The
Adventure
Hail,
Noble One! Our land is in need of a stalwart hero, one who will brave
perils horrific to consider. A plague has befallen the Realm, a
scourge is upon the land! Our villages lie sacked, ruinous mounds of
ashes where once trod peasants stout of heart and sound of mind,
where once lay fields of grain and fruit, where kine and fowl grew
fat upon the bounties of our fair Sosaria. All manner of wicked and
vile creatures prey upon our people and ravage the land. 'Tis the
doing of one so evil that the very earth trembles at the mention of
his name.
Mondain
the wizard hath wrought his malice well. Our nobles bicker amongst
themselves, and each hath retired to the confines of his keep in
hopes of watching the downfall of his rivals. Verily, the Evil One
hath heaped indignity upon curse by releasing upon the Realm a host
of creatures and beasts so bloodthirsty and wicked that our
defenseless people fall as grain before the reaper's scythe. These
denizens of the underworld hold sway over all that can be surveyed,
save for the strongholds of the nobles besotted with their own
ambition. Nowhere in our once peaceful country may a traveler find
safe passage or lodging, save in the keeps of the self-proclaimed
kings - - and they demand hard labors for their indulgences.
Only
the young Lord British remains steadfast in the vision of a peaceful
and united Sosaria. In his castle and his towne the pure of heart
will find an ally and replenishment for the needs of one who hath
chosen to fight for the Realm.
Aid
us in ridding our land of the scourge that hath befallen us, 0 Noble
One. We beseech thee, for without thine aid we shall surely perish
before the onslaught of the maleficent necromancer. Slay the evil
Mondain!
Fellowship
The
lands of Sosaria are populated by a diversity of races as varied as
the elements. From the tiniest bobbit to the most towering human, our
folk show a strength of character unknown in other parts of the
world. Until the coming of the foul Mondain, our folk lived in
harmony and worked together in the true spirit of comrade-ship. The
principle inhabitants of Sosaria are:
Human:
Endowed with a natural intellect higher than any other race, the
humans are the backbone of Sosarian society. Found in all walks of
life, they are strong of body and of unexcelled spirit.
Elf:
Shorter than their human counterparts by the span of three hands, the
elves of Sosaria are slight of build and swift of movement. Their
superior natural agility makes them excellent musicians and clever
thieves. At home amongst the trees of the deepest forest or in the
alleyways of the capital, The Sosarian Elf makes a stalwart companion
and a relentless foe.
Dwarf:
Mountainfolk and legendary miners, the dwarves of Sosaria stand
but half a human's height, yet often outweigh slender elves. They are
matchless in courage and possess an inordinate endowment of natural
strength. Never accept the Sosarian Dwarf's challenge to wrestle for
drinks in a tavern, unless thy supply of gold be endless and thy
generosity ample.
Bobbit:
A small and gentle race, the Sosarian Bobbits are believed to
have come to our Realm from a distant place. They are said to favour
mountainside meadows and the serenity of forest clearings. Their
diminutive height being even less than that of a dwarf, they shun any
task that involves hard, physical labour, preferring instead the
pursuits of study and contemplation. Bobbits are naturally weak yet
possess a serenity indicative of profound wisdom.
Professions
Whilst
the professions practiced by our folk are numerous, there are but
four courses of action that may be followed by the novice adventurer.
These are:
Fighter
-- The rigorous training involved in learning to become a fighter
results in a stronger, more agile adventurer. The knowledge acquired
during this period permits the fighter to use virtually every kind of
weapon that might be found in Sosaria.
Cleric
-- A profession suited to those who are of an introspective
nature, the study of the ways of the cleric requires patience and
results in a good deal of wisdom. Such is their calm and
concentration that at no time will the proper spell cast by a cleric
fail to attain its desired result.
Wizard
-- To become a wizard in our Realm, one must study long and
diligently, poring over ancient writings and dusty tomes. Mastery of
the arcane arts comes not easily, yet such training hones the
intellect to a superior edge! The fruits all the long years of
discipline are deemed to be worth the effort, however, for only the
wizard may purchase the necessary supplies for the casting of the
more powerful enchantments.
