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Wouldn't call it an aversion, after all, the trope can be played straight. In any case, we don't list aversions.


* GoWaitOutside: The game features a blacksmith character who will repair your items. The trope is {{Averted}} by requiring X ''real time'' minutes to accomplish the repairs, although you can skip this time by sleeping.

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* GoWaitOutside: The game features There's a blacksmith character who will repair your items. The trope is {{Averted}} by requiring It requires X ''real time'' ''real-time'' minutes to accomplish the repairs, although you can skip this time by sleeping.
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trivia


* {{Defictionalisation}}: [[http://web.archive.org/web/20110806045235/http://www.dc.state.fl.us/pub/compass/0305/2.html Apparently]], the Florida Department of Corrections encourages security guards to live by the virtues of the Guardian as outlined in Underworld 2. Evidently, no one told them that the Guardian is the ''villain'', and that his virtues are the groundwork for a fascist society.[[note]]This isn't political commentary either. From the bottom of the page: "These virtues were excerpted and adapted from "The Virtues of the Guardian of Killgorn Keep" created by John Hosie."[[/note]]
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* AntiMagic: In ''Ultima Underworld II'', blackrock encloses the castle therefore disrupting spells, and is also given an additional property of being indestructable. Despite being anti-magical, the guardian was still able to have it magically enclosing the castle.
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Added Go Wait Outside example from its page

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* GoWaitOutside: The game features a blacksmith character who will repair your items. The trope is {{Averted}} by requiring X ''real time'' minutes to accomplish the repairs, although you can skip this time by sleeping.

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** Also, the Stygian Abyss in the first game. It was intended to be a colony in which all races cooperated for the greater good. It did not survive the founder's death, but no one can leave.



* LethalJokeWeapon: Sort of--they're not jokes per se, just sneaky. Some of the most powerful weapons and armor in Underworld 2 look just like the weakest. There's a hatchet of smiting that's probably the most powerful weapon in the game, a cudgel that opens all locked doors and chests, and a leather vest that makes you immune to fire, to name a few of the most notable.

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* InventoryManagementPuzzle: You have eight slots for items in your inventory that you're not currently using. One of the most important things to find is bags, backpacks and scroll cases: they all multiply your inventory space, as bags and backpacks are functionally infinite in terms of storage space, and scroll cases can hold any number of pieces of paper. It's even possible to put bags in bags! That being said, as the game plays out in real-time exception in dialogue, having ''too many'' items or bags can make finding your potion of healing difficult in the heat of battle.
** The real limit to inventory is weight: you can only carry so much based on your strength score, regardless of how many bags you have.
* LethalJokeWeapon: Sort of--they're not jokes per se, just sneaky. Some of the most powerful weapons and armor in Underworld 2 look just like the weakest. There's a hatchet of smiting that's probably the most powerful weapon in the game, a cudgel that opens all locked doors and chests, and a leather vest that makes you immune to fire, to name a few of the most notable. The only way to know that they're enchanted is to cast the identify spell on them, or have a sufficiently high Lore skill (or notice the effects that they're giving you).

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Hopeless Boss Fight is specifically for a boss that you are meant to lose to in order to proceed with the plot. Run Or Die is a far better fit for an implacable foe that is dealt with by running away and reaching a safe place.


* HopelessBossFight: You can attack the Slasher of Veils in the final level of the first game, but he's extremely strong and impossible to kill. Note that accidentally hitting him with an item counts as an attack, so it's best to be cautious. Fortunately, as strong as he is, he isn't faster than you.


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* RunOrDie: The Slasher of Veils in the final level of the first game is extremely strong and impossible to kill. Fortunately, as strong as he is, he isn't faster than you.

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TRS disambig


* AlienLunch: Rotworm stew in the first game is made from [[BigCreepyCrawlies minced rotworm]], a hallucinogenic mushroom, and [[ArsonMurderAndJaywalking a bottle of port]]. Surprisingly, it's apparently quite delicious.


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* TastesBetterThanItLooks: Rotworm stew in the first game is made from [[BigCreepyCrawlies minced rotworm]], a hallucinogenic mushroom, and [[ArsonMurderAndJaywalking a bottle of port]]. Surprisingly, it's apparently quite delicious.
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Per TRS, this is YMMV


* SequelDifficultySpike: The second game is a lot harder than the first, at least in the early stages, as even the enemies that you encounter early on are capable of inflicting a OneHitKill on you. Once you've managed to level up the difficulty evens out a lot, but actually doing so without getting slaughtered can be tricky.
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* AbsurdlySpaciousSewer: The sequel.

