Ultima Online

Ice

  Ice is a dungeon with two entrances. The first is in Ice Mountain, North West of the larger range that encloses dungeon Wrong (135.36’N 27.15’E 1995, 81). The second is in the frozen Kos Heb area of Lost Lands (69.20’N 66.01’W 5205, 2323), close to the Ice West Champion Location in Felucca. The Felucca incarnation of this dungeon is a valid location for stealing from monsters but is not an anti virtue dungeon. The dungeon consists of winding icy passages, a frosty river and two small lower level caverns. Entering the dungeon at the mainland entrance finds the passages […]


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Brigand Camps

  Travelling along the roads of Britannia from Britain to Yew, not far from the dungeon Sanctuary, the adventurer encounters a palisade enclosing a number of tents (5.32’S 32.50’W 856, 1687). These tents are the home of a number of elven brigands and human raiders. In Ilshenar brigands have made their home in Bandit Town (95.11’N 57.01’W 512, 541), close to Valor Champion Spawn, where they share the location with evil mages. Smaller groups of elven brigands living in shadow colored tents can be found in malas at five locations: West of Umbra(30.24’N 18.33’E 1587, 1278) North of Hanse’s Hostel […]


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Cyclops Pyramid

East of the Shrine of Honesty in Ilshenar ettins guard the entrance to a passage under the mountain. The passage leads to a small secluded valley where more ettins, cyclopean warriors and titans are found near a large pyramid (29.58’N 29.23’W 905, 1283). The pyramid occupies the north end of the valley while at the opposite end is an entrance to the underground halls of the Cyclops Dungeon (23.06’N 29.27’W 904, 1361).


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Cyclops

The entrance to Cyclops dungeon is found within the valley of Cyclops Pyramid (29.58’N 29.23’W 905, 1283). The dungeon enters into a large square room occupied by titans and Cyclopian warriors. Tall pillars support the roof of this hall, each pillar is equipped with sharp spikes, some of which move in and out of the pillar. Stairs lead down from this hall at its north west corner into an area occupied by ettins and, in the slightly larger room to the north, a shade or spectre, a wraith and a lich. Beyond the room of ettins is a long north/south corridor […]


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Cyclops Valley

On Marble Island, in both Trammel and Felucca, is an underground passage to Lost Lands. North of the tunnel’s exit, close up against the mountains, is a ledge above Cyclops valley (3.25’N 70.52’W 5136, 3073). Entrance into the valley can only be achieved by use of the teleport spell, although a teleport sparkle is available for the return journey, this sparkle can be seen from the entrance point on the ledge above. The valley consists of winding mountain passes, small grassy clearings and a sandy beach (18.16’N 7048’W 5137, 2904). Cyclopean Warriors and Titans patrol the passes and the beach […]


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Fan Dancer Dojo

The Fan Dancer Dojo is found far to the north of the island of Isamu-Jima in Tokuno (125.04’N 24.02’W 981, 201). The entrance is inhabited and surrounded by fan dancers with Ronin and possibly hidden Elite Ninjas close by. Below ground the dungeon extends to three levels with increasingly unfriendly occupants. Stealable artifact items can be found by an enterprising thief scattered throughout the dungeon. Immediately upon entering the dungeon Fan dancers are encountered, with headless added after the first turn. A small cave at the end of this second corridor is occupied by horde minions and they can be […]


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Cemeteries

Many, though not all, of Britannia’s cities have a cemetery close by. Most, though not all, have some level of undead spawn within them. They can be excellent training areas for newer characters. Locations and occupants of cemeteries are as follows: Britain North of Lord British’s Castle, West of King Blackthorn’s (13.11’N 3.05’E 1367, 1474). Occupants are ghouls, mongbats, skeletons, and zombies. Maximum 3 – 4 magic casters, a mix of shades, spectres or wraiths. Cove Some considerable distance north east of the town (46.03’N 78.14’E 2436, 1100). Occupants are again ghouls, skeletons, and zombies. Magic casters are shades, spectres […]


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Exodus

Exodus Dungeon is found in the Eastern half of Central Ilshenar (74.21’N 34’48’W 828, 778). The area around the entrance is troubled by a spawn of chaos daemons, dopplegangers, arcane daemons, molochs and quagmires while the upper levels of the building contain controllers and golems. The main dungeon is reached by stepping on the star field at the center of the ground level of the building. Inside are found more controllers and golems, enslaved gargoyles and exodus minion lords. The quest creatures, exodus minions and overseers, that must be killed for the Arcanist’s Way quest are found here as are […]


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Delucia (Trinsic) Passage

The Passage to Delucia, sometimes called Trinsic Passage, begins in the mountains some considerable distance south West of Trinsic (148.47’S 22.55’E 1649, 3317). The passage is in two parts, the first short and simple, the second offering two alternative routes. These are marked on the map below as a red route and a yellow route (click the image to see the large, animated version). The red route is short and the passages empty but the yellow route, eventually leading to the City of the Dead, is somewhat different. Turning away from the red route the adventurer travels uphill past Lava […]


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Destard

Located in the Serpent’s Spine mountains on the western side of mainland Britannia, south of Skara Brae farms and north of Destard Swamp, Destard is one of the anti-virtue dungeons, as such hunting there can give virtue artifact drops. The Felucca incarnation of this dungeon is also a valid location for stealing from monsters, though the monsters here may not take too kindly to the attempt. It is also the location of the Cold Blood champion spawn. Destard is the anti-virtue opposed to Valor, the opposite of ‘valor’ being ‘cowardice’. Though with the majority of the inhabitants being dragon-kind it […]