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Читы для Ultima Underworld: The Stygian Abyss

Чит-файл для Ultima Underworld: The Stygian Abyss

Ultima Underworld:
The Stygian Abyss

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Blue Sky Productions
Издатель:Origin Systems
Жанры:RPG (Hack-and-slash) / 3D / 1st Person
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1992 г.

Solution [ENG]

Информация актуальна для
                               by Mitch Aigner

Yes folks, here it is. It starts with a run through of the highlights of each
of the 8 levels, and goes on from there.
                                        
* - indicates what you absolutely gotta have:
% - indicates optional ventures, usually worth the reward

Level 1

* Recipe for Rotworm stew from Lanugo
% Solve the puzzle of the 4 levers
% Raid the treasuries of the Green and Grey goblins

Level 2

* Kill the Gazer in the mines for Goldthirst and collect the reward
* Have Shak repair the Sword of Justice (after you find the pieces later on)
% Get the blueprints for Ironwit. Key is in small room in the same area that
you must jump to, then follow the yellow brick road. Use Fly potion (green) to
take you to yet another part of same area (when you see a gap far too far to
jump). Do not fall off the elevated paths, monsters await below.
% Raid Goldthirst's treasury. Offer him a gift (anything GOLD!) , and he will
give you the password. Use Fly, Levitate, or Gate Travel spell to get out.

Level 3

* Blade for Sword of Justice - secret door behind vines in SE corner
* Taper of Sacrifice from Zak
* Cup of Wonder - after learning flute tune, and how to use incense
* Free the prisoner (Murgo) held by the lizardmen. Don't do this until the
prisoner has translated the complete lizard language for you.
% Find the remains of Ossika (bring scroll back to Ishtass)
% Give a red gem to Iss'leek
% Kill all of the bandits, and find their treasury

Level 4

* Give gemcutter to Derek for code to Ring of Humility (used on level 5)
* Kill Roderick and then collect Standard of Honor from Dorna Ironfist
% Give Sethar the Rotworm Stew to get Dragon Scales
% Join the knighthood (allows access to their Armory - great stuff!)
% Find the Writ of Lorne (talk to Lakshi about Rawstag)
% Find the Golden Plate behind secret door in Maze of Silas (door code is
shown on the two knights tombstones)
% Solve the puzzle of the Bullfrog and find the illusionary wall to secret
area

Level 5

* Ring of Humility (using code mentioned above)
* Talk to Eyesnack to learn a flute tune.
* Hilt of Sword of Justice from tombs
* Give Judy the picture of Tom (after you find it below)
* Re-bury Garamons' bones (after you find them below)
% Have Marrowsuck make Dragon-skin boots (Dragon scales and spider thread)
% Offer to fetch "zanite" for Anjor
% Get code for mine dispatch chamber from Kneenibble

Level 6

* Talk to Dr. Owl about location of Wine of Compassion (after freeing Murgo)
* Get book from Bronus to deliver to Morlock
* Talk to Morlock about Book of Honesty (after completing above errand)
* Defeat Golem to obtain the Shield of Valor
* Talk to Fyrgen and Louvnon to get some clues to the six-letter mantra
* Talk to Illomo (both BEFORE and AFTER you find his friend Gurstang below)
% Talk to Gralwart about getting a "Vas" runestone
% Get the book "Properties of Runestones" for Ranthru

Level 7

* Talk to Naruto about a key
* Free the prisoners
* Go down to level 8 (three places):

  * Pick up a piece of Orb Rock in one of them
  * Get the Crown from the Imp in another
* Use the crown to master the maze and defeat Tyball, then free Arial
* Return to the prison and:

  1. get the Picture of Tom from Bolinard
  2. get the Key from Smonden
  3. talk to Gurstang (tell him Illomo sent you)
* Use the Key on the door in the extreme NW corner. Proceed upward to get the
Key of Courage.
% Find the Medallion of Passage in the SW quadrant to get through all of the
guard posts without having to do battle (though I preferred to battle :-)
% Destroy Tyballs' orb by throwing the Orb Rock you collected at it.
% Raid the imps' treasury by killing the Golems. Make sure that you have a few
Health potions handy, as some of the items are cursed.
% Find the "Ring of Levitate" in the chasm of fire (real handy on level 8)
% Visit the tombs (lots of secret doors, some good stuff, but must have the
Crystal Splinter from Kallistan to get in)
% Go back to the prisons and kill all of the &^#$%guards (just for revenge)

Level 8

* Talk to Carasso about the location of Garamons' bones
* Open the central door with the tri-partite key and do what Garamon told you
to do when you re-buried his bones.
% Find lots of really awesome weapons, armor, and magic stuff

MoonGate Level

* Just run like hell, that is all you CAN do!