Thief
-- Whilst not a profession held in the highest esteem among those
charged with maintaining the public order, thieving is a trade that
often serves the adventurer well. Many of the explorer's finds are
guarded by clever and devious traps that require nimble fingers and a
dexterous hand. Larceny and the opening of locks comes much easier
for the thief than for other mortals, for they who follow this
occupation are endowed with exceptional agility.
Castles
& Townes
Sosaria
is a land dotted with the castles of the nobility of the Realm and
with numerous townes wherein the traveler might purchase supplies and
provender. Townes and castles may be entered freely, but woe to the
one who foolishly is apprehended in an act of thievery, for the
public order is maintained here by burly Guards who fear none.
Each
castle is held by a noble, the King of his particular region. Visit
these local rulers, they have much to offer the adventurer. The
castles are often built of stone and peopled with merchants,
courtiers, guards and fools. Beware of the jesters, for although they
amuse, they may also deceive.
Shoppes
The
merchant class of Sosaria is the mainstay of the Realm's economy. All
manner of trade goods -- foodstuffs and the handiwork local artisans
-- can be found in the towne and castle shoppes. An adequate supply
of gold will help to equip the adventurer with everything from
rations to the most esoteric of weapons. Some of the more common
emporiums include:
Armoury
-- Tailors of protective garments await your pleasure in the
amouries of Sosaria. The finest craftsmen in the Realm will swiftly
fit out the adventurer in a suit made of worked leather or metal.
Price varies according to the level of protection offered by the suit
of armour.
Weapons
-- The workers of metal in Sosaria know no peer. From a simple
carved mace, reinforced with good iron, to the most exquisitely
crafted greatswords of tempered steel, the weapons found in the
shoppes of the Realm are truly works of art. 'Tis rumored that some
of the arms one may find in the distant reaches of our land surpass
belief.
Transportation
-- Whilst one may travel throughout much of the Realm afoot,
there are alternate means of transport that make short journeys pass
more quickly, and longer journeys feasible where once such voyages
seemed unattainable. Common modes of travel include the use of horses
and of sea-going vessels. Uncommon modes of travel are also rumoured
to exist.
Magic
-- A once-forgotten discipline, the study of magic has enjoyed a
renaissance since the coming of the evil Mondain. Many hold the
belief that sorcery is indeed needed to combat sorcery. The
practitioner of the arcane arts can purchase the needed tools of the
trade in various magic shoppes scattered throughout the Realm.
Food
-- None can live without sustenance. The food shoppes of Sosaria
provide the focal population with fresh produce and meats, while the
adventurer can find provisions therein that will last for weeks in
the wilderness with no special care.
Pubs
-- The people of our land are not without a certain fondness for
strong spirits and lively companionship. Most settlements are graced
with public houses where a tankard of strong ale from the region of
Trinsic or a flagon of the best Jhelom mead may be had for but a few
coins. Many of the people found in these taverns are quite friendly,
and the ones serving the drinks are often fountains of wisdom and
gossip.
Dungeons
Our
land is an ancient one, where strange and wondrous beings once walked
the earth and civilizations rose and fell. There are numerous
underground labyrinths to be found throughout Sosaria, the handiwork
of unspeakable creatures and unknown forces. These mazes have became
the dwellings of many of the horrors unleashed by Mondain upon our
poor land. Indeed, the lowest depths of some of these hellholes
contain creatures that make even the staunchest warriors blanch and
tremble.
Yet
these subterranean passages also contain caches of the ill-gotten
gains of the predations of Mondain's minions. An intrepid adventurer
can finance many an expedition with the spoils of a careful foray in
the dungeons of Sosaria. Hearken to my words: The use of extreme
caution is needed when exploring underground. The corridors of the
dungeons are lined with the bones of explorers who overestimated
their abilities!
Starwalking
Before
the archmage Mondain can be defeated, one's mettle will first have to
be tested in the farthest reaches of the heavens. 'Tis said that the
Evil One has formed alliances with starwalking monsters of
unparalleled savagery. These malicious creatures stand poised to
swoop down upon our people and devastate them. The need to slay the
vile wizard is redoubled in the face of this threat.
Should
a champion emerge from the mists of legend, the means by which to
combat this menace from the sky will appear -- so say the prophets.
