Unnkulian Underworld: The Unknown Unventure (Adventions/D. A. Leary)

Last modified on May 21st, 2005

Hint

Remember Colossal Cave and its magic words? Try some. They might help you on your way...

Solution

The game starts with the death of your master and you must perform a task about which you will find out later. You're in a hut, where there's an oil lamp. It might come in handy when you're in the dark, so take it. Now search the old geezer, who has some loot. A scroll will drop out. Read it and you'll find "the word for the lake". You'll also find an iron key (it's always handy to have keys) and a postcard, that has an uncancelled stamp you'll need later. For now you can't remove the stamp, so pocket the postcard and exit the hut.

Go north and you'll arrive at the forest. There's Nothing interesting here, so continue north, where you'll see more forest. Ever climbed trees when you were young? Practice! You'll find an egg and a feather, both of which you'll need later. Now go west and arrive at the cliff top. Oh let's go south for a moment and try the "word for the lake". The rod can produce a rainbow as in any good old adventure game. For now it's empty and needs a recharge. So pocket it and go north, then follow the cliff to the northeast.

You'll come upon a lighthouse. Search it and on the bottom floor there's a cheese key. Leave it. Examine the machine instead. The machine itself is of no use, but there's a bronze plate somewhere you'll need. Also look under the machine. There's a scroll with the formula for gold. Memorize the formula, but don't take the scroll. You've already got enough to carry. Now go up and you should find a lighthouse lamp with a secret container in the brick foot. Pull out the loose brick and a pair of oven gloves will drop out. Take them and go down.

Now proceed southwest, then east, and you're back to the forest. Now go northeast and you'll arrive outside the "Cheez Pig Inn". Enter and you'll find the bar patrons are of no interest (though it's possible to have them killed later). Look behind the bar, where there's a counterfeit coin, which you'll need, and a health notice, that can be dropped. While you're here, go northeast to the back room. You'll need the bucket, you find there, so take it.

Find your way back to the forest, and go northeast from there. You'll arrive at the peaceful glade, where there's an iron grating that's locked. Open the grate with the iron key and drop the key. Go down (don't forget the lamp!). You'll find an inscription on the wall, which finally reveals the goal of the game. Now that we know it, we can start exploring the caves.

First go south. The Mountain King, who used to dine here, forgot to eat some meat. Don't eat it yourself as you need it to kill something. Let's do that first. You'll go north twice to the branching tunnel and then west. There's a monster in the natural cave. Give it the meat it'll choke on it. The monster has some loot. Go east, northeast, and then to the side cave. You'll find a sword, under the rubble, which can provide light. Why should you take it as you already have the lamp? Because the lamp may not last forever.

Return to the fork. There's a path south that you might as well take. Look in the pillar cave. What's on top of it? Alas it's not the "Orb of Studiosity". It's your job to bring the real orb here. Find your way back to the Hall of the Mountain King.

First go west and read about the great beaver for a while. It's a true story, so remember the essentials. Return to the Hall of the Mountain King. South of here is the King's treasure room, guarded by a mean troll. The troll is strong but has poor eyesight, and so can be fooled. Wear the collar you took from the beast, and walk south. The troll will now not interfere with our opening of the chest. Find a scepter and a piece of animal skin. They're both needed, but you don't need the scepter until the final moves of the game. If your load gets too heavy, you can leave it in the Hall of the Valley King. You can also drop the collar there.

Go north and southeast and you'll arrive at the curving hallway, where there's a guardian of the King suspended in air. Examine it. It tracks its pray by heat. You can't escape it unless you can divert it to another heat source. So first try to walk south and the guardian will stop you. Now go back northwest and the guardian will follow you. Drop the lamp and the guardian will kill it and itself, and the way is clear.

Your load is now light enough to pick up the scepter again. Go southeast, south, west twice, and arrive at the entrance to Unnkulia. If you go west, you'll find a chasm (Try the rod for fun). We can't cross it yet, but we can climb down and down again to arrive at a particular hot spot. Save the game as the number of moves in hot spots is very limited and you might have to try again. First wear the gloves, then put the egg on the hot spot. Try holding the postcard in the steam. Now you can take the stamp. Take the fried egg. Go up twice.

Go east and south and you're at the other shore of the lake. First go west, and up the steep path to arrive at the clearing, where there's a mailbox with an order form. One of the items on the order form you'll need later, so lick the stamp, put it on the order form, put the form in the mailbox and close the mailbox.