GAME OBJECTIVES:

You have two goals in this game:

  1. Survival
  2. Find all 8 of the magic Talismans of Sir Cabrius
You cannot finish the game until you have all 8 Talismans, and have re-buried
the bones of the wizard Garamon. In addition, you will need to assemble the
Tripartite key.

General tips:


  * Don't kill anyone who is not actively trying to kill you (no matter how
    rude they may be)
  * If anyone asks you to run an errand for them, do it (the reward is
    almost always worth it)
  * Trust the good guys (identified by the Banner of Cabrius at their door).
    They will never steer you wrong.
  * Save your game often.
  * Talk to people more than once. There are different threads to most of
    the conversations. Try different responses each time.
  * Write down what people tell you. It may not make any sense now, but
    could do so in the future.
Other useful stuff:


  1. When using Fly or Levitate: pressing "E" makes you go up, pressing "Q"
    makes you go down.
  2. You can make a fishing pole with a Pole and Spider Thread (who says
    there's no such thing as a free lunch! Fresh fish are also great for
    payoffs and for bartering).
  3. Make popcorn with corn and a torch.
  4. You can make a torch by pouring an oil flask onto a piece of wood.
Undocumented spells:


  * AS - curse
  * UP - long jump
  * KM - summon monster
  * VOG - sheet lightning
  * ACM - smite undead
  * IS - thick skin (medium shield)
  * YP - walk on water
  * VKC - armageddon (do not use, you won't like it)
Documented spells (included primarily for the folks who just have the demo.
The demo documentation wasn't so hot IMHO)

To find out which spells you can cast:

  * Take your experience level
  * divide by 2
  * and then round up.
This number is the maximum circle of spells you can use.

To find out how much Mana you need:

  * take the circle number
  * multiply by 3.
1st Circle:

  * IMY - create food
  * IL - light
  * OJ - magic arrow
  * BIS - resist blows (small shield)
  * SH - stealth
2nd circle:

  * QC - cause fear
  * WM - detect monster
  * IBM - lesser heal
  * IJ - rune of warding
  * RDP - slow fall
3rd circle:

  * BSL - conceal (low level invisibility)
  * OG - lightning
  * QL - night vision
  * RTP - speed
  * SJ - strengthen door (same as using spikes)
4th circle:

  * IM - heal
  * HP - levitate
  * NM - poison
  * AJ - remove trap
  * SF - resist fire
5th circle:

  * AN - cure poison
  * PF - fireball
  * GSP - missile protection
  * OWY - name enchantment (identify)
  * EY - open
6th circle:

  * VIL - daylight
  * VRP - gate travel (to moonstone)
  * VIM - greater heal
  * AEP - paralyze
  * OPY - telekinesis
7th circle:

  * IMR - ally
  * VAW - confusion
  * VHP - fly
  * VSL - invisibility
  * OAQ - reveal
8th circle:

  * FH - flame wind
  * AT - freeze time
  * IVS - iron flesh (major shield)
  * OPW - roaming sight
  * VPY - tremor
Mantra chants:
I have included comments on the relative importance of each. NOTE: this is In
My Humble Opinion (which is bound to be different from your opinion, or anyone
elses).


Chant   Skill      IMHO
FAL     Acrobat    Need a little to keep from getting hurt in falls/jumps
HUNN    Appraise   worthless
RA      Attack     Need LOTS!
GAR     Axe        Need LOTS only if you are an Axe-man
SOL     Casting    Need a little to keep from getting hurt when spells
                   'backfire'
UN      Charm      worthless
ANRA    Defense    Need LOTS!
LAHN    Lore       Need LOTS! (to identify
                   scrolls/potions/armor/wands/etc)
KOH     Mace       Need LOTS only if you are a Mace-man
IMU     Mana       Need LOTS!
FAHM    Missile    Need LOTS only if you are a Missiles-man
                   (bow/crossbow/sling)
AAM     Picklock   Real handy on upper levels, not so handy on the lower
                   ones
LON     Repair     worthless, as Shak works cheap (and as fast as you can)
LU      Search     Need a little to help find secret doors
MUL     Sneak      mostly worthless
ONO     Swimming   mostly worthless
AMO     Sword      Need LOTS only if you are a swordsman
ROMM    Traps      beyond worthless
ORA     Unarmed    Need LOTS if you prefer not to carry around a weapon **
** - The game CAN be won without the use of weapons or armor.

