Abyss Walkthough

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Isle of the Avatar

Scavenging

   

Abyss Entry Level

Taunt the Demon

Scavenging

 

Elemental Mazes

Air

   

Fire

   

Earth

Binding Time Stop Earth (cont.)

Water

 

 

Elemental Realms

Air

Lightning Sword

Scavenging

Fire

Scavenging

 

Earth

Glass Sword

 

Water

Scavenging

 

Abyss Inner Level Fight Crash    
Conclusion      

 


Isle of the Avatar    (Map)

Here is where the adventure begins. Make sure you have the Red and Blue Codex lenses and a Sulphurous Ash. Everything else you need is on the island (including Blackrock - the Abyss Seal is made of it). Arrive with as little gold as possible. Some say you need Blackthorn's Note as well (this is not confirmed).

At the dock (1) follow the beach to the east. At the end of the beach follow the pass through the mountains to the outer shore. In the water at (7) is a box containing the Red Candle that you will need to summon Pyros.

Return through the mountain pass and follow the path up to (10). After disposing of the Phase Spider take the Silk lying near its web. You also find potions (2 Yellow, Purple and Orange) and 294 gold.

Go back down the path to (14). Take the Demon Skull from the pole and place it on the Seal. Add Silk, Ash and the Red Candle. Ignite the Red Candle for a FMV of the Avatar summoning Pyros. You are transported to the Abyss.

Scavenging
To the east of the dock is a Bloodmoss (2). Climb up the nearby rocks to reach the ledge at (3) where you find a Serpentwyne.

Jump across the chasm at its narrowest point and climb to (4). In a pile of bones is a 2-Handed Sword.

Slide down the mountain and follow the beach to (5) where you will find another Serpentwyne. Continue north to (6) - there's a chest containing 45 gold.

Return to the dock and follow the path north to (8) to find 240 gold in a pile on the ground.

Go back down the path to the valley floor and head toward (9). There is a body lying on the ground. Nearby are 3 coins and 76 gold. Also by a nearby bush is a Bloodmoss. Sometimes taking one coin causes the other two to disappear.

After defeating the Phase Spider at (10) continue south along the path. The cave entrance (11) leads to the Codex Reading Room. Drop the Red and Blue lenses here so you don't lose them.

If you haven't seen the Snuffler yet you soon will. He's optional but carries quite a bit of gold. At (12) on a flat stone by some bodies are 2 Bloodmoss.

Follow the path to (13). Ignore the Chalice and Broken Lute; drink the Green Potion if you're a masochist or refilling flasks to sell. The real prize here is the Blackrock Arms.

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Abyss Entry Level    (Map)

This is a good place to use Infernal Armor, Freeze and the Sword of Frost. You can find a Sword of Frost here if you don't have one.

All that's really necessary here is to find your way from the arrival point (1) to the hole at (12) and jump in. When you move away from (1) a cutscene appears that focuses on (12).

Taunt the Demon
This little side-game can be played wherever you find Demons. The point is to keep them casting Hellhounds. A Hellhound can be dispatched with one hit from a Frost Sword and leaves a Ruby and/or a Sulphurous Ash behind.

If the Demon chases you just hit him with Freeze and move away. If you move far enough away the Demon goes back to his spawning point. Approach and get ready for another Hellhound.

When the landscape is littered with Hellhound bodies (or you're bored), kill the Demon and go "far away". Upon your return there is only the harvest of Rubies and Demon gold.

Scavenging
From the arrival point (1) find a place to jump up on the ridge to the north. Follow it to (2) to find a body and a Death scroll.

Return to the arrival area and jump the rocks to (3). There is a Demon on the plateau here. Place and climb a tall object, then use Levitate or Teleport to get to the top. You might spot a Dragon to the northeast - we'll get to it later...

Go west to (4) to find another Demon.

Continue west and jump atop the rock that blocks your way. At (5) you will find a Sword of Frost.

Return to (4) and go north to (6) for yet another Demon.

Head east, then north to (7) (takes some jumping to get there). By the body there is an Axe, a Buckler and 379 gold.

Jump back and take the path to the west and find a chest at (8). It contains Purple and Red potions - and there is a Demon nearby.

Follow the path around to the south and jump the rocks leading west. A Dragon is hovering near (9). Let's hope it's over land and not lava. Fight it to obtain the usual gold and jewels - plus a key. If the Dragon is over lava then try X-amining for the goodies. Worst case, suit up in Infernal Armor and go wading.