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* AbsurdlySpaciousSewer: The sequel.In the sequel. It's apparently actually a dungeon - see AllThereInTheManual below.
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** AllThereInTheManual: Despite no references in this game, the castle's sewers are actually a primordial dungeon, Hythloth, which was either there before the sewers accidentally opened it up or they were placed there to seal them off, depending on the story. ''Ultima VI'' actually had the sewers of the castle connect to natural caves which reached all the way to Buccaneer's Den.

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** * AllThereInTheManual: Despite no references in this game, the castle's sewers are actually a primordial dungeon, Hythloth, which was either there before the sewers accidentally opened it up or they were placed there to seal them off, depending on the story. ''Ultima VI'' actually had the sewers of the castle connect to natural caves which reached all the way to Buccaneer's Den.
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* AcidTripDimension: Talorus in the second game. After all the generic-fantasy worlds suddenly finding yourself in a place filled with psychedelic colours and inhabited by tentacled aliens is a bit of a shock.
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* NonMaliciousMonster: A few of the gigantic monstrous-looking spiders, lurkers, worms, slugs, rats etc. encountered in both games are non-hostile and will leave you alone (as long as you don't anger them.)

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* NonMaliciousMonster: A few Although many of the gigantic monstrous-looking spiders, lurkers, worms, slugs, rats etc. encountered in both games are non-hostile hostile, some of them are not, and will leave you alone (as as long as you don't anger them.) provoke them. This is why it's a good idea to check a creature's state before attacking it, although the presence or absence of "combat music" will also be a telltale sign.
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* GiantSpider: A variety of unnaturally large spiders make an appearance in both games. Many of them are hostile and will attack the player on sight, but a few of them are non-malicious.


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* NonMaliciousMonster: A few of the gigantic monstrous-looking spiders, lurkers, worms, slugs, rats etc. encountered in both games are non-hostile and will leave you alone (as long as you don't anger them.)
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* FantasticSlur: The short, bearded people get offended if you call them "dwarves"; they prefer "mountain-folk".
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* StupidEvil: During your battle with [[BigBad Tyball]] in the first game, Tyball never thinks to tell the Avatar [[spoiler:that he intends to [[HumanSacrifice sacrifice Arial]] only to stop the Slasher of Veils, instead preferring to [[EvilGloating gloat about his imminent victory]]. Really, the responsibility for his failure is all on him.]]

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* TeleportersAndTransporters: A spell in the first game allows you to teleport to a special stone. Pretty handy as a quick escape method or to get out of areas that otherwise have no exit (the vault in the Dwarven area is just a massive pit with no exit, and you find the stone on the same floor).


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* WarpWhistle: A spell in the first game allows you to teleport to a special stone. Pretty handy as a quick escape method or to get out of areas that otherwise have no exit (the vault in the Dwarven area is just a massive pit with no exit, and you find the stone on the same floor).
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* UnintentionallyUnwinnable: The Armageddon spell obliterates everything except the player, but it's pretty obvious that you should save before trying it.
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Merged per TRS


* GameBreakingBug: If you fail to adequately handle the "strike" situation with Lord British's kitchen staff in the second game, the game will become {{Unwinnable|ByMistake}}. There's also no indication at the time that you've chosen the wrong option on the DialogueTree, it isn't until a bit later that you realise you can't progress any further... yet you still aren't sure ''why'' unless you consult a [[GuideDangIt walkthrough]].

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* GameBreakingBug: If you fail to adequately handle the "strike" situation with Lord British's kitchen staff in the second game, the game will become {{Unwinnable|ByMistake}}.UnintentionallyUnwinnable. There's also no indication at the time that you've chosen the wrong option on the DialogueTree, it isn't until a bit later that you realise you can't progress any further... yet you still aren't sure ''why'' unless you consult a [[GuideDangIt walkthrough]].
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zero context example


* UnwinnableByMistake: A number of bugs can lead to this (see GameBreakingBug above).