Character Creation:

Throw away all the characters in the beginning. For each character class there
are a number of random skills assigned each time that you create a new
character,... except that they aren't random! Let's say I want to be a
fighter. I create a bunch of fighter characters and throw them all away, but
not after writing down each ones' attributes. Now I quit the game, and
re-start the game. I again create a character. The exact same sequence of
characters will appear in the exact same order, but now I know exactly which
one to keep!!

Strength is the most important skill of all. Most of the rest can be im-
proved later via shrine chants, but not Strength. Fighters, Druids, and
Tinkers generally have high Strength factors. You will want to have a Strength
factor of at least 25 in order to wear plate armor, and still be able to carry
a fair amount of goodies. Your carry capacity (measured in units of "stones")
is exactly twice your Strength rating.

The three primary skills (Strength, Intel., Dexterity) are factored in with
the other skill ratings. The final value used by the game seems to be
proportional to the skill level multiplied by the primary skill level tied to
it. These associations are as follows:

  * Strength: Attack Defense Unarmed Sword Mace Missile Axe
  * Intelligence: Mana Casting Lore
  * Dexterity: Sneak Swim Search Lockpick Charm Acrobat Traps Repair
    Appraise
For example: If you are trying to pick a lock, the game uses a number based on
your Dexterity TIMES your Lockpick skill.

Maximum Vitality and Mana Capacities: These seem to depend on several factors.
The present theory is as follows:

  * Vitality: Depends on Strength and Experience level
  * Mana: Depends on Intelligence, Experience, and Mana skill rating
The precise equations using these numbers remain a mystery.

Fun things to do:

On Level 4, NW corner (accessible only from level 7), there are two hostile
mages. Kill one, and leave the other alive. Then get out of his way, as he
will throw fireballs at you. Go find some safe corner in which to hide. The
remaining mage will "summon" a wide variety of nasties for you to kill
(hostile lizardmen, mountainmen, fighters, spiders, headlesses, etc), each
with its usual assortment of goodies. This gives you the chance to sample
battle with all of the various denizons of the abyss, as well as cover the
floors with loot. Every once in a while you may have to go back to the mage
and push him around a bit, to keep him sufficiently pissed off.

Drink lots of Ale and Port all at once - get drunk and pass out! (Just
remember that you need to save at least 1 bottle of Port for rotworm stew.)

Outright spoilers:


Level 1 levers puzzle
  with 0 being top position, then clockwise: Turn the lever farthest from the
  door to 1, the next to 2, next one 3, next one 4 (straight down).
Level 2 Goldthirsts' password - "Deco morono"


Level 3 Cup of Wonder
  Flute tune is: 3 5 4 2 3 7 8 7 5 Mantra for triangulation: "insahn"

Level 4 Maze of Silas
  flip the levers in the following order: Silver - Gold - Gold - Silver -
  Silver - Gold

Level 4 Bullfrog puzzle
  The floor area is an 8 by 8 grid of movable tiles. The two levers select the
  X and Y coordinates of the tile you wish to move. Pushing the upper button
  on- then-off raises the selected tile. Pushing the lower button on-then-off
  lowers the selected tile. The wand simply resets the floor to its original
  state for when you screw up too badly. Build two ramps to get to the two
  eastern-most corners. Jump through the wall to get into the secret area in
  the south.
  Level 5 Ring of Humility
    hit NW lever, then SE, NE, SW. STAY OUT of the center of the room while
    doing this. Hug the walls.

