says that an altar room needs the stones found in the connecting dungeons.

The three altar rooms correspond to the three principles of Love, Truth and Courage. The eight colored stones correspond to the eight virtues.

  • Altar of Courage: Shyra of Serpent's Hold says to use the red (Valor), Purple (Honor), Orange (Sacrifice) and White (Spirituality) stones.
  • Altar of Love: in the Oak Grove in Empath Abbey, four characters reveal the virtues that spring from Love: Compassion (yellow stone), sacrifice (orange stone), justice (green stone), and spirituality (white stone).
  • Altar of Truth: the information about the last altar is more scattered; Quix & Skitle of Trinsic reveal that the purple stone (Honor) should be used on the altars of Love and Courage; Browning of Moonglow reveals that Honesty (blues stone) derives from Truth; Deirdre and Lastro of Empath Abbey reveal that Justice (green stone) is made of Truth and Love, whereas Spirituality (white stone) is made of the three principles.

Since the white stone of spirituality will be needed in all three altar rooms, it would be best to retrieve it first.

Thevel's thread (magic orbs)

Thevel of Britain directs the Stranger to the beggar Roderick of Serpent's Hold. The latter reveals that magic orbs can raise the attributes. These items are found in the dungeons.

Dungeon Attributes
raised
Damage
Hythloth Dex, Str, Int 700
Covetous Dex, Str 400
Wrong Dex, Int 400
Shame Str, Int 400
Despise Dex 200
Destard Str 200
Deceit Int 200

Quest for the white stone

Gather information

The location of the white stone is the most complex to learn about. Mitre of Skara Brae says it is missing from Dungeon Hythloth, and starts a dialogue thread: talk to the barkeep in Trinsic, then to Sloven of Cove, then to Isaac in Skara Brae. Result: you need to fly to reach its location atop the Serpent's Spine Mountains. In Buccaneer's Den, Sniflet says that a lighter-than-air-device is near the entrance of Dungeon Hythloth, but J.J. Scirlock reveals that the same dungeon can be accessed from a secret entrance in Castle Britannia. Damsel of Paws confirms the same information.

Dungeon Hythloth

  • Goals: get the lighter-than-air device and the White stone.

Before entering the Dungeon Hythloth, make sure you have plenty of the following spells:

  • Light (cheaper than torches)
  • Cure (for the chests with poison traps)
  • Dispell (to get past various energy fields)
  • Resurrect (to recover companions that touch the four Magic Orbs)
  • Wind (to drive the Lighter-Than-Air device)

Check the Magic page for details on the reagents and the Ultima IV: Quest of the Avatar/Britannia Yellow Pages directory for the most convenient apothecaries.

Also purchase ten/twenty magic gems (you can use the "View" spell, but it is better to save nightshade and mandrake for other spells).

The maps of the floors are from the Amiga port, the screenshots of the rooms are from the Master System port.

L. Map of the floor Walkthrough
1a U4 AMI d1 Hythloth L1.png From the entrance in castle Britannia, the Companions are in the cross-shaped portion. Ignore the magic fields and descend the stairs down to the eighth floor.
8 U4 AMI d1 Hythloth L8.png U4 SMS d1 Hythloth L8rooms.png
The Companions arrive from the stairs at the crossroad. This floor gives access to all three altar rooms, but they can be used only after four or more Stones have been collected.

At the western dead-end of the five rooms there is the absolute majority of all the chests in this dungeon. In order to access the eastern room (and the last few chests), one Companion must step on the tile highlighted in black in the "entrance" room.

7 U4 AMI d1 Hythloth L7.png This floor repeats endlessly in all four directions. Nevertheless, a "View" spell allows to find the next ladder up very easily.
6 U4 AMI d1 Hythloth L6.png
U4 SMS d1 Hythloth L6rooms.png
There are two bugs in many versions[1] of the game.

If you are playing a bugged version, the only way to progress is to exit the first room (after looting it, of course) and cast a "Y-up" spell. If you think that this bug ruins the game, consider that in the previous title there was a dungeon with six floors that could only be reached by teleport, on purpose.

If you are playing a straight port of Ultima 4, the trigger to open the secret passage is activated by stepping on the south-east chest.

5 U4 AMI d1 Hythloth L5.png
U4 SMS d1 Hythloth L5rooms.png
Depending on the port you are playing, the Companions will start this floor in a different location.

If you are playing a bugged port and followed this walkthrough, they will start on the red mark on the map. For the sake of 100% completion, they can go south, cross the three rooms and descend the stairs; by following the corridor on the 6th floor, they will reach the western room, that is bugged, too. Move away from the walled corner, step through the wall and get back in the same corridor where they came from.

If you are playing a straight port, the Companions will start from the south-east stairs. Cross the three rooms, skip the first ladder (it is a single-tile dead-end), and climb up the second one: a short corridor (not shown) brings the barty back on the 5th floor, in its other half. All the other ladders lead to single-tile dead-ends.

Let two weak Companions (excluding Geoffrey and Katrina) touch the two Magic Orbs: all attributes will be upgraded by 5, but they will suffer 800 damages. Let Mariah or Jaana cast "Resurrect" and just a couple of "Heal": soon you will reach a healing fountain.

Get back to the main portion of the floor, and climb the north-east ladder to erach the main portion of the next level.

4 U4 AMI d1 Hythloth L4.png
U4 SMS d1 Hythloth L4room1.png
U4 SMS d1 Hythloth L4room2.png
This floor is a long winding corridor that repeats endlessly to the north and south (plus the four minor areas that can be accessed from below). Just travel from one ladder to the next in any direction.
3 U4 AMI d1 Hythloth L3.png
U4 SMS d1 Hythloth L3rooms.png
The Companions start from the south-west ladder. Let one of them touch the Magic Orb, then resurrect him/her and heal just a little bit. Proceed to the healing fountain to the north-east.

The chests in the northern room are trapped: as soon as a character will reach them, two magic fire fields will appear along the passage. Suck up the damage and travel to the healing fountain.

The two ascending ladders lead to the same area of the next floor.

2 U4 AMI d1 Hythloth L2.png A rather featureless floor. Access it from the north-west, leave to the south-east.
1b U4 AMI d1 Hythloth L1.png Back on the 1st floor, but in a separate area. The fourth Magic Orb is here (touch, resurrect, heal), as well as the empty altar where the White Stone used to be. Visit it for the sake of 100% completion, but you have "Dispel" three poison fields (six in the Master System port). Leave the dungeon from the stairs.
  1. Ports with bugged 6th floor: MS-DOS, Amiga.
    Ports with straight 6th floor: Master System, NES remake, fan-made DOS upgrade.
    Ports to be checked: Apple II, Atari 8-bit, C64, Atari ST, Japan-exclusive ports.

The lighter-than-air device

Near the exit of Dungeon Hythloth lies the lighter-than-air device. get on it, and it will move according to the direction of the wind. It is therefore necessary to cast "Wind Change" spells to go in the direction you want. Actually, the exit of Dungeon Hythloth is quite faraway from the mainland in any direction, therefore you should just keep flying in the same direction.

The White Stone

Once you manage to get near the Serpent's Spine mountains (between Britain and Yew), locate the position of the White Stone shrine, align the balloon with it, then land on the hills near the mountains. Why? Because the wind is quite tricky; you should make sure you're aligned with the Stone, then cast the "Wind" spell in the required direction, then jump onto the balloon. When you're above the shrine, just Search it to grab the White Stone.

You saw how hard it is to fly with the balloon. Better leave it and rely on your feet from now on.