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* ApocalypticLog: Used quite frequently for exposition.
* BattleThemeMusic

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* %%* ApocalypticLog: Used quite frequently for exposition.
* %%* BattleThemeMusic



* BrokenBridge
* ButThouMust

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* %%* BrokenBridge
* %%* ButThouMust



* CoolGate

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* %%* CoolGate



* EarlyGameHell: In the first game, you start with literally nothing (a nearby bag, fortunately, has a dagger and some food), and you have to scrounge everything. Unless you're diligent in exploring each inch of the level, ''and'' finding every secret, you're going to be underpowered and underequipped when you go to the second level.

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* EarlyGameHell: EarlyGameHell:
**
In the first game, you start with literally nothing (a nearby bag, fortunately, has a dagger and some food), and you have to scrounge everything. Unless you're diligent in exploring each inch of the level, ''and'' finding every secret, you're going to be underpowered and underequipped when you go to the second level.



* FetchQuest

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* %%* FetchQuest



* IncrediblyLameFun: The troll game of "White Rock Black Rock," in which you are challenged to pick the correct rock... from a pair of rocks ''clearly visible to both players.'' You can make it even more difficult by giving the troll a ''gray'' rock.
** It's more of a puzzle than it appears to be though, because the reward comes from [[spoiler:figuring out how to let the troll beat you.]]

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* IncrediblyLameFun: The troll game of "White Rock Black Rock," Rock", in which you are challenged to pick the correct rock... from a pair of rocks ''clearly visible to both players.'' players''. You can make it even more difficult by giving the troll a ''gray'' rock.
**
rock. It's more of a puzzle than it appears to be though, because the reward comes from [[spoiler:figuring out how to let the troll beat you.]]you]].



* LightbulbJoke:
-->"How many Vorz does it take to skup a light-sphere?"\\
"None -- Vorz cannot skup, [[UnusualEuphemism dinglenoggen]]!"

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* LightbulbJoke:
-->"How
%%* LightbulbJoke:%%Quotes are not context.
%%-->"How
many Vorz does it take to skup a light-sphere?"\\
"None %%"None -- Vorz cannot skup, [[UnusualEuphemism dinglenoggen]]!"



* RelationshipValues
* RodentsOfUnusualSize: An early enemy in both games.

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* %%* RelationshipValues
* %%* RodentsOfUnusualSize: An early enemy in both games.



** The Trilkhai (see MythologyGag).

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** The Trilkhai (see MythologyGag).share the letters of their name and a similar back story with the Kilrathi from ''Videogame/WingCommander''.



* UselessUsefulSkill: Half the skills are either useless or thoroughly redundant. To illustrate: you can put points in Repair, enabling you to keep your weapons and armour in tip-top condition. And you can train in lockpicking, so you can get past those pesky locked doors/chests. Awesome! Except if you'd put those points into mana and casting, you'd have got spells to do both of those and a whole load of other things.
** One of the cool things about these games is that there are multiple legitimate ways to do everything. Want to open a door? You can bash it, pick it, cast a spell, find the key, or, if you invested in Lore, find a Cudgel of Opening. All of these represent different potential characters taking different paths through the game--though like all Ultima games, Underworld is rather unfriendly to thieves. The game is designed to encourage experimentation with character builds: mages have it easi''er'', but just about any build is viable.

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* UselessUsefulSkill: Half the skills are either useless or thoroughly redundant. To illustrate: you can put points in Repair, enabling you to keep your weapons and armour in tip-top condition. And you can train in lockpicking, so you can get past those pesky locked doors/chests. Awesome! Except if you'd put those points into mana and casting, you'd have got spells to do both of those and a whole load of other things.
**
things. One of the cool things about these games is that there are multiple legitimate ways to do everything. Want to open a door? You can bash it, pick it, cast a spell, find the key, or, if you invested in Lore, find a Cudgel of Opening. All of these represent different potential characters taking different paths through the game--though like all Ultima games, Underworld is rather unfriendly to thieves. The game is designed to encourage experimentation with character builds: mages have it easi''er'', but just about any build is viable.



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* RunicMagic: To cast spells, you need a rune bag and the runes that make up the spell you want. You can have one spell prepared, with its runes ready to cast, at a time.
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* OminousFloatingCastle: Killorn Keep, though you only get to see it from the outside. If you do enough searching, you can find what's keeping it aloft and destroy it. This will understandably turn everyone inside hostile, and once you leave using the Blackrock Gem, it will have crashed upon your return, revealing a few things you couldn't reach before while also eliminating everyone important to the plot that lived there.

