PLAYER'S
GUIDE
1992 ORIGIN Systems, Inc.
Electronic Form Document
Created
and Produced by Boba Fet.
STARTING THE GAME
1.
First, install ULTIMA
Underworld on
your hard disk.
If you haven't already done
this, refer to the Install Guide included in this package for
instructions.
2. Select the drive on which the
game is installed. (For example, if you installed the game on your
C-drive, type "C:" and [ENTER].
3.
Select the ULTIMA
Underworld directory.
(If you selected our default direc-
tory, type "CD \UW"
and [Enter]). 4. Start the game (by typing "UW" followed
by ENTER].
The "ORIGIN Presents"
screen appears, followed by another reading "A Blue Sky
Productions Game." As the game finishes loading, this screen is
replaced by a title screen ("ULTIMA Underworld: The Stygian
Abyss"). If you have not played the game before (or have never
"saved" your previous adventures), the game proceeds
to the Introduction. This provides background information you need
to complete your subterranean adventure.
If you are in a hurry, or you
have already seen the Introduction, press [ENTER] to cancel
anypreliminary screen and bring on the following screen. If you have
"savedgames" on your hard disk, the game automatically
skips the Introduction and goes directly to the main menu. (If you
do not know what "saved games" are, see "Save Game,"
)
Afterward, you are presented
with several choices:
Introduction.
Repeats
the introductory sequence you just saw.
Create
Character.
Allows you to set up a brand-new player-character.
Acknowledgments.
Lists
the names of the people who created the game.
Journey
Onward. When you have a character, select this option to begin
playing. You will not
see
this option unless you have a saved game.
Select an option by clicking on
the option you want or by using the cursor keys to change the
highlighted selection and pressing [ENTER]. If this is your first
game, you must select "Create Character" before you can
begin play.
CREATING YOUR CHARACTER
Through
the choices which you make at this time, you fashion the type of
hero you wish to guide through this adventure. Each option is
represented by button. To make a choice, use the mouse to move the
cursor onto the option button you want to select and click either
mouse-button. (You may also use the cursor keys to highlight the
option you want -- a highlighted option appears raised -- and then
press [ENTER]
to
select the option.)
In order, the choices you must
make are:
Choose Player Sex.
Male
or
female.
Controls
whether your Avatar is a man or a woman, and which portraits you may
select later. Gender has no effect on your character's strength or
abilities.
Select Handedness.
Right
or
left.
Determines
which hand you use to hold your primary weapon, and which is your
shield-hand.
Class
Fighter.
A
warrior, trained in the military arts since youth.
Mage.
One
born with the ability to cast spells.
Bard.
A
traveling entertainer, perhaps a storyteller or a musician.
Tinker.
A
skilled craftsman, particularly with weapons and armor.
Druid.
A
guardian of the woodlands, able in both combat and magic.
Paladin.
A
warrior who also has some grasp of the art of spellcasting.
Ranger.
A
woodsman, skilled at tracking, hunting and fighting.
Shepherd.
A
resourceful sheep-tender, often a jack-of-all-trades.
Pick Skills.
Your
character description includes several skills -- abilities you have
honed and tasks you have practiced. Many of these skills come
automatically, as a result of the character class you choose. (For
instance, all Mages can use magic so they all begin with casting
and
mana
skills.)
In
addition to innate skills, you are asked to select some skills
unique to your character. For instance, you may give your Fighter
sword
skill,
or you might choose axe,
mace, missile weapon or
the unarmed
combat
skill. When the skill selection list appears on the right-hand side
of the screen, simply click on the skill you want for your
character.
For now, pick skills that
sound useful and interesting. Later, you can consult the skill list
on page 30 and create carefully honed characters.
Portrait.
Select the appearance of your
character by clicking on one of the five pictures that appear on the
right-hand side of the screen.
Choose Difficulty.
Standard
or
Easy.
In
easy mode, monsters and hostile characters are less dangerous and
are easier to defeat than in standard mode. (Note that you can't
change this after you begin playing -- to change the difficulty
level, you must begin a new game.)
Name.
The last step in creating your
character is to give him or her a name. Type in the name of your
choice, then press the [Enter} key when done.
Keep This Character.
Finally, the game asks you
whether or not you want to play the game with the character you have
just designed. If this character is acceptable, answer "yes."
Otherwise, select "no" and you can design another
character.
IN THE UNDERWORLD
(NOTE: This tutorial walks
you through the beginning of your adventure in the Abyss. It assumes
you have a mouse. To play without a mouse, consult your Reference
Card for keyboard equivalents of the commands described.)
Once you finish designing your
character, you automatically begin the game.
The Main Game Screen.