The legends which foretell of this hero include a number of writings
and several ballads sung by the bards of our Realm. Among the more
recent discoveries pertaining to the coming of the starwalkers is an
arcane manuscript, found on the foothills of Mt. Drash. Since it
appears to hold instructions for the use of some form of transport,
it has been broadcast throughout the land in hopes that it might
prove useful to one engaged in the quest to rid Sosaria of Mondain.
The substance of the document is as follows:
"In the heavens, each vehicle has the.
means to control rotation, as well as thrust and retro (reverse
thrust). In the front view mode one can turn left, right, climb, and
dive.
'The starways are divided into 49 sectors on
a 7 X 7 grid. In the top view mode one can see all within the current
sector. A long range scan may be obtained by use of the 'Inform'
control. Consult the Pilot's Reference Manual for the symbols needed
to interpret a scan.
"One can jump to the next sector in the
direction of current travel by using the Hyperjump capability of the
vehicle.
"Docking with starbases can be attained
at any of the unused docking ports and should be made at slow speeds
while headed directly into the port opening. A docking fee is
required. Upon docking, a 'Base Command' query will be issued and the
pilot is expected to indicate the direction toward the next vehicle
that will be used.
"Reentry takes place when your ship
passes over the lands of Sosaria. NOTE: Only the shuttle craft has
heat shields. Any vehicle will incinerate if it collides with a star.
"One may encounter and engage in combat
with hostile beings in the heavens. Once combat has begun, the pilot
cannot return to the top view mode until all enemy craft have been
driven from the current sector or the pilot has chosen to hyperjump
to the next sector. IMPORTANT: Changing from front view mode to top
view mode at high speeds will surely result in a fatal collision. Be
wary of fuel levels and shield condition. A ship without fuel drifts
forever and a depleted shield spells certain death.
Our
most learned scholars have translated the document into the common
tongue of the Realm, but certain terms and phrases have no meaning
even to the most erudite sage. Nonetheless, such is our desire to be
rid of the scourge of Mondain that we make this information available
to all.
The Magical Arts
As
mentioned elsewhere in this manuscript, the practice of magic had
once died out in Sosaria. The power of the mystic tradition proved
too corrupting for the general populace and the lords of the land
decreed that all who dabbled in sorcery were to be banished. 'Twas
not until the coming of Mondain the wicked that our scholars once
again unearthed the dusty tomes that contained the records of the
once flourishing arcane arts, and set about to retrain adepts in the
use of enchantments. Our leaders realize that once the discipline of
magic is reawakened, it shall never again be put to rest. Such is our
plight that even the most dreaded of the arts is laid bare to all who
will try to learn it and who swear to use its powers to combat the
spread of Mondain's vile influence.
While
those naturally born to the practice of sorcery, who can invent their
own enchantments and forge new ground in the arts, have yet to emerge
as powerful wizards in their own right, a certain progress has been
made. There are four artifacts available to the budding mage which
will enhance the ability to weave enchantments: Staff, Wand, Amulet,
and Triangle. The latter is a magical sword that may also serve as a
weapon. Several powerful spells, which will cost the buyer in both
gold and experience, may be purchased in the magic shoppes of
Sosaria.
These
include:
Blink--The
ability to be physically transported a short distance while
underground.
Create
-- The ability to create a wall of magical force directly in
front of the spellcaster.
Destroy
-- The ability to remove a wall of magical force that blocks the
spellcaster's path.
Kill
-- An enchantment hurled at a foe in front of the spellcaster. If
successful, this cantrip will destroy the opponent.
Ladder
Down -- This enchantment creates a magical ladder which permits
the spellcaster to descend to the next level of a dungeon.
Ladder
Up -- This enchantment creates a magical ladder which permits the
spellcaster to ascend to the next level of a dungeon.
Magic
Missile -- The ability to strike a foe with a blast of magical
force. The more skilled and well equipped the spellcaster, the
greater the damage inflicted by the blast.
Open
-- This spell permits the opening of coffins at no risk to the
spellcaster by magically disarming any traps.
Prayer
-- The ability, when in dire straits, to call upon one's personal
deity in hopes of finding a way out of a pressing dilemma. Should be
used only when the spellcaster is in serious need of divine aid.