The key unlocks a chest at (10) containing Blackrock Leggings. If you don't have the key then X-amine the chest. When you find them click and drag them out of the chest.

Another chest to the west (11) contains a Meteorite scroll and 200 gold. You might want to save this scroll for the Realm of Water if it's not in your spellbook.

Between the chests are piles of gold totaling 1385 plus a Diamond, Emerald and Siege Bow.

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Elemental Mazes

Here you acquire a globe in each Elemental Maze. Each globe opens a teleporter to the corresponding Elemental Realm.



Air Maze   (Map)
After jumping into the hole on the entry level you land on a platform outside the Air Maze (1). Notice the Ankh painting (2) at end of the passageway.

Approach the room at (3) with caution if you want some treasure. From just outside the room you can X-amine and acquire the various items on the other side of the room.  Specifically: Kite Shield, Broadsword, 2 piles of 100 gold, and potions (Orange, Black, Blue, Red and Yellow).  There's also some food items including the elusive Eggplant.

Enter the room. If the treasure is still there then it disappears. A Gazer appears. Click the brick on the southwest side of the room to open the "west wing" of the area. Two Yellow potions are on the floor if you want them.

Go back past (2). Notice that the Ankh painting has changed.

Continue along the passage to (4). Soon after you step on the face tile in the center of the room, globes will converge on you and lightning will strike. If you step off just before the strike, the lightning will consume the globes and open the way to the exit teleporter. If you "miss" the first time then keep trying.

Between you and the teleporter is a Grey globe - take it.

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Fire Maze   (Map)
You arrive at (5) after exiting the Air Maze.

At (6) are two Hellhounds that would like to toast you. There are two buttons on the east wall that shoot a fireball at a target when you press them. Click the south button to raise a pedestal. Click the north button to produce a Red globe on top of the pedestal.

At the back of the room there's a turkey leg. If you lay it on the window sill then a dragon will come flying up and eat it. While you can kill the dragon with Lightning Bolt there's no point, as you cannot get out of the "building" to retrieve any treasure.

Take the globe and click the brick on the north wall. The brick switch opens the south passage. At (7) cast Douse on the two braziers to quench the flame in the furnace. There is an Orange potion on the south side of the furnace and a Yellow one next to the teleporter inside the furnace.

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Earth Maze   (Map)
After exiting the Fire Maze you arrive at (8).

As you approach (9) a Watcher closes the passage with spikes. Cast Invisibility to fool the Watcher or bull your way through the spikes and suffer some damage.

In room (10), if you have not cast Invisibility, the Watchers will raise spikes at the entrance and open three spiked pits. They will also materialize some darts that will zap an unwary Avatar (the darts can be destroyed with Lightning Bolt or a weapon).

Upon entering the back room notice the vertical coffin, then turn around. Ready a weapon and uncast Invisibility. The Gazer will approach when it spots you but the narrow entrance offers protection from its blows while you dispatch it.

Put an object on the plate at (11) to reveal stairs at (12). Take the stairs up. Since you are no longer invisible the Watchers do their thing. Only one dart materializes and it's close enough to destroy with a weapon.

Click the Ankh at (13) to open the coffin (cut-scene). On the way back click the brick switch above the foliage to open the northern section of the maze. From the coffin get the Time Stop scroll and read Hawkwind's note (the book).

Binding Time Stop   (Map)
This side-quest is not necessary for winning the game but now is the best time to do it. Time Stop can be useful in dealing with the northern room of the Earth Maze.

To get to the binding room look on the west wall of the center pit in room (10). If you have clicked the brick switch then there will be a red button in the pit. Click the button to be teleported to the ground floor of the Elemental Mazes (14).

In the northeast corner are slabs protruding from the walls. Climb these to the top and follow the corridor to the Binding Room (15). Ignite the brazier and two candles to improve room lighting. On the floor is an Ash and a bowl containing a Black Pearl. In the chest are Nightshade, Silk, Moss, Garlic, Ash, Ginseng, Mandrake and a Light scroll. Bind Time Stop.

Go back to the slab stairway. You might not be able to see the slabs depending on your graphics card. If you can't then either move around until you can see them or take a leap of faith to the right. Go back to the ground floor and take the teleporter back to the Air Maze (1). Rerun the first two mazes and return to (8).

