The Let's Play Archive

Ultima 9

by Null Pointer

Part 31: Chapter 4, Part 16

Dungeon Hythloth: Complete solution (Part 5)





Opening the valve on the wall of the teleporter room causes some water to gush out of a nearby pipe. The water flushes a key out onto the floor.




Now we continue deeper into the dungeon.




On the right side of this passage is a room. It has the orange pedestal in it, as well as a pair of chain arms.




At the end of the passage is a dead end.




On the wall is a small chest. It unlocks with the key we got from the water pipe.




Hitting the switch in the box opens up the tunnel to the rest of the dungeon.

This sequence - hidden valve, hidden key, hidden box, hidden switch, hidden tunnel - is Ultima 9's version of this window:






I call the next room the light room.




In the room are a series of valves, each of which turn on a light. There are two sets of lights: red and white.

All of the white valves need to be activated in the proper sequence to turn on all of the white lights. The same applies to the red ones. If a valve is turned on out of order, it resets the puzzle.

I don't remember the exact solution. It's fairly simple to figure out, anyway.




Turning on all of the red lights opens the tunnel to the exit.




Turning on all of the white lights opens the tunnel going deeper into the dungeon. For now we have to go this way.




This takes us to the room with another red pedestal.




Continuing straight through leads to another flooded passage, which we swim across.




The doorway at the end of the passage opens up onto a bridge.




The room under the bridge has a tunnel in it, but it's too small for us to enter.




Drinking from a nearby fountain shrinks us so we'll fit.




Another valve can be found at the end of the tunnel.




Opening the valve floods the room we were just in, and drops in a few gigantic fish to boot. In our shortened state these fish do a substantial amount of damage, so we avoid them.




Climbing back onto the bridge restores us to our previous height.




The flooded passage from before is now filled to the top.




About halfway down the passage is a hole in the ceiling. Raising the water level lets us reach the room above.




The corridor leads to a room filled with floating blocks. Some valves next to the door control the height of various platforms, but we don't touch any of the valves at all because they're already set properly.




Jumping from block to block lets us reach this valve, hidden on the side of the central pillar.




Opening the valve moves a block closer to a door, so we can leave through it.