Unlock
-- This spell permits the opening of chests at no risk to the
spellcaster by magically disarming any traps.
The
Bestiary
The
Realm of Sosaria is populated by a variety of creatures, both natural
and unnatural. The latter group hath been on the increase since the
coming of the Evil One. Through the efforts of a posterity minded
few, a collection of names and descriptions of the more common beasts
hath been compiled and may be perused herein.
Archer,
Hidden -- So lacking in courage are the minions of the vile
Mondain that his Archers only ply their trade from hiding places high
in the treetops of the forests of Sosaria. Their aim, nonetheless, is
accurate and many a traveler has died without ever knowing whence
came the deadly rain of barbed shafts.
Balron
-- Huge, leather-skinned daemon lords, the Balron are perhaps the
most fearsome of the evil minions of Mondain. Armed with vicious
barbed whips and the ability to cast devastating fire balls at their
victims, these winged scions of Hell have
proved
to be the nemesis of the flower of Sosarian knighthood.
Bat,
Giant -- Although the Sosarian Giant Bat is but a dumb brute,
this Large cousin of the more common vampire bat found in other lands
is indeed a menace to those unfortunate enough to disturb its
subterranean slumber. The Giant Bat lives on a diet of animal blood
and is not adverse to feasting on adventurers.
Bear
-- The Hill Bear towers over the tallest human and is armed with
saber-like claws capable of rending even the stoutest plate armour in
a single blow. The species was first sighted on the slopes of Mt.
Drash, but hath since spread throughout the land. These creatures are
extremely ill-tempered and will attack without provocation.
Carrion
Creeper -- These loathsome worms inhabit the deeper reaches of
most dungeons, where they feed on the corpses of any luckless
creatures they encounter. The numerous legs on their segmented bodies
are equipped with small barbs that allow them to move quickly on
walls and ceilings, as well as along corridors. Carrion Creepers
should be avoided at all costs.
Cyclops
-- A race of belligerent, one-eyed giants, the Cyclops dwelt in
Sosaria long before humans ever landed on these shores. Driven
underground many years ago, the Cyclops long to return to the surface
and drive humans into the sea. Beware, for they will attack any
adventurers on sight.
Daemon
-- Fierce, bat-winged horrors armed with cruel talons and barbed
tridents, Daemons were unknown in Sosaria hitherto the advent of
Mondain. Drinkers of human souls, Daemons are said to relish the
screams of tortured humans above all else.
Dark
Knight -- Such is the corrupting influence of the foul Mondain
that even the most virtuous of Sosarian chivalry are subject to fall
under his sway. The land is now befouled with Dark Knights -
predatory warriors who seek to waylay innocent travelers and to rob
them of their hard earned goods.
Dragon
Turtle -- These fire-breathing, aquatic dragons inhabit the seas
around Sosaria and are considered an even greater menace to mariners
than the winds of a typhoon. They are protected by a shell tougher
than enchanted plate armour, and thus are extraordinarily difficult
to defeat in combat.
Ettin
-- Travelers in the forests of our land have oft been fooled into
thinking they have drawn near to a group of fellow explorers when
they encounter an Ettin, for these two-headed monstrosities have been
known to carry on heated discussions with themselves. An Ettin
invariably abandons its dialogue when it hath the chance to attack an
adventurer.
Gelatinous
Cube -- Called 'dungeon-sweeper' by some, the Gelatinous Cube is
a subterranean dweller that roams corridors in search of food. Their
bodies are composed of a clear, corrosive, jelly-like substance which
renders them difficult to see, but they may sometimes be detected by
the remnants of armour or debris contained within them. They are
omnivores, digesting anything they find after absorbing it into their
massive bodies. Contact with a Gelatinous Cube hath -ruined the
armour of many a hardy warriors.
Gremlins
-- Mischievous kin of the trolls and lizardmen, Gremlins are
underground creatures of voracious appetite. A favorite diversion is
to stealthily approach unwary travelers and pilfer their food
rations. Many an adventurer hath been consigned to death by
starvation below the surface of Sosaria as a result of the antics of
these creatures.