Earth Maze (continued)
Head for (16) but approach the room cautiously. If you stand in the doorway you can get the Green globe from the teleporter. If you enter the room then the floor tiles will attack - and Invisibility doesn't fool them. Cast Time Stop and go to the teleporter. Or just jump from the doorway to the teleporter and you won't even wake them up. It's a sure thing with the Legs of Sentri. Without them you might land just short so hit the ground running.

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Water Maze   (Map)
After exiting the Fire Maze you arrive at (17).

At (18) there are four hungry predator fish. Remove them or cast Infernal Armor before going swimming.

There are sets of stairs going in and out of the walls. We are interested in the set across from the entrance and above the water. Climb them and click the brick switch at the top to open the passage to the exit room. There's a Freeze scroll at the bottom of the pool.

At (19) there is an Ice Hound behind ice bars. Unless you like surprise attacks take him out with a Fireball now. This will also melt the ice covering the exit teleporter and Blue globe. The ice will also melt if you use Fireball on the ice covering itself or the crystal across the room near the ceiling.

Take the Blue globe and leave via the teleporter. There's also a Freeze scroll and should be a Sapphire from the Ice Hound as well.

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Elemental Realms

On exiting the Water Maze you arrive at (14), the ground floor of the Elemental Mazes. Place the globes you collected on the pedestal by the pit. Order is not important but wait for each globe to disappear and the sounds to die down before placing the next globe. You have just opened teleporters to the Outer Realms.

In each Realm you must defeat an Elemental Champion to reveal an exit teleporter and to remove the corresponding blockage from the ground floor pit. Leave the ground floor using the nearby teleporter.


Realm of Air   (RealmMap)   (Maze Map)

On your return to (1) head for (4). Climb the platforms to the new teleporter.

You arrive at (20) on the Realm of Air map. If you're in a hurry just jump the poles leading northeast to the peak (30) with the Dragon. If the haze obscures your vision try "K" to toggle in/out of first person. Defeat the Dragon, grab the Invisibility scroll at the top of the peak and leave using the teleporter that appears at (20).

When you return to the Air Maze a cut-scene shows the Lightning layer disappearing from the ground floor pit. Take the original teleporter in room (4) to return to the Fire Maze starting point.

Lightning Sword
Jump the poles to the west of (20) to arrive at (21). Cast Ethereal Sight to see a Globe and teleporter. Take the Globe and use the teleporter. Repeat at (22) through (25). When you arrive at (26) there is a Lightning Sword protected by a force field. Place the Globes on or at the base of the sword, one at a time. If the Globe doesn't disappear then move it a little. After placing the fifth Globe the sword is yours. Jump the poles back to (20).

Scavenging
The "floor" of this level is not as far down as it appears. From the mana fountain at (27) or the plateau at (28) you can jump down to it with no damage. This is handy for collecting the gold dropped by Vultures and Snufflers. Not that you really need it; if you're slaying Demons then you will overflow with gold before returning to the surface world. There is nothing of interest on the platform at (29).

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Realm of Fire   (RealmMap)   (Maze Map)
From the arrival point (5) go left toward (6). As you approach the room walls of fire appear ahead of and behind you, closing in. Center yourself between the fire walls and wait for a secret wall to open toward the north. Take the teleporter to the Realm of Fire.

Best bets here are Infernal Armor, Freeze and the Sword of Frost.

There are numerous Demons and Skeletons in this realm. If you're in a hurry to get out then head east from the arrival point (31) and then northwest along the strips of land. Just run past the monsters.

The Demon at (32) is big but no harder to defeat than any other Demon. Use the standard procedure of waiting until he summons a Hellhound or Goat and kill it. Then go after the Demon.

Leave using the teleporter that appears at (33). When you return to the Fire Maze a cut-scene shows the Fire layer disappearing from the ground floor pit. Take the original teleporter at (7) to get to the Earth Maze starting point.

Scavenging
There is a Ring of Fire scroll at (34), near the teleporter.

If you're collecting Rubies then you might try the Taunt the Demon ploy here.

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Realm of Earth   (Realm Map)   (Maze Map)
From the Earth Maze arrival point (8) go down the passageway and take a right. The teleporter to the Earth Realm is in the wall just before room (16).

There's not much on this level. Have a Lightning Sword or Fireball ready to deal with the spitter plants.

