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Submitted by System on 09/03/2006, 09:50. Print file.
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the thieves (walk west to Paws until you reach the crossroads, then turn right and follow the path). Just walk further into the cave. The blocking wall has disappeared. Follow the cave (both directions in the cave are successful) and use a torch, light spell or any other source in the dark areas. You will finally arrive in the western part of
Britannia, past the mountains. The complete second half of the main isle of Britannia is now accessible! You can at first ignore the area to the south, Yew itself lies to the north. From the exit of the cave, walk to the west, until you find a path. Follow the path and you'll arrive in
Yew after a long walk.

Yew is the city of justice and you'll get your first impression of their "justice" when you talk to the people. Raven has followed you and was imprisoned. You can find the court of justice in the north east of Yew (it's the circular mountain on the Britannia map). It's entrance is marked with two big trees. Just enter the court and watch the cinematic sequence. What a farce.

Outside the court is Desbet, a wingless gargoyle, waiting for you, but you can convince him that you didn't cause the destruction of Ambrosia.
You must show him the queen's egg (you still have it, don't you? :-) and he will tell you to visit Vasagralem. You can reach his house by using the lift south of you. Just walk south, until you reach a lift on the ground, use it, then use the left platform and walk over the left bridge to Desbet's house. He will tell you that he has activated the transporter to Vasagralem's house.

You must show Vasagralem the queen's egg and he will give you the red lens. Now he will help you to free Raven and advice you to go to the dungeon Wrong. He will wait there to show you a secret entrance. He also tell you that the mantra and the whereabouts of the sigil of justice (a quill) can be found in a book in Yew's library.

The library is below Desbet's house. You can find the book of justice if you put back the book "Encyclopedia Britannia V" back into the bookshelf. Another row of books will vanish (in the shelf with the small globe) and reveal the book of justice. Read it and you will find the mantra. The book also tell that the sigil can be found by a creature in the big mountains north east of Yew.

Raliegh, the bowyer in Yew, can train you the flaming arrow shot.
BUG NOTE: In game version 1.07, it will cost you 2500 gold, don't listen to to the text or the speech.

Northern mountains
~~~~~~~~~~~~~~~~~~
Now it's time to go to Wrong. Don't be mislead, Wrong is the small isle in the north east part of the main island, so you have a long march before you. But there's much to explore on the way to the dungeon.

From Yew, walk east until you find a path with any sign (mostly "to northern trail and Wrong"). You have to follow the path to the east.
NOTE: if you follow the path the wrong way you will find a big sea with a waterfall coming out of the mouth of a giant face. If you walk around this sea you will come to a big crate standing on some kind of platform.
There's the lighthouse sapphire in it.

Just follow the path into the mountains and keep looking for signs. They will show you the right direction to Wrong.

You will come to a small goblin outpost with an armored goblin guard and a chest. There are 600 gold in the chest. Examine the surroundings among the chest and you will find a longsword, one of the better 1-handed weapons. Keep it, it will be one of your best swords for a time.

After a long walk you will come to the snowy mountains. Don't be encouraged, this is only half the way to Wrong.
NOTE: After your first "meeting" with an ice hound, there are some ruins to the north. These ruins are the Empath Abbey, where you can get the candle of love which is important later in the game.

While you are following the path, keep looking around for a flag with the sign of justice on it. It's near two thieves. Left from the sign is a very small pass leading to the top of a mountain. On the top sits a vulture with spread wings. This is Eustus, the keeper of the sigil.
Answer his three questions and he will give you the quill (the answer to the questions is "no" all three times).

Now go on on the path till you reach the ocean and a very long bridge.
This bridge will lead you to a stronghold and the Wrong dungeon. But unfortunately the doors of the stronghold are close, but there's another way. At the end of the bridge walk down to the water, you'll see a boat and Vasagralem waiting. He tells you about a secret entrance. Jump into the boat and wait until it stops. Now dive into the water and search for an underwater cave entrance. Swim into it. Don't worry if it seems that you run out of air, just keep swimming . At the end, touch one of the skulls to open the secret entrance into Wrong.

Wrong
~~~~~
This is one of the most difficult dungeons in the game, because you are arrested as soon, as a guard sees you, even if you try to kill him.

There are several ways to prevent being caught. You should use all possible covers (the spiked columns), you can use a "fog" scroll, you can cast "charm" on the guard, you can even use the "backpack cheat" (see below). A guard won't notice you unless he sees you straight in the eyes, so kill them as soon as possible with spells or a crossbow. If he sees you, you have to kill him before he finishes his "you are under arrest" sentence, or you will be imprisoned.

If you get caught, you will be teleported without your inventory and your spellbook into cell (1). Move the bench and you can open a secret door to the south. Examine your cell for a small dagger and a black potion (invisibility). Kill all spiders (ignore the big one at the pentagram). You will come to cell (2). Put the lamp onto the pressure plate to open the gate. Walk south through the door, try to avoid the guard (use the black potion, you can try to fight him if you're strong enough) and examine room (3). Your inventory is in the chest. Grab the key, too.