Hood
-- When the corrupt influence of the unspeakable Mondain spread
throughout the Realm, even some of our stalwart peasants fell under
the sway of the evil wizard. These warped individuals now roam the
countryside attacking travelers. While unskilled in the use of arms,
they nonetheless pose quite a nuisance to adventurers.
Invisible
Seeker -- Among the most dangerous of the denizens of the
catacombs below our land is the Invisible Seeker. None have ever seen
one of these horrific slayers for they are -- as their name implies -
unseeable. Their presence is usually first detected when open wounds
suddenly begin appearing on the body of a victim. They are, however,
susceptible to harm from most weapons.
Knight
-- Like their forest dwelling counterparts the Dark Knights, the
predatory Knights of Sosaria are warriors who have forsaken the ways
of Chivalry for the paths of Evil. They are fierce opponents and must
be treated with care if one is to avoid an untimely demise.
Lich
-- The Lich is an evil spellcaster who, through the necromantic
arts, hath entered a state of living death in order to prolong an
unholy reign on earth. Woe to the explorer who stumbles upon the lair
of a lich, for the undead mage will guard its domain fiercely and
attack without hesitation.
Lizard
Man -- When Mondain first came to our land he performed
unspeakable experiments with his servitors and the fierce reptiles
that inhabit some of the streams and rivers in the south of our land.
The result was the Lizard Man, a being both reptilian and human in a
single body, armed with cruel teeth and a disposition to match its
appearance.
Mimic
-- Beware the treacherous Mimic, for it hath been the doom of
many a dungeon explorer. Disguised as a tempting treasure chest, the
Mimic patients awaits the overly-curious adventurer. When the victim
makes as if to examine the chest, the Mimic attacks with a ferocity
unmatched.
Mind
Whipper -- Truly hideous, the Mind Whipper is a being with the
body of a human, a face that resembled nothing so much as the
underside of a squid, and an unquenchable thirst for the mental
energies of its victim. The few who have survived encounters with
Mind Whippers have emerged as babbling lunatics, their minds flayed
from their souls by the relentless onslaught of these terrible
creatures.
Minotaur
-- As mentioned before, the evil Mondain experimented ceaselessly
with the crossbreeding of man and beast in an effort to create the
ultimate soldier. As if the creation of the dread Lizard Man was not
enough, the vile wizard also mated the famed Baratarian fighting bull
with some of his followers, resulting in the Minotaur -- a horror
that walks on two legs like a man, but which has the head and the
cruel horns of a bull.
Necromancer
-- The Necromancer is a mage whose specialty is the practice of
the arcane arts that pertain to the dead. Practitioners of such a
morbid specialty were naturally drawn to the foul Mondain as jackals
are to the carrion of the plains.
Ness
Creature -- The seas surrounding Sosaria are home to a number of
beasts, among which numbers the dread Ness Creature. For many years
these reptilian behemoths were thought to be naught but the workings
of the overwrought imaginations of mariners. The sinking of the
frigate Pembroke in plain view of a small armada hath disproven this
belief.
Orc
-- Small, pig-visaged humanoids, the Orcs were the vanguard of
Mondain's first advance. Tribal by nature, they are sub-human at
best, just a slight cut above true bestiality. They abhor all things
human and cultured and will lay waste to anything fashioned by human
hands. 'Tis said that they relish the taste of human flesh.
Pirates
-- The pirates that infest the coastal waters of Sosaria are the
scourge of the honest mariner. They ply the waterways seeking unarmed
merchant ships to plunder, and often press the younger crew members
into service as marauders. Once engaged, a pirate vessel and its crew
will battle to the end, seeking no quarter and offering none.
Ranger
-- Alas! Even the noble Ranger, preserver of the woodlands and
keeper of the forests, hath fallen under the sway of dark Mondain!
These matchless trailblazers once watched over the preserves of the
Sosarian nobility, but as Mondain's treachery took hold, many of them
forsook their old ways and became predators themselves. He who is
pursued by a Ranger must turn and make a stand, for once on a trail a
Ranger will never give it up.
Rat,
Giant -- The underground passages of the Realm are prowled by
oversized rodents, the result of Mondain's necromancy and an
abundance of food in the form of victims of the Evil One's minions.