  Level 5 Mine Control Code
    with 0 being top position, then clockwise: Left to Right: 7 2 6

  Level 5 Garamon
    wants you to throw the "talismans" into the "volcano". You CANNOT complete
    the game unless you have found his bones on level 8 (Garamon was the
    brother of Tyball, and one heck of a mage. You will find several
    runestones (one is "Vas") and a magic ring by the right bones). The bones
    must be buried in the grave in the tombs on level 5 ("use" the bones on
    the gravestone). After the ghost appears, you must answer the questions
    correctly. Another way to tell if you have the right set of bones is to
    try to stack them on top of another set of bones in your inventory. Like
    coins, bones will stack,.. leaving one "bones" icon with a number next to
    it to indicate how many are stacked. Garamon's bones will not stack this
    way.
  Talismans:

  Taper of Sacrifice
    Level 3, trade with Zak (food)

  Sword of Justice
    Level 3, Blade is in secret room. Lever to operate is be- hind a
    vine-covered wall in the extreme SE corner (Note: you must attempt to
    "pick up" the vines to reveal the secret door, just "looking" won't work).
    Level 5, Hilt is in the tombs area, accesible from either the Bullfrog
    area of Level 4, or a secret door on Level 5. Level 2, Shak will make the
    repairs for 20 coins.

  Cup of Wonder
    Level 3, room where Gazer is (that you have to swim to). Stand on the
    little pedastal in the corner and play your flute. The flute tune is
    taught by Eyesnack on level 5. The clues to the three-part mantra (and use
    of incense) are taught by Fyrgen and Louvnon on level 6.

  Standard of Honor
    Level 4, from Dorna Ironfist, after slaying the Chaos Knight (aka Sir
    Roderick).

  Ring of Humility
    Level 5, room in NW quadrant with levers. Throw levers in following order:
    NW SE NE SW. Stay away from the center of the room when doing this. After
    last lever is thrown, ring will be on the central pedastal. This is told
    by Derek on level 4 after you give him the Gem-cutter you got from
    Goldthirst on level 2 after you slew the Gazer in the mine.

  Shield of Valor
    Level 6, after defeating the Golem

  Wine of Compassion
    Level 6, in checkerboard room with 2 headlesses (NW quad- rant of level 6,
    off room with dozens of worms). Wine is hidden under a floor tile in the
    SE corner. Try to "pick up" or "use" the tile. Told by dr. Owl on level 6
    after freeing his servant Murgo from the lizardmen on level 3.

  Book of Honesty
    Level 6, is in the key behind the hourglass. There is an hour-glass shaped
    room (NW quadrant of level 6) with a secret door at the end of it. Go
    through the door and jump across the chasm to get to a key-shaped room.
    Told by Morlock on level 6 after you deliver the book from Bronus on level
    6.

  Key of Love
    Level 5, from Judy after giving her the Picture of Tom

  Key of Truth
    Level 6, after chanting "fanlo" at a shrine. Found in the title of a book
    in the Library on Level 6, after talking to Illomo (level 6) after finding
    Gurstang (level 7) after talking to Illomo the first time.

  Key of Courage
    Level 3, NW corner (NW area accessible only from level 7)

  Key of Infinity (tri-partite key)
    made by assembling the above three pieces. Just drop them on top of each
    other in your inventory, and they will bind.
  Lizard Language

  bica            hello, goodbye
  'click          no
  'click-iriass   Sir Cabrius
  eppa            visit
  isili           me (also means I)
  kri'kla         lurker
  ossli           enough
  sel'a           give (also means trade)
  sor'click       stranger
  sorr            enemy
  sorra           steal
  sseth           yes
  sstresh         help
  Thepa           Lizardmen
  thes'click      hate
  thesh           like
  thit            need
  tosa            you
  Urgo            Murgo (the prisoner: Dr. Owls' light-fingered assistant)
  yeshor'click    friend
  yethe           kill
  zekka           food

  Assorted Notes:


    * There are fountains of healing only on levels 1, 2, and 3
    * There is one shrine on every level (except level 3 which has three,
      and level 4 which has two)
    * Mandolins appear to be completely useless.
    * Pieces of wood can be used to improvise a torch,.. just douse it with
      oil.
    * Spikes are for pinning doors shut. Once a door is spiked, only you can
      open it.
    * You cannot defeat Level 7 without making a few trips down to Level 8
    * You cannot kill the "Slasher of Veils", no matter which side of the
      moongate you both happen to be on. (Even with Attack/Defense/and Sword
      ratings of 250+) (don't ask). You can get him to the "yellow" state, but
      not beyond.
    * When you and the demon are sucked through the moongate, you must run
      down one of the three paths (red, green, blue) that go off the central
      area. That is all you can do. The Orb you found on Level 1 tells you
      which path to take.
    * Maximum skill ratings depend upon the character-type selected
      (Example: Fighters can only go to 25 in Mana/Lore/Casting rating, while
      Druids can go to 30)
    * Maximum Mana capacity also depends upon the type of character created.
      Druids and Mages rate very high.
  Trick to get past all the Fire Elementals in the Chasm of Fire on level 7:
  When you come up from the NE part of level 8, you will find a Golem and a
  Key. There is a secret door leading to the Chasm of Fire. Open the door and
  familiarize yourself with the route from the door to level 8 and the Chasm.
  Go back down to level 8 and kill some time while your Mana re-charges. When
  you are up to about 25 Mana points, fire up two "Sanct Flam" spells and
  cruise up to level 7 and the Chasm. The Fire Elementals will cease to be a
  problem.