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* OminousFloatingCastle: Killorn Keep, though you only get to see it from the outside.inside. If you do enough searching, you can find what's keeping it aloft and destroy it. This will understandably turn everyone inside hostile, and once you leave using the Blackrock Gem, it will have crashed upon your return, revealing a few things you couldn't reach before while also eliminating everyone important to the plot that lived there.
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* BlackSwordsAreBetter: the hierarchy of bladed weapons goes like Dagger < Short Sword < Long Sword < Broad Sword < Jeweled Sword < Black Sword. The black sword is the absolute top tier.
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* MadeOfExplodium: The bats, which inexplicably burst into flames when you kill them.

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* MadeOfExplodium: The bats, which inexplicably burst into flames when you kill them. It's just a visual, and doesn't hurt you.

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* MythologyGag: The Trilkhai, who share a similar back story with the Kilrathi of the ''Videogame/WingCommander'' games. In fact, if you [[SignificantAnagram rearrange the letters...]]

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* MythologyGag: MythologyGag:
**
The Trilkhai, who share a similar back story with the Kilrathi of the ''Videogame/WingCommander'' games. In fact, if you [[SignificantAnagram rearrange the letters...]]]]
** Paintings hanging on walls in the second game are very low-resolution versions of cover art from previous ''Ultima'' games.

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* HopelessBossFight: You can attack the Slasher of Veils in the final level of the first game, but he's extremely strong and impossible to kill. Note that accidentally hitting him with an item counts as an attack, so it's best to be cautious. Fortunately, as strong as he is, he isn't faster than you.



* WalkOnWater: Available as a spell.

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* WalkOnWater: Available as a spell. It makes killing those obnoxious water monsters a lot easier.
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* GoldFever: The Dwarven king loves gold, and will grant you favors if you give him gold coins. If you want to access the vault with his permission, you have to turn over a huge chunk of you make on a lower floor with the help of an alchemist.


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* OminousFloatingCastle: Killorn Keep, though you only get to see it from the outside. If you do enough searching, you can find what's keeping it aloft and destroy it. This will understandably turn everyone inside hostile, and once you leave using the Blackrock Gem, it will have crashed upon your return, revealing a few things you couldn't reach before while also eliminating everyone important to the plot that lived there.


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* TeleportersAndTransporters: A spell in the first game allows you to teleport to a special stone. Pretty handy as a quick escape method or to get out of areas that otherwise have no exit (the vault in the Dwarven area is just a massive pit with no exit, and you find the stone on the same floor).

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* LizardFolk: The Thepa Lizard Men are a tribe of reptilians.



* TheReptilians: The Thepa Lizard Men are reptilians.
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* TheReptilians: The Thepa Lizard Men are reptilians.

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* InfinityMinusOneSword: The Sword of Justice, one of the [[PlotCoupon plot coupons]], is as good as the second best tier of bladed weapons in the game. While there are stronger weapons, and more situationally appropriate weapons, the Sword of Justice can easily carry you through a third of the game, or even more if [[SequenceBreaking you know how to get it early]], by virtue of the it being ''completely unbreakable'', in a game where equipment repair is your primary MoneySink.



** For the most part, you can get any of the eight [[PlotCoupon Plot Coupons]] in the first game without being told how to get them: the method of retrieval is always the same. This can prevent a lot of backtracking (for example, the Sword of Justice is on the third floor, but you generally don't know that it is until you get to the sixth floor).



* TalkToEveryone

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* TalkToEveryoneTalkToEveryone: At least, everyone that isn't trying to kill you.



** One of the cool things about these games is that there are multiple legitimate ways to do everything. Want to open a door? You can bash it, pick it, cast a spell, find the key, or, if you invested in Lore, find a Cudgel of Opening. All of these represent different potential characters taking different paths through the game--though like all Ultima games, Underworld is rather unfriendly to thieves.

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** One of the cool things about these games is that there are multiple legitimate ways to do everything. Want to open a door? You can bash it, pick it, cast a spell, find the key, or, if you invested in Lore, find a Cudgel of Opening. All of these represent different potential characters taking different paths through the game--though like all Ultima games, Underworld is rather unfriendly to thieves. The game is designed to encourage experimentation with character builds: mages have it easi''er'', but just about any build is viable.

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