I just hope the strain of making this thread doesn't cause you to
dereference yourself when you're done
I would, but Ultima 9 dereferences enough null
pointers without any help.
Terfin: Part 1
This dungeon is enormous.
There are dozens of secret passages and hidden doors and, frankly, if I
were to do a "complete" guide for this dungeon it would take me 822 years.
So this is a 'mostly complete' guide. Well... actually it's almost a
speedrun. Okay, it is a speedrun.
Besides, you know what they say:
"You can't take it with you." Once we enter this dungeon we can't leave,
so there really isn't any point in collecting the billions of gold the
Guardian has stashed away.
Stepping on the pressure plate in the corner opens the
gate out of this room.
...only to have it close behind us as soon as we're
through. This is a one-way trip.
At the end of the hallway is a loose block. Pushing on it
makes this set of doors appear.
The faint brown lines are actually tripwires. If we cross
one it makes a shoot a fireball at us, so we jump over them
carefully.
We head left to the tavern area.
There's a key sitting on the bar.
Now we head back
in the direction we came.
We head down the passage across the hallway from the door
we made appear.
It leads to a Gargoyle training area.
In the corner is a button that makes a wall disappear,
revealing another set of doors.
We unlock the door with the key we got from the bar and
head down the ramp.
Going down the ramp puts us in this small
room.
After we enter the room, the doorways seal shut and the
walls start to close in on us. At the last second a button appears that
resets the trap.
We go left at the next intersection...
...and then stop at the first set of doors on the
right.
There's a key on top of the table. We grab it and head
through the doors in the back of the room.
Only one chest in this room is real; the rest are Mimics.
The real chest contains a key. After getting the key, we exit through the
double doors and continue in the direction we were going.
Eventually it leads to this area. For some reason this
part of the dungeon reminds me of horrible things that I did to myself
recently.
The tunnels flood as we walk into them.
There is a valve on the wall. Turning it opens a door at
the end of the room.
The small room that the door leads to has a key on the
floor.
It also has a valve. Turning the valve lowers the water
level so we can get out of this area.
Now we head back to the intersection right after the
crushing trap.
Pushing on the right block makes a door
appear.
One of the 'incorrect' blocks teleports us to a different
room, one does nothing, and another summons a Winged Gargoyle. I don't
remember which is which, but the correct one is the rightmost
one.
The door unlocks with the key from the Hythloth-esque
area.