  Trick to the prison area of level 7: Kill all of the guards ("medallion, I
  don't need no steenking medallion!"). The head guard has a key which will
  open all of the low-security prison cells,.. and all of the portcullises in
  the prison area, ... and all of the portcullises in the other guard areas of
  level 7. Real handy. The alternative is unpleasant.

  There are at least 8 magic rings

  There are at least 15 magic wands

  Lots of goodies are hidden under bones, debris, etc. If you see a pile of
  debris (of the variety that you can't pick up), look to make sure that every
  pixel is in its proper place. If not, carefully click on the offending
  pixel.

  Go swimming in the rivers in the mines of Level 2. Look carefully at any
  sewer pipes that you find. (he he he) (don't worry, it's not fatal).

  It is generally a bad idea to kill anyone who is not actively trying to kill
  you This is for 2 reasons

    1. You may have needed to talk to them some more.
    2. Killing good guys gives you negligible exprience points and in some
      cases even REDUCES your experience points!
  There are more than enough hostile critters around to get you max.
  experience.

  There are a maximum of 16 experience levels. After the 16th level, that's
  it.

  There are a maximum of around 9600 experience points. After that the number
  will not increase. (Examples: 9646, 9714, 9688, etc.)

  There are 5 secret doors in the tombs of Level 7.

  There are 3 secret doors in the Maze of Silas on Level 4.

  On levels 3, 4, 5, and 6, there are areas in the extreme NW corner that you
  cannot get to other than through the door on level 7. This door cannot be
  opened until you have defeated Tyball (i.e. finished all of level 7), and
  freed the prisoners in the high-security cells.

  Talk to the knights on Level 4 repeatedly. They know lots of mantras you can
  use to increase your fighting and weapons skills. They do not neccessarily
  tell you these the first time that you talk to them.

  Using the Detail setting from the menu can really help if you have a slow
  machine. Cranking the detail down allows much faster/smoother motion.
  Settings are as follows:

    * Very High - full detail
    * High - no detail on ceilings
    * Medium - no detail on ceilings or floors
    * Low - no detail on ceilings, floors, or walls
  For critical jumps, it is very handy to crank the detail to LOW, make the
  jump, and then crank it back up. Especially on slow machines.

  To make Rotworm Stew:

    * Get the recipe from the green goblin Lanugo on level 1.
    * Don't lose that recipe!
    * Assemble the correct ingredients in a bowl
    * Then "use" the recipe
    * You will see the icon for the bowl change if succesful
    * There are more bowls/ingredients on lower levels

  Moonstone
    Once you have the ability to cast a Gate Travel spell (via scroll or
    runestones) fire one up. This will teleport you to the moonstone area on
    Level 2. There is a secret wall to get out of this area. Pick up the
    moonstone and put it down where ever you want. Further Gate Travel spells
    will teleport you to the stone.

  Tombs on level 7
    You need to get the Crystal Splinter from Kallistan (in the prison cells).
    Then leave the prison area through the main gate and head south, until you
    can't go south any more. There is a secret wall (not a door) that will
    shatter when you run into it. This will not happen unless you have the
    Crystal Splinter in your possesion, and there is no other way to get into
    the tombs. There are 5 secret doors in the tombs area. Three of these are
    located at gravesites that do not have headstones. The other two lead back
    out into the main areas of level 7. These two are one-way-only secret
    doors. They can be opened only from the tombs area.

