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Submitted by System on 09/03/2006, 09:50. Print file.
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Despise). Put all on the pentagram and light the candle. the Abyss
~~~~~~~~~
Find your way to the big hole surrounded by four statues sending rays into it. Jump into the hole. You will be teleported to a tower-like building. Each level has an elemental theme (earth, air, water, fire).
Every level is similar to solve: in the first room (to the left from each starting point) you have to push a secret button, shaped like a brick to open the way to another room, to the right from the starting point. There is the teleporter to the next level. In each level is a glowing orb, which you have to take.


1st level (air): kill the gazer and touch the secret button. In the next room with the four columns a cloud will start to shoot energy orbs. One orb has to hit the target in the middle, and a teleporter will appear.
Grab the black glowing orb and step onto the teleporter. 2nd level (fire): kill both hell hounds and press the buttons. A column with the red glowing orb will appear Touch the secret button. In the next room you have to douse the fire in the two braziers. Now step on the teleporter. 3rd level (earth): the main clue: don't let the eyes see you. The best method is to use a black potion or an invisibility spell. Kill the gazer and put some item on the pressure plate. Climb the stairs and touch the ankh. A book from the Timelord will appear. It contains some nice background information for the game. Again, find the secret button (it's on the western wall) and go on to the next room. Quickly grab the green glowing orb and jump onto the teleporter. 4th level (water): swim to the other side of the room and wait until the stairs will appear. Touch the secret button and swim back to the second room. Melt the ice with a fireball, grab the blue glowing orb and step onto the teleporter.

Now you are standing to the entrance to the next part of the Abyss. But it is blocked with the four elements. Place each glowing orb onto the holder and step on the teleporter. There's now an entrance to the eternal plane of each level, dedicated to it's element.

Again, all planes are similar. You have to find and kill a special monster (air: big dragon, fire: big demon, earth: stone giant, water: sea serpent) and a teleporter will appear nearby. Step onto the teleporter to leave the plane. Every time you've cleaned a plane, one of the barriers will disappear. Finding the monsters is the hardest part of it. Just keep looking around and don't get lost.

Soon as the barriers have disappeared, the path is clear to your final confrontation with Blackthorne. Jump into the now opened hole to be teleported to the second part of the Abyss. Keep jumping down until you come to a bridge. Cross it and face Blackthorne and Lord British. A cinematic sequence will be played.

After the fight, run into the column, take the glyph and come back to talk to Lord British. He gives you the codex and instruct you to read it at the altar on the Isle of the Avatar.

Once been teleported back, follow the path up to the south part of the isle until you find a cave with two small pillars in front of it. Enter the cave. Put the codex on the altar, the red lens into the left holder and the blue lens into the right one. Now you can read the codex. It will instruct you what to do to finally defeat the Guardian.

Britain, ethernal void
~~~~~~~~~~~~~~~~~~~~~~
Back at Lord British's castle. He is waiting for you at the hedge maze.
He will open a moongate for you to get to the eternal void.

You will meet all your old friends you've killed when they have been
Wyrmguards. Talk to Dupre and step onto the platform. Now cleanse the shrine as usual. Don't forget to grab the rune and the sigil.

All of your old friends have been resurrected and are gathering in Lord
British's castle. Time for a last sentimental good-bye. *sob* :-)

If you haven't gathered all runes and all sigils, now it's a good time to get them. Use the orb of the moons to quickly teleport you near the shrine where you can find the missing sigils and runes.

Talk to Lord British one last time. He instructs you to go to Terfin and defeat the Guardian.

Now go to Raven (another emotional good-bye here) and sail to Terfin.