The Sosarian Giant Rat is a vicious predator and should not be taken
lightly.
Skeleton
-- The progeny of Necromancers and undead liches, Skeletons are
the animated corpses of dead warriors from which the flesh hath
withered and fallen away. They fight tirelessly in an effort to carry
out the bidding of their dark masters.
Spider,
Giant -- Few moments hold more terror for the intrepid explorer
than when a Giant Spider, venom dripping from its fangs, is
encountered in the corridor of a subterranean labyrinth. These
creatures are dazzling in their agility and tireless in their search
for prey. Fight well, or face a paralyzing sting and the fate of
becoming a living hatchery for their young.
Squid,
Giant -- Sosarian mariners swap legends of the Kraken, or Giant
Squid, in every pub in every port of the Realm. These monstrous,
creatures have been known to rise from the ocean depths, seize a
vessel in their long tentacles, and drag the hapless vessel and its
crew to a watery grave in the space of but a half-dozen heartbeats.
Tangler
-- Looking for all the world as naught but a vine-covered tree
stump, the Tangler lurks in subterranean corridors, waiting to
ensnare explorers of the underground. Once a Tangler hath ensnared an
adventurer in its tentacles, it will hold the victim fast until
starvation ends the struggle. The monstrosity then feasts on the
corpse.
Thief
-- Long before the coming of Mondain, the common cutpurse was a
plague to travelers in Sosaria. Lurking in alleyways, poised behind
trees, and skulking in dungeon corridors, these villains are always
ready to relieve innocent citizens of their valuables and their
lives. 'Tis a service to your fellow Sosarian to exterminate a Thief
whenever possible.
Trent
-- Native to the woodlands of Sosaria, the evil Trent seems like
an ordinary oak tree until one approaches near enough to be ensnared
in the grasp of its pliant branches. Once it hath crushed the life
from the victim, the Trent then devours it, leaving no trace of it's
prey to warn other travelers.
Viper
-- Since before the dawn of civilization, the race of serpents
hath roamed the land. From the most harmless garden snake to the
giant constrictors, these legless creatures have always inspired fear
in the human race. In the case of the Viper, this fear is
well-founded. These viscous reptiles strike fiercely and frequently
at all who stray too closely. Their venom-laden fangs being a swift
yet painful death.
Wandering
Eyes -- Many a dungeon seeker hath been startled to enter a
darkened chamber and be greeted by a number of eyes staring out of
the murky blackness. Stare not long, for the Wandering Eyes weave a
hypnotic spell that entrances even the most strong-willed and leaves
one helpless before the magical onslaught that inevitably follows
mesmerization.
Warlock
-- Rogue practitioners of the magical arts, Warlocks are the evil
servitors of Mondain. The Foul One hath trained them in the casting
of bolts of mystic energy and sent them forth to wreak havoc among
the populace. Slay them if ye can, for the arcane arts should never
be used for wicked purpose.
Wraith
-- Summoned from the nethermost regions of Hell by Mondain's
perverse enchantments, Wraiths are the restless souls of dead
clerics. Once on the material plane, they drift about seeking
potential converts to the discipline of Evil. Since one must first
die in order to be converted, 'tis strongly advised that their
enticements be resisted.
Zorn
-- Little is known of the mysterious Zorn. 'Tis a creature that
not only defies logic, but that seems to defy the very Laws of
nature. It can burrow through anything and is completely omnivorous.
In battle it seems to generate far more force than one would estimate
possible from a creature of its size. When slain, the zorn quickly
evaporates, thus none have ever been studied closely.
Getting Started
To
start Ultima 1, click on your Windows 95 Start button, click
programs, Ultima Collection, then Ultima 1. In order to exit Ultima 1
you must press Ctrl-Alt-Del one time, highlight Ultima 1 on the menu
and click on end task.
Character
Generation
Upon
typing 'A' at the main menu, the character generation screen appears.
1. Follow the instructions for distributing thy
30 available points among the five attributes:
Strength
Determines the severity of thy blows.
Agility Determines the probability of
successfully striking a foe, as well as the probability of avoiding
attacks.
Charisma
Affects the selling price of one's possessions at shoppes.