Enter the hut and take the loaf of bread. It's nutrition you'll need later on (the fried egg is for someone else). The silver key cannot yet be obtained, so leave it. Return to the shore and follow the southwest path up to the monastery. The old monk inside is particularly fond of eggs. Ask him about it. When you give him the egg, he'll grant your wish to visit the temple. Leave the gloves here as you don't need them any more. There's an altar with a hole in it inside the temple. First put the bronze plate on the altar and then examine it. When the stone shoots out, a disc will come loose from the plate, and it's a better counterfeit than the other coin. Take it and leave.

Outside you'll follow the path once more up the trail. The giant boulder doesn't only provide a view, but can also be tipped over the edge to destroy either the monastery or the hut. Remembering the silver key, you'll choose the hut. Now go down and find your way back to the clearing. If the mail arrived, take the jade elephant. Now you can obtain the silver key from the cottage ruins. You're all done here so return to the chasm. Again go down twice and enter the rocks through the tunnel to the northeast. Through the other exit you'll arrive in the maze. Sort the maze out for yourself. Go up and down often to arrive at the tiny cave.

Here we find the machine that'll recharge our wand. Follow the instructions, but for money use the disc from the bronze plate (it will not accept the Acmid). You'll need to go southwest a lot to find your way back to the fissure and the chasm. Other exits lead into the maze which has nothing of interest left in it.

At the top of the chasm you can wave the rod to create a rainbow. Before you cross it, go return to the entrance and recover the axe. The axe can't be brought to the west side of the chasm, but you can fool the guards. Throw the axe from the rainbow bridge at the tunnel mouth, that you see in the western wall of the chasm below. It'll land an a ledge in front of the tunnel mouth. Then you can cross the bridge to the west side of the chasm. Down at the south end of the hallway, you'll find an enormous door. Use the silver key to open it and enter the alchemists alcove. Drop the key.

Here's where the formula for gold comes in handy. Alas there are no bird's gizzards. At the north end of the hallway, you'll find enormous giant feet. Try to tickle them. Drop the feather. Wait, there's a hole in the ground! Go down and south, and you'll find the birds gizzards. You'll make gold later (or will you?).

Go south you're in the salesman's office. The salesman is very cross with you for fooling the machine. Offer him payment. He'll be happy and leave, loosing a credit card! Take the credit card and go north and northeast. Did you examine the bucket and notice that it's rim is rather sticky? Now put the animal skin on the bucket, and you have a drum! Why not play it a bit? This reveals a hidden passage and behind it to the southeast you find your axe! Get the axe and go northwest and north.

Now here's a lock we can pick (with the credit card). Enter the east gate and you'll find a giant mouse. Don't try to pet the mouse or it'll kill you. Instead show it the image of its old nemesis and it'll flee. In the mouse's nesting there's a cubic object you'll need. Take it and leave.

It's time to make gold (or is it?). Find our way back to the alchemist's alcove. Remember how to make the gold powder? Make it! But don't pour it on the lead. Gold is fine, but with gold you'll never reach the gold. Go southwest to the alchemist's bedroom and find the formula for the black powder. Now you'll make that instead (the iron ore is in the red vial). Take the black powder and the plant pieces (remember the library?), and return to the square chamber, where there's an enormous yellow door, made of cheese. It's edible (well almost). Eat it and be brave. You'll spill the contents of your stomach and go hungry, but that's why we brought the bread.

At the other end of the hall of the demons, you'll go north and find a room of light. The light is deadly but is brought forth by a crystal in the western wall. Put the black powder in the hole and kill the crystal. Now go south twice and arrive in the dungeon, where there are several objects of interest. The one you need is the chopping block. Chop! Some pieces of cedar wood will fall off. Take them. Remember the library?

Now it's time to find the beaver. Eat the plant pieces and you'll arrive in a strange dream. The beaver loves the cedar chips and rewards you with a knob. Wander around and you'll invariably end up west of the chasm. Find your way back to the square room and go north.

There's no light to prevent you from entering the Vault of Unnkulia from the north. This vault has a strange podium. It needs power first, so look behind it and plug it in. You can't turn the stem on top of it, but you have a knob to put on the stem. Do so and you can turn the knob. Now put the cube in the hole and push the button and the vault will open. You must balance the scales inside. Use the scepter, and now that the scales are balanced, you can take the orb and run back to the pillar cave.

Oh no! The Unnkulian Underworld: The Unknown Unventure warrior drops from the ceiling. Should you fight? Not a chance. Just remain calm and walk back to the pillar cave. The warrior will follow you but won't hurt you. When you take off the basket ball and put the orb in its rightful place, the powers that be will take care of the warrior. Congratulation. You've won.

Return to the Unnkulian Underworld: The Unknown Unventure index entry