This is the screen you will see
most of the time. In the center is the View Window -- the Stygian
Abyss as your character sees it. To the right of this is a Character
Panel which usually displays a picture of your character and any
items he or she is carrying. At the bottom of the screen is a
Message Scroll where text is displayed. On the left side of the
screen are six Command Icons which allow you to look at and interact
with creatures and objects you encounter in the underworld. Other
elements of the game screen -the Compass, the Rune Shelf, the
Power Gem, the Vitality Flask and the Mana Hask -- will be explained
later.
Try moving your mouse around the
screen -- but don't press any of the buttons yet. As you move the
mouse in the view window, an arrow-shaped cursor mimics your mouse
movements. Outside the view window, the cursor takes the form of a
yellow cross.
SAVING YOUR CHARACTER
Before you do anything else,
save the game. If you die before saving, you will have to go through
the character creation process again.
1. First, click on the "O"
icon (for "Options") on the left side of the screen.
2. When the option list appears,
click on "Save Game."
3. Click on the roman numeral
"I" icon.
4.
When the words "<not used yet>" appear in the
message scroll, type in a name for your saved game (something like
"Start") and press [ENTER]
or
either mouse-button.
5. You return to the game
automatically and can now begin exploring.
LOOKING AROUND
First, examine your
surroundings. Move the cursor into the view window, and notice how
the shape of the arrow changes depending on where it is. Near the
middle of the screen, the arrow changes into cross-hairs. Moving to
the right makes the arrow point to the right; moving to the left
makes the arrow point left.
In the view window, the shape of
the arrow controls which direction your character moves. To move,
press and hold the left mouse-button. Your character moves as long
as you hold the button down.
For instance, move the arrow to
the right side of the screen, then move it up or down until the
arrow bends and nearly forms a circle -- this allows you to turn in
place, without moving forward or backward. With your cursor in this
position, press the left mouse-button and hold it down.
The view in the window shows
what you see as you turn around. If you're just starting a game, you
see a dark corridor ahead of you and a bag to your right. Behind you
are the closed (and locked) doors through which you entered the
Abyss. To your left is a skull and, on the wall, a carved message.
As you spin around, note that
the compass below the view window spins too. The compass shows which
direction you are facing -- the red-tipped point of the compass
indicates north.
Occasionally, looking at or
using objects calls up a scene that temporarily replaces the view
window. When you 'refinished looking at one of these scenes, click
either mousebutton or [ENTER] to return to the view window.
MANEUVERING
Now you're ready to try moving
around. Two rules govern movement:
Rule
1. While
vour cursor is inside the view window, its shape determines the
direction i'n which you move if you press and hold down the left
mousebutton. If it points right, you'll move to the right; if
it points upward, you'll move forward, and so forth.
Rule
2. The
speed at which you move depends on how far your cursor is from the
center of the view window. When the cursor is exactly centered, it
changes into a cross and you don't move at all. As you move the
cursor closer to any edge of the view window, you move faster.
To practice setting speeds, turn
until you are again facing down the long corridor leading deeper
into the Abyss (the corridor opposite the huge double doors at the
entrance). Remember, you turn by using the nearly-circular cursor
arrows, as you did before -- this pivots you in place, without
moving you forward. Then release the mouse-button to stop your
turning motion. Now, move the mouse until the cursor turns into an
upward-pointing arrow, and then press and hold the left
mouse-button. This moves you forward. Shift the mouse so that the
cursor moves toward the top of the screen and you will move faster
and faster until you release the mouse-button. When the arrow points
downward (toward the bottom of the view window), you will move
backward.
Try clicking the right
mouse-button while you're moving forward -- this causes you to jump.
The faster you're moving, the farther you jump.
Don't
worry if you slam into a wall -- you can't hurt yourself by walking
into walls. Flying (or jumping) into a wall will
cause
injury.
When you feel comfortable
walking, running, turning and jumping, turn around and walk back to
the double doors.
Easy Move Mode. If you have
difficulty maneuvering in 3-D space, try using the arrow keys on the
base of the compass below the view window. The curving left and
right arrows turn you 45 degrees in the direction of the arrow you
click. The up arrow in the center of the compass moves you forward
four feet. Press [X] to move back (two feet with each keypress).
There is no mouse equivalent for the [X] command. Though less
realistic than "normal" movement through the dungeon,
using the arrows might make it easier to maneuver through the
dungeons.
INTERACTING WITH THE WORLD
The first thing to do when
beginning the game is to find some equipment a weapon, armor,
food and so forth. Fortunately the bag close at hand holds several
useful items. To find out what's in the bag, use the command icons
on the left side of the screen. In order from the top of the screen,
these icons are:
Options
Talk
Get
Look
Fight
Use
Selecting these various icons
(only one of which can be active at a time) allows your right
mouse-button to perform different tasks. We'll address each of these
as the need arises. (For an explanation of the "Options"
icon, see page 16.)