From the arrival point (35) head south and around the cavern. Kill the Stone Golem and the exit teleporter appears at (37). When you return to the Earth Maze a cut-scene shows the Rock layer disappearing from the ground floor pit. Take the original exit teleporter to return to the Water Maze starting point.

Scavenging
From the arrival point head west and around the cavern to (36). There is a mana pool there.

Nearby a giant Spitter Plant appears. Kill it to obtain a Glass Sword.

All but one of the chests near (37) are Mimics. Have a strong staff weapon ready. The one that is not a Mimic contains the Blackrock Chest.

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Realm of Water   (Realm Map)   (Maze Map)
From the arrival point (17) go to (18). The teleporter is at the bottom of the pool.

In case you have to go swimming in the Realm you might want to remove any Blackrock armor and pack it away.

From the arrival point (38) climb down to the ledge to the southeast and face east (39). Aim for the center of the mesa and cast Teleport. You won't make it but if you're lucky you will reach the ledge below it. Jump the rocks north to (41).

If you land in the water then swim south to (40) and jump the rocks up to (41).

When you pass through the arch an Ice Hound appears at (42). This is also where the teleporter appears after you defeat the Sea Monster.

Go northwest around the first lake to (43). By now you should have seen the Sea Monster. If not then circle the second lake; it's pretty hard to miss. My personal favorite is Meteorite (only takes 2 or 3 hits) but Bow, Lightning Bolt or Fireball can also get the job done.

Return to (42) and exit the Realm of Water. When you return to the Water Maze a cut-scene shows the Ice layer disappearing from the ground floor pit. Take the original teleporter at (19) to get back to the pit. Jump in to continue The Abyss.

Scavenging
Red and Orange potions may be found at (44).

Continue jumping rocks to the northeast to find a mana pool (45).

There are Ice Hounds at locations marked (H) if you're collecting Sapphires.

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Abyss Inner Level

You need to get to the bridge at the bottom. Because the plateaus overlap, the usual aerial map is fairly useless. But here's a commentary on the trip.

Arrival plateau - head east and south, walk down to the second one.

Second plateau - keep going south and jump down to the third one.

Third plateau - there's a Broadsword near a dead body. Head north and jump or slide down to the fourth one (with Frost Sword ready).

Fourth plateau - a Hellhound is waiting. So are a Novice Bow, 9 arrows, a 2H Axe and a broken Glass Sword. There's 245 gold to the west and around the corner to the north. Jump or slide down to the next one.

Fifth plateau - there's a dead body with a War Hammer and Wyrmguard Helm. Head west and north to find a lava pool that "explodes" at your approach. The next plateau is to the southeast. You can minimize fall damage by casting Teleport.

Sixth plateau - got arrows? You can pluck three from the dead body there.

The remaining plateaus are obvious and offer no treasure. Just keep going down. Cross the bridge to see Lord British and Blackthorn squaring off for a duel of magic.

LB tells you that HE needs to face Blackthorn and not you, to show the people that the Avatar is not their sole hope. The Avatar was supposed to be an example not a crutch (well, Evidious tried). LB invokes a force field to keep you back (and safe).

Fight Crash

Some have reported a game crash during the fight. This might be avoided by minimizing the game window. First you need to have Windows keys enabled in the Options.ini file:
DisableWinKey=0

Press Ctrl+Esc when the fight begins. When the hard drive light stops thrashing then click on Ultima IX in the System Tray (or Alt+Tab to it) to restore the game window.

After the fight LB gives you the Codex of Ultimate Wisdom retrieved from Blackthorn's body. If you've minimized then you might not see that happen. Make sure the Codex is in your inventory.

LB also tells you to get the Glyph of Spirituality and he will transport you out. Neither of you can go back again. Well, the Avatar can return by relighting the Red Candle, but he can't get out because LB is gone. Don't moan to me about the gold, I warned you...

Finally LB tells you to meet him outside the Castle so he can transport you to the Ethereal Void. There you need to cleanse the Shrine of Spirituality.

When you have the Glyph talk to LB and he teleports you back to the surface.

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Conclusion   (Isle of the Avatar Map)

Take a path to the cave entrance at (11) and proceed to the Codex Reading Room. Place the Codex on the center slab, then put the Blue Lens on the right pedestal and the Red Lens on the left. The Codex rises, then falls back to the altar.

Read the Codex for instructions on how to deal with the Guardian. They are recorded in your Journal.

Back at the ship Raven already knows about your mission. Sail back to Britain.

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