Wisdom Determines the reliability of
spell casting, and the purchase price of the spells themselves.
Intelligence Affects both the potency of
offensive spells and the purchase price of goods in shoppes.
2.
Select a race, each of which has certain advantages:
Human
+5 Intelligence
Elf
+5 Agility
Dwarf
+5 Strength
Bobbit
-5 Strength; +10 Wisdom
3.
Specify: Male or Female
4.
Now, select the class thou dost wish thy character to be:
Fighter
+10 Strength; +10 Agility
Cleric
+10 Wisdom
Wizard
+10 Intelligence
Thief
+10 Agility
Finally,
name thy character (limited to 14 letters).
When
asked if thou dost wish to Save thy character, type 'Y'. Thy
character will be saved to a roster on thy program disk. But beware!
Save not but 4 characters or thou wilt meet with peril. When
finished saving thy character(s), type 'B' to begin playing. Note
that only one character may adventure at a time.
Commands
A) Attack - Attempt to harm thine
opponents with whatever thou dost currently hold. Must be followed
with a direction key, unless thou art in a dungeon.
B) Board - Board a horse, raft,
frigate or other form of transport - if thou art standing upon it.
C) Cast - Cast a spell. Thou must
first commit the intended spell to memory by means of the R)eady
command.
D) Drop - Dispose of any item no
longer desired whilst in a towne or castle. This action is quite
irrevocable.
E) Enter - Enter the towne,
castle, dungeon or other landmark upon which thou art standing.
F) Fire - Ye may fire upon foes
using the guns of your ship, or any other armed vehicle.
G) Get - Pick up items which thou art
standing adjacent to while in castles and other places.
H) Hyper Jump - Enable thee to travel at
faster-than-light speed to other stellar sectors - if the means are
available...
I) Inform & Search - Reveals the
names of places and things that may be E)ntered. Also permits
detection of secret doors and passages in dungeons, and may grant a
view of surrounding areas in some future crafts.
K) Klimb - Ladders in dungeons may lead
to fortune or doom; by means of this command thou canst use them.
N) Noise - Used to turn sound on or off.
O) Open - Reveal the contents of a
coffin in a dungeon.
Q) Quit (and save to disk) - Use this
command to stop playing (from the outside world only). Upon resuming
thy quest, all will be as it was.
R) Ready - Equip thyself with a certain
weapon, wear a suit of armour or learn a magic spell. This must be
performed prior to using an item.
S) Steal - May be used behind the
unwatched counters of shoppes and in dark caches in castles. Beware,
for the guards frown on this sort of behaviour.
T) Transact - Conduct business with
merchants or kings.
U) Unlock - Open cells in castles or
chests in dungeons. Damger tends to follow.
V) View Change - Switches the view in
modern crafts between front and top viewing modes.
X) X-it - Leave behind or dismount
current craft and travel on foot.
Z) Ztats - Shows vital statistics,
possessions and spells. Also useful to temporarily stop the passage
of time in the game.
Spacebar) Pass - Causes the passage of
time (and consumption of food).
Movement
The
direction keys for ULTIMA I correspond to the arrow keys on the IBM
PC. The arrangement of the keys is as a compass; indication
directions and movement to the north, south, east and west. In
dungeons, the north and south keys move thee forward or turn thee
around, respectively. In some future crafts, these same keys cause an
increase or decrease in forward velocity.
Be
sure the "Num Lock" light is off above the keypad so that
the arrow keys are enabled.
NOTE:
Thou canst attack in two different ways. For example, if thou wanted
to attack to the north, thou couldst type:
1.
'A', 'up arrow', or:
Depress
Num Lock and press the 'up arrow' (this option only available
on the IBM PC)
Play
Screen
Thou
art seen here standing upon a grassy meadow with a castle and towne
to the west and a marauding Hood coming toward thee from the east.
HITS
is a measure of mortality - the bodily damage that canst be sustained
before death. Thy hit points may range up to 9999.
FOOD
is vital to survival. If this value reaches 0 thou wilt die.
EXP
is the measure of thy experience. Every victory increases thine
experience.
COIN
is the measure of thy wealth in copper pence, silver pieces and
fabulous golden crowns of the Realms.