  Silver Sapling:
    When you "pick up" the Silver Sapling on level 1, it turns into a seed.
    Find some "dirt" floors, and re-plant the seed. The Sapling will re-grow.
    This allows you to be re-incarnated if you die. Upon death, you will find
    yourself alive once more, at the location of the Sapling. The seed needs
    to be planted only once. Re-incarnations seem to be infinite. You can move
    the Sapling to a more convenient place by picking it up and re-planting
    (if you wish).
  Rawstag will only open the door if you give him a red gem (any
  type/condition)

  To free the prisoner (Murgo) from the Lizardmen, give Ssetharee lots of food
  (I used 10 fresh fish that I caught with my fishing pole).

  Give the giant gold nugget to Goldthirst. He will be really impressed.

  To raid the Goblin treasuries on Level 1:

  Grey goblins
    Throw up a couple of shield spells and just walk in. The guard will
    immediately attack, so be quick. DO NOT counter-attack. If you attack any
    one of the goblins, the rest will all come running to his aid (and you
    will be up against 7 at once). Once you have all of the goodies, leave the
    goblins' area. If you return later, only the guard will be upset.
  Green goblins
    Don't let anyone see you. Push the guard into the next room and "spike"
    the door closed. Then wait until nobody else is looking. Open the door and
    close it behind you, as you will be in the treasure room for a while.
    Again, if attacked, DO NOT counter attack.
  To use incense: Wave a torch or candle over the block of incense. If done
  right, the block will change appearance to show that it is lit. Now "use"
  (left click) the block, and you will see a vision. Each vision gives you 2
  letters of the 6- letter mantra. Once you have used incense 3 times, you
  will have all 6 letters. The pairs must now be re-arranged to get a workable
  mantra that you can chant at a shrine (3 pairs of letters, three positions =
  6 possible combinations).

  There is NO TIME LIMIT to complete the game. You can take as long as you
  want.

  Weapons come in the following calibers: (from worst to best)

    * Swords - dagger / short sword / long sword / broad sword
    * Maces - cudgel / light mace / mace
    * Axes - hand axe / axe / battle axe
    * Missiles - sling / bow / crossbow
    * Shields - buckler / small shield / wooden shield / tower shield
    * Armor - leather / mail / plate
  Weapons/Armor/etc come in the following grades: (from worst to best)

    * badly worn
    * worn
    * servicable
    * excellent
  Runestones:
  Numbers indicate the levels upon which they may be found. There may be more
  than one of the same kind of runestone on a level (as for the "AN" stone), a
  "*" by the level number means that you have to get it from someone (usually
  by going off on some weird quest).


  A   4, 4, 4 (means that there are a total of 3 stones, all on Level 4)
  B   1, 3
  C   4
  D   3
  E   6 (behind a barrel,... hard to spot)
  F   6, 6*
  G   3, 4, 5
  H   2, 3
  I   1, 4, 8
  J   1, 4, 4, 5
  K   6
  L   1
  M   1, 2, 4
  N   5, 6
  O   1, 3
  P   2, 3
  Q   4
  R   3, 5
  S   1, 3, 4, 8
  T   5, 8
  U   2
  V   6, 8
  W   3*
  Y   1, 2, 3

  Secret doors

  WARNING: Some secret doors (especially on level 7) are ONE-WAY ONLY. This
  means that if you are on on the wrong side of the door, it will not open (or
  even appear to exist at all).

  Level 1:

    * Door between Grey goblin area and room with levers/pedastals
    * Door by Silver Sapling - leads to shrine area
    * Door on north wall of hallway in extreme NW quadrant - leads to
      fountain
  Level 2:

    * No secret doors
    * Secret wall exposed after using Gate Travel to the Moonstone
  Level 3:

    * Door along hallway in extreme SE quadrant, behind vines - leads to
      fountain
  Note: you must try to "pick up" the vines in order to expose the secret door
  just "looking" won't work. Fortunately, this is the only place that this is
  neccessary. (Dirty trick IMHO)


    * Door in store-room of thieves
    * Door at end of hallway by lever in extreme NE quadrant
    * Secret area behind waterfall in NE quadrant (swim to it)
  Level 4:

    * 2 doors behind Roderick
    * 3 doors in the Maze of Silas
    * Door in room with skeletons/pedastals/switches
    * Door behind chest in water area
    * Secret area in SE corner of Bullfrog Maze (just jump THROUGH the wall)

  Level 5:

    * Door in tombs area at extreme East-Central edge of map
    * Door in extreme NE corner of map - leads to Cabrius' tomb
  Level 6:

    * Door in library
    * Door at end of hourglass-shaped room
    * Door in extreme SE corner (walk down lava channel)
    * Secret area accessed by running through wall in East Central area
      (between the eyes). This place is just east of the stairway down from
      level 5.
  Level 7:

    * Secret wall in cell of Dantes (allows escape from prison area)
    * Doors to allow bypass of prison guards area (short hallway allows
      bypass)
    * Door out of Imps/Golems/treasure area (takes you right to Tyballs'
      maze)
    * Door in area in extreme NE quadrant (by Golem/key/Undead area) - to
      chasm
    * 5 doors in tombs area
    * Door out of Tyballs quarters past fountain
  Level 8:

    * There are no secret doors on level 8
  KEYS:

  Level 1:

    * Red key in pack at beginning
    * Gray keys in shrine area, and at bottom of spiral staircase in West
      Central area
  Level 2:

    * Red gem key by stairway off South main hallway - fits Mountainmen
      doors
    * Yellow gem key in Ironwit area - jump off platform through doorway in
      North area - fits door at bottom of spiral path
  Level 3:

    * Red gem key in NE quadrant by Zak area - fits Red Lizardman doors
    * Yellow E-W key in NE quadrant by Zak area - fits Thieves storerooms +
      door on L4
    * Green gem key behind damaged door in West Central area of map - Green
      Liz. doors
  Level 4:

    * Key from defeating Roderick - opens secret doors behind him
  Level 5:

    * Key from defeating black ghost - opens tomb and portcullis
  Level 6:

    * No keys
  Level 7:

    * Grey key by Naruto - opens door in Chasm of Fire
    * Yellow key in NE corner by Golem - opens door between Tyballs Maze and
      Lava Pit
    * Grey key from main prison guard - opens cell doors, portcullises, etc.
      (also can get this key from defeating Tyball).
    * Skull key from defeating Tyball - opens Arial cell, and high-security
      prison cells.
    * Yellow key from Smonden - opens door in extreme NW corner to special
      area
    * There is no known key to open doors to the "Evil Undead" area
  Level 8:

    * Skull key from Carasso - opens door off main hallway in East-Central
      area
  RINGS:


    * Level 3 - Ring of Resist Blows (obtained by killing one of the
      Bandits)
    * Level 4 - Ring of Leap (by boulders in South-central room)
    * Level 7 - Ring of Levitate (in short hallway off Chasm of Fire)
    * Level 8 - Rings of Regeneration, Mana Regeneration, Invisibility,
      Poison Resistance, Magic Protection
  Note: 2 of the rings on level 8 are in the small areas you get to from level
  7.
  Unsolved Mysteries:

  These are things that I just never figured out

  Level 3:

    * There is a lever at the end of a long hallway in the NE qudrant. I
      never figured out what it does. (It doesn't have anything to do with the
      secret door nearby).
    * Somewhere it is written that there is a secret way to Level 4. I never
      found it.
  Level 4:

    * There is a pull-chain outside the entrance to the Knights area in the
      SW quadrant that didn't seem to do anything.
    * There is a Grey Lizardman running around, who claims that his leader
      is Iss'leek This is strange, because Iss'leek is the leader of the RED
      Lizardmen (Ishtass is the Grey leader). What is this lizardman doing on
      Level 4, and what do I say to him?
  BUGS

  Unfortunately, there are several:
  PROBLEM:

  Can't talk to anyone below level 1:
    This seems to occur only when someone has the Demo of Underworld, and then
    loads the real game into the same directory. Solution: backup your "SAVEx"
    files, delete everything, re-install, restore "SAVEx" files.
  Inventory corruption.
    There is a patch available to "solve" this problem from Orirgin (and
    available from some FTP sites). It seems to help (but not entirely
    eliminate the problem). There has been some mention that reducing the
    number of items in a container (pack, box, whatever) seems to help. There
    has also been mention that nesting containers (i.e. an item in a box, in a
    bag, in a pack) should be discouraged.
  Game crashes when entering the NW corner areas (accessible only from level
  7).
    Solution: try dropping some items. Take only the barest essentials. Also,
    if trapped in this area, you may be able to teleport out using a "Gate
    Travel" spell.
  Screen very dark.
    There is a file called "shades.dat" in the UW directory. Rename it to
    something else (like "shadez.dat") and delete "shades.dat". This should
    brighten things up a bit. NOTE: I have not tried this personally, so I can
    make no guarantees.

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