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From the Codex of Ultimate Wisdom

Underworld

A folio of the realm

Underworld

The Underworld is the multi-section dungeon introduced with the Stygian Abyss expansion (2009), accessible from the base of the volcano on Trammel Fire Island. The dungeon serves as the entry corridor to the Stygian Abyss Dungeon — every Britannian adventurer seeking the Abyss passes through the Underworld first — and contains its own dedicated content: the Lair of Navrey Night-Eyes (a Peerless boss), the Maze of Death, the Goblin encampments (Green and Gray), the Human encampment of Ariel Haven, the Puzzle Room, and the Crypt access. The Felucca version of Fire Island remains unchanged from pre-SA UO; only the Trammel version has the Underworld content.

Entrance

  • Trammel Fire Island — at the base of the volcano that appeared following the Shadowlords' defeat (the in-fiction explanation for the new dungeon's existence).
  • The dungeon is divided into several sections: areas ruled by recent human immigrants from Britain (Ariel Haven), areas dominated by Goblins (Green and Gray), and areas providing access to the Stygian Abyss Dungeon.

Entry hall

Two guards welcome adventurers, near cannons, cannonballs, powder kegs, and a stone memorial that acts as a shrine and resurrection point. Near the right cannon, a single cannonball appears occasionally on the ground — pickable, not a stealable.

At the end of the entry hall stands Garamon, who guides adventurers seeking the Stygian Abyss:

"Greetings Adventurer! If you are seeking to enter the Abyss, I may be of assistance to you."

Hidden door — Tyball's Shadow

A hidden door on the right wall of the entry hall (near Garamon) needs to be double-clicked to open. The door connects via a dark passage to a hall full of Rotworms and an occasional Blood Elemental. Following this hall south leads to collapsed bridges connected via invisible teleporters, ending at a hall with three ankhs and a red moongate. The red moongate teleports to Tyball's Shadow — a separate combat encounter.

Slimes, Acid Slugs, and the Puzzle Room

Skipping the hidden doors and heading left leads through a hall of tens of Slimes and later Acid Slugs. Don't run — the slugs are deadly in numbers.

A small room contains a magic key and an instructions book; a Gremlin appears as you approach. The instructions detail the Puzzle Room mechanic.

Continuing down, a wall of magic vines is encountered:

"You notice something odd about the vines covering the wall."

Acid Sacs (looted from Acid Slug corpses) applied to the vines reveal a dark passage to a hidden chamber containing Tyball's Flask Stand and one of the keys needed for the Stygian Abyss entry quest.

Rotworms, Bloodworms, and Ariel Haven

A yard filled with Rotworms, a few Bloodworms, and scattered body parts. The calamari-like creatures use blood attacks that overwhelm even strong warriors.

Past two metal doors lies Ariel Haven — the Human Encampment:

NPC Role
Gretchen the Alchemist Leader of the Society of Ariel Haven
Elder Dugan the Prospector
Fiddling Tobin the Tinkerer
Quartermaster Flint

All four offer quests.

Undead and the Maze of Death

Left from the human encampment, across a stone bridge, leads to a hall of Undead with two teleporters:

A hidden door between the teleporters leads to the Experimental Room.

Continuing through metal doors, Goblin Traps appear in the floor. They can be picked up with Remove Trap. Don't run; stop, heal, then continue cautiously.

A staircase down leads to a shore where a small island can be reached via Teleport, Shadow Jump, or flying (Gargoyle). Surrounded by Krakens, the island has three stealables: Mystic's Guard, Mysterious Supper, and Bloody Spoon.

The Maze of Death

Just before the stairs, on the left, a long hallway with an "Enter at your own risk" sign marks the entrance:

"You are filled with a sense of dread and impending doom!" "I might need something to help me navigate through this."

The required item is the Golden Compass, found in a room just right of the entrance. Also in that room: a rolled map that, when double-clicked, opens a map of the Underworld dungeon from Ultima: Underworld — a deliberate homage to the 1992 PC RPG.

Inside the maze, a compass overlay shows arrows pointing to the next safe location. Skipping a safe tile, or moving to a wrong one, releases a trap dealing massive HP damage. Death inside the maze teleports your corpse to the maze entrance.

The maze ends at a small room containing the Puzzle Board.

Skipping the Maze — Green Goblin Encampment

A barred metal door to the left bypasses the maze and leads to the Green Goblin Encampment:

Gray Goblin Encampment and the Crypt

Following the hall from the entry hidden-door leads to a teleporter and a collapsed stone bridge. Using the teleporter (or flying over) reveals spiral stairs down to the Stygian Abyss Dungeon.

Skipping the stairs and going up to the right leads to the Gray Goblin Encampment and the Crypt:

A road also connects the two goblin encampments by heading east before the Maze of Death, but it has many traps and a yard full of Tangling Roots.

Through a collapsed wall, a throne room filled with Wolf Spiders. A small treasure room to the NE contains stealables: Fake Copper Ingots, Priceless Treasure, and Bottles of Spoiled Wine (4).

Lair of Navrey Night-Eyes

West of the throne room, Neville Brightwhistle tries to return to the Human Encampment. Just west is the Fountain of Fortune (functions as a shrineresurrection). Past Wolf Spiders, three Iron Beetles, a Sentinel Spider, and a Blood Elemental, the road ends at the Lair of Navrey Night-Eyes — a Peerless boss encounter with a unique multi-target spider mechanic.

Monsters found in the Underworld

Notable features

See also

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Folio inscribed by the Scribe  ·  merge  ·  2026-05-14
Folios in the Codex incorporate material adapted from community-maintained Ultima Online wikis, used under the Creative Commons Attribution-ShareAlike 3.0 License. Synthesised, restructured, and rebranded by the Scribe.