                        +--+
down b ¦ 8¦      down c
                   : :  +  +       : :
      +--··        ¦ +---++--------+9¦
      ¦ +··up b    +-----------++----¦
   +-+¦ ¦          ¦ ¦+--+    +  + ¦A¦+--+
   ¦  + ¦          ¦ +  5¦    +--+ ¦ + 2 +··
   ¦  + ¦          ¦ +   ¦         ¦ +   +··
   +-+¦ ¦      +--++-¦+--+         +-¦+--+
      ¦C¦      ¦ 6 + ¦         +--+¦ ¦
+--+¦ ¦      ¦   + ¦ +--+    ¦3  + ¦              1 - Avatar's cell
  ¦7  + ¦      +--+¦B¦ ¦4 ¦ +-+¦   + ¦              2 - 2nd cell
  ¦   + ¦          ¦ ¦ ¦  +-+ ¦+--+¦ ¦              3 - storeroom
  +--+¦ ¦       ··-+ ¦ +++----+    +-¦+---+         4 - Cleo
up a·+ ¦       ··---+  ¦+---------+ + Start        5 - fake Raven
·--+     down a    +-----++----++    ¦         6 - button + key
                             +  +   ¦¦+---+         7 - key
¦1 ¦    exit           8 - Raven
+--+                   9 - Buttons
                              ¦+··
                              +-··

At the start room in Wrong, touch the picture with the ankh to reveal a button. Push it. Now open the door to face a guard. You have to let yourself imprisoned at least once, so don't do anything. In the cell, use the procedure above to free yourself and get your inventory. You can visit Cleo in cell (4) to get some information about Smith the horse.

Now use the lever near the gate (A) to open it. Jump into the pit and follow the passageway. In the torture chamber, use the lever at the wench to open gate (B).

Examine room (6), push the button at grab the key in the chest. You will find Raven in cell (5), but beware, this is a trick. Kill the zombie and read the book, it contains important informations.

Now follow the passage to the south ("down a" on the map). Get the key in room (7) and move on.
NOTE: The gate (C) leads to a crypt with two skeletons and a strange coffin. I haven't found anything usual in there.

You will find the true Raven in cell (8). You've read the proper combination for the skulls, but here is it:
5
3 2
1 4

Inside the cell, jump over the flames and use the left valve first, then the right to free raven. She will thank you and give you a key.
BUG NOTE: Sometimes the gameplay crashes here or you can't talk to
Raven. Just reload the game and try it again.
BUG NOTE 2: Some people have told about problems when the cursor disappears while you're talking to Raven. But you can still select your answers with the 1,2,3... keys.

Raven's key unlocks the door to the west. At the door (9) you'll see two buttons, press the left to open the door, if you want. Follow the way to the north.

           +--+ +--+ up c
           +  + +  + : :
           +++---++--+ ¦
           ¦   D       ¦   +--+
+-----------+   ¦10¦   10 - Wyrmguard armor
               :    ¦ ¦    +  +
+····¦E¦+--+ ¦¦    11 - slavery marketeer
                    ¦ +   +-+¦
+-+¦ +   +--+    12 - tavern keeper
                 ¦  + ¦+--+
¦  + ¦           13 - door
            +--+ +-+¦ ¦
¦12¦  +-+ ¦           14 - chests
            +  +  ¦+--+
            +++---++-----+
¦   F      13¦
            +-----++-----+
                 +  +  ¦+-+
                 ¦11¦  +-+¦
                 +--+   +  +
¦14¦
   to   ··--------+ +--+ ¦¦
  column··-++----¦¦-¦15+-+¦
          +  +   +--¦  +--+
          ¦16¦      +--+
          +--+

You will come to another gate (D). There's a black brick to the north.
Push it to open the gate. Follow the passage to gate (E). Search for a white brick to open it.

In cell (11) the slave seller from Buccaneer's Den wants you to open the portcullis. Don't do it, it's bad karma. Free the tavern keeper in cell
(12) instead.

Once again, search for a brick button at gate (F) to open it. Following the passage, you'll find three buttons. Press the blue one to open the door at (13) for a short period of time. The red one will teleport you to cell (12). The green one will call a guard. You must run to door (13) before it's close again.

You will find four chests in room (14), two of them are mimics.

If you enter room (15), the portcullis will close. Dive into the water and use the valve to the north to open them again. Now go on to the column, where you will find another of your old friends.

You don't have to kill Jaana, try talking to her, then walk to the wench and use the lever. This will drop a cage and Jaana is trapped. Say her to open the portcullis and promise to free her, if she opens them, but leave her instead.

Go inside the column, grab the glyph and go back to room 16. Search the east wall for a brick button, it will reveal a teleporter. Step on it and you will be teleported to the pentagram room in the secret passage between your old prison and cell (2). Now you can leave the dungeon. back in Yew
~~~~~~~~~~~
Back in Yew, it's time to cleanse the shrine. The shrine is located in the mountains north west of Yew.
NOTE: beneath the shrine are two stone heads with a glowing red pentagram. If you use "ignite" to cast a fire in every statue's mouth, a bolt of flame scroll will appear.

Near the scroll binding pentagram is a long wooden bridge and a cave. If you follow the cave you will find two goblins and a locked crate. One of the goblins has the key. The crate contains a claymore, a powerful two handed weapon!
You can open the porticulls at the cave's exit with igniting either the braziers or the fireplaces in the statue's mouth.

West from this exit, over the mountain, lives an hermit. He is the person who can train you the master skill for staff fighting, but he wants a jewlery, the Britannia Star, for exchange.
NOTE: You can find the Star in Trinsic.

After you've cleansed the shrine, go visit the justice court to free
Raven. Now you can go back to Britain, Raven's waiting for you at the docks.
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