Terfin
~~~~~~
Time for the final showdown with the Guardian.

You only have one dungeon left, therefore it's a very difficult one .

Raven will tell you about a secret entrance on the other side of the isle, past the dragon guards. Move fast, don't fight them, try to spare your arrows and mana instead.

NOTE: There's a small quirk in the game, that enables you to go directly through the big gate and into the chamber of the Guardian (where the
Endgame takes place) without going through the dungeon. If you stand in front of the small gap between the big doors you can see the other side of the gate (switching to first person view might help). Now use a teleporter spell and voila, you're on the other side of the gate and you can walk into the Guardian's room like the first time you've been at
Terfin. It is also possible to climb the rocks near the gate, but this is a little more difficult.

If you've found the cave entrance and if you have all the sigils, a force field will disappear and you can step onto the teleporter to enter the dungeon.


          +-++--+
¦start¦        1 - button
+-----+        2 - gargoyle and 2 purple potions
+--+¦ ¦ +--+     3 - button
¦   + +-+ 1¦     4 - key
¦ 2 + +-+  ¦     5 - locked door & secret button
+--+¦ ¦ +--+     6 - moving walls
      +--+  ¦ ¦ +---+
      ¦  ¦  ¦ ¦ ¦3  ¦
      +¦¦+  ¦ ¦ +-+++
       ¦+---+ +---+¦
       ¦+---+5+----+
      +¦¦+  +-¦
      ¦4 ¦  ¦ +--+
      +--+  ¦ +-+¦
            ¦ ¦+  +
            ¦ ¦¦  ¦
            ¦ ¦+--+
          +-+ +-+
          ¦  6  ¦      +------+ +--+
          +-+ +-+   +--+ ---- +-+7 ¦
            ¦ ¦     ¦+-+ ---- +-+  ¦
            ¦ +-----+¦ +------+ +--+
            ¦ +--++--+
       +--+ ¦ ¦ +  +     7 - key
¦   -+ ¦ ¦8 ¦     8 - copper key
¦10 -+ ¦ +¦¦+     9 - gold key
+--+ +-¦ +¦¦+    10 - teleporter
 +----+     ¦ ¦ ¦9 ¦    11 - key
¦    ¦     ¦ ¦ +--+    12 - torture room
¦ 12 +-----+ +---+     13 - power cube
¦    +---++-----+¦     14 - teleporter
 ¦    ¦   ¦¦     ¦¦
 +++--+ +-+++    ¦¦    ++
  ¦¦    ¦11 +----+¦    ¦¦
  ¦¦    ¦   +----+¦    ¦¦
  ¦¦    +---+   +  + +-++-+
  ¦¦    +----+  ¦  ¦ ¦ 14 ¦
  ¦+----+ 13 ¦  +--+ ¦    ¦
  +-----+    ¦       +++--+
        +--+++  +--+  ¦¦
           ¦+---+  +--+¦
           +----+  +---+
                +--+

In the phase spider cave, step onto the pressure plate to open the portcullis for a short moment. Press the button in the east room to open the door to the west. There are two purple potions inside.

Follow the hallway to another room (a training room, #3). Press the blue button behind a barrel to reveal a secret door in the main hallway.
Unfortunately, the door is locked. But there's a secret button (the loose brick). It reveal another door.

The hallway behind the door is trip wired, but you can jump over them.
Take the key from room (4) on the bar table. It will unlock the door in the main hallway.

The next room to the south is a trap. Push the red button in time to stop the moving walls. Head east to a small cavern, which is soon be filled with water. Use the small valve on the south wall to open the door to another room (7). Use the big valve to lower the water level and take the key.

Take the copper key in room (8) to open a chest in room (9) with it.
Beware: all the other chests are mimics. Take the golden key from it.

You can find a teleporter in room (10). It will bring you to a room with three chests. As soon as you open one, the other two will vanish, so choose wisely (left: inferno scroll, middle: ring of fire scroll, right: summon demon scroll)

On the opposite side to room (10) are four buttons. Press the one to the right to reveal another door.

You will find a torture room (12) with a locked door. The key to the door is in room (11). Use the attractor to open the forcefield and douse the torch to the south to make the ring of fire disappear. Now take the key and open the door in the torture room.
NOTE: It seems that if you enter room (11) without visiting room (12), the ring of fire contains not a key but a lightning sword. I haven't tested this yet.

Follow the hallway until you come to room (13). Kill the demon, grab the power cube and press the button at the throne.

Jump into the pit in room (14) and switch the lever to reveal another secret wall. Follow the hallway to a teleporter in room (15)
NOTE: I still haven't find a way to cure the little girl. Slaying her does hit your karma. I have just ignored her :-(


                              +--+
                          +---+  ¦
                          +++-+  ¦
                           ¦¦ +--+
                      +--+ ¦+--+
                      ¦17+---- ¦
                      ¦  +----+¦
              +--+    +--+    ¦¦
              ¦19¦        +--+¦¦
              +  +        ¦18-¦+----+
               ¦¦         +---¦+---+¦
           +--+¦¦    +--+    ++++  ¦¦
           ¦   ++---- 13¦    ¦16¦  ¦¦
           ¦   ++-++-   ¦    +--+  ¦¦
           +--+¦¦+¦¦++--+        +-+¦
               ¦¦¦14¦    +----+  ¦++¦ ..
               ¦¦+--+    ¦+---+  ++¦¦ :: +--+
               ¦¦       +--+ +--+  ¦+----+11¦
               ¦+-----+ ¦7 ¦ ¦9 ¦  ¦+----+  ¦
               +--++-+¦ ++++ ++++  ¦¦    +--+
                  ¦¦ ¦+--++---++---+¦
              +-+ ¦¦ +---++---------+
              ¦ --+¦    +¦¦+          1 - start
¦ ---+    ¦  ¦          2 - power cube
+-+       +¦¦+          3 - key & power cube
¦¦           4 - key to room (5)
+-+¦¦+-+        6 - mana restore
¦4 ++ 5¦        7 - key
¦  ++  ¦       13 - mad man
+-+¦¦+-+       14 - treasure room key
¦¦ +--+     16 - meteor room
+-------++-- 2¦     17 - button
                 ¦+---++-++--  ¦     18 - lever
    +--+    +--+ ¦¦  ++++¦¦ +--+     19 - exit
    ¦  ------ 3¦ ¦¦  ¦  ¦¦¦
    ¦  --++--  ¦ ¦¦  +--+¦¦+-+
    +--+ ¦¦ +--+ ¦¦ +--+ ¦+- ¦
         ¦+------++-+  ¦ +--1¦
         +---++-----+  ¦   +-+
             ¦¦     +--+
          +-+¦¦
          ¦6-+¦
          ¦ --+
          +-+

Touch the crooked picture to unlock the door to the west. Follow the hallway until you come to a junction. Visit room (2) first.
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