Ultima Underworld II: Labyrinth of Worlds (1993)
Ultima Underworld II: Labyrinth of Worlds is a 1993 role-playing (rpg) video game made by Looking Glass Software, Inc. and Origin Systems.
During a feast at Castle Britannia celebrating the defeat of the Fellowship, the Guardian strikes again. A massive blackrock gem descends over the entire castle, sealing the Avatar and Lord British's court inside. Escape requires navigating a portal network beneath the castle sewers, where another blackrock gem connects to eight radically different worlds, each under the Guardian's shadow. Labyrinth of Worlds expands Underworld's first-person engine into something structurally unusual: a hub-and-portal RPG where each pocket world has its own culture, its own political crisis, and its own rules for survival.
Quick answers
What is Ultima Underworld II: Labyrinth of Worlds about?
During a feast at Castle Britannia celebrating the defeat of the Fellowship, the Guardian strikes again. A massive blackrock gem descends over the entire castle, sealing the Avatar and Lord British's court inside. Escape requires navigating a portal network beneath the castle sewers, where another blackrock gem connects to eight radically different worlds, each under the Guardian's shadow. Labyrinth of Worlds expands Underworld's first-person engine into something structurally unusual: a hub-and-portal RPG where each pocket world has its own culture, its own political crisis, and its own rules for survival.
When was Ultima Underworld II: Labyrinth of Worlds released?
Ultima Underworld II: Labyrinth of Worlds was released on 10 January 1993.
Who made Ultima Underworld II: Labyrinth of Worlds?
Ultima Underworld II: Labyrinth of Worlds was made by Looking Glass Software, Inc., Origin Systems and Electronic Arts Victor.
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A few thoughts on Ultima Underworld II: Labyrinth of Worlds
Lara Croft: Tomb Raider shares the structural premise of a protagonist moving through portal-accessed spaces against the clock, navigating each environment for its own logic and traps. Both reward patience and spatial awareness over raw combat, and both stage their confrontations in architecturally distinct, self-contained worlds.