Advanced
tip: The
icons are easy to use and give you a good understanding of the way
ULTIMA Underworld works,
but if you are an experienced game-player and mouse-user, you can
access many commands without using the icons! If none of the icons
are highlighted, you enter a very useful shortcut mode called
"Default Mode."
If
you're just learning to play ULTIMA
Underworld, we
recommend using the icons for a while (and this tutorial assumes you
will do so). Eventually, however, perhaps even before you complete
this tutorial, you will want to try the icon-less default interface.
For an explanation of Default Mode, see page 16.
LOOKING AT THINGS
Click on the Look icon with
either button, then move the cursor over the bag, and click the
right mouse-button. (Don't press the left mouse-button -- that will
cause your character to move.) Pressing the right button in Look
Mode causes your character to Look at an object -- what you see is
printed on the message scroll. Turn until you are facing the bag and
Look at it. The words on your message scroll read, "You see a
bag."
Looking Up and Down. You might
have trouble seeing the bag on the floor, unless you tilt your
character's head and look down. To do this, press [1] at the top of
your keyboard -- each time you press this key, your character's head
tilts a little further downward, until it finally reaches its
maximum. To look up again, you can either press [3] (which lets you
look up a little more, every time it is pressed) or [2] (which
returns your head to its normal viewing angle).
Note that [1], [2] and [3] on
the numeric keypad control cursor movement and can't be used to look
up or down.
GETTING THINGS
Now, pick up the bag and examine
its contents. First, make sure that the inventory side of your
character panel is displayed. This is the side with your character's
picture on it. (If this picture isn't visible, click either button
on the chain below the right-hand panel.)
The circles at the bottom of the
character panel are for inventory -- objects your character is
carrying but which aren't necessarily ready for immediate use. The
circles surrounding the picture of your character are for objects
your character is wearing or holding -- armor, weapons, rings, lit
torches and so on.
To pick up the bag, change to
Get Mode by clicking on the Get icon (the third one from the top)
and move your cursor until it is on the bag. (Look down, using if
you have trouble seeing the bag.) Now, press and hold the right
mousebutton and move the mouse. You now have the bag "in-hand."
The cursor assumes the shape of the bag and, as long as you keep the
right mouse-button pressed, moves around the screen as you move the
mouse.
Move the bag over to one of the
empty circles at the bottom of your character panel. Release the
right mouse-button and the bag settles into place in your inventory.
Manipulating Your Inventory. To
open the bag, click on it with the left mouse-button. The contents
are now displayed on the inventory panel. If you don't recognize any
of the items, you can find out what they are by Looking at them. For
instance, click on the Look icon, then move the cursor over the
object that looks like a stick and press the right mouse-button --
the message scroll now reads, "You see a somewhat used torch."
Looking
at a n object may tell you the nature and condition of the item you
are looking at. Right-clicking the sword-like object, for instance,
reveals that it is a dagger, and that it is in "badly worn"
condition. However, it is the only weapon you have, so place it in
your weapon hand. If your character is right-handed, your weapon
hand is your right hand - otherwise, it is your left hand. (Note
that your character's "right" hand is not
the
hand to the right on the screen, but thefigure's
right
hand.) To move the dagger from the bag in your inventory to your
weapon hand, place the cursor on the dagger, press and hold down
either mouse-button, and drag the dagger to the inventory circle
nearest your weapon hand. When you release the button, the object
will settle into place.
The
torch will make the Abyss a much brighter place. You already know
how to move items within your inventory, so move the torch to the
circle above your character's right shoulder. Now you want to light
it. Click on the Use icon and then on the torch. Notice the
difference this makes in the view window. (If you Use a lit
torch,
you snuff it out.)
The food in this bag -- an
apple, a fish and a loaf of bread -- can be ignored for now, but
your character will eventually become hungry. Always make sure
you have food available.
Perhaps the most important item
in the bag is the square parchment, which a Look will tell you
is a map. The game automatically updates this map as you move about
the Abyss. Place the cursor on the parchment and click the left
mouse-button -- a full-screen map appears.
The Auto-Map. There isn't much
on your map at this point, since you haven't gone anywhere yet --
the wails of your current room and the bit of corridor you explored
are sketched in brown ink, your position is noted by the yellow
pushpin, and the cursor is a quill pen. If you want, you can write
notes to yourself directly on the map.
For instance, mark your starting
location for future reference: Move the quillpen cursor to your
current location on the map and press either mouse-button. The quill
pen shifts into writing position - whatever you type will now be
added to the map. (Try typing, "START.") When you are done
with the comment, click either mouse-button (or press either [Enter]
or [ESC] to return the quill pen to its non-writing position.
To erase a remark, click on the
eraser symbol in the lower right corner of the map. This turns your
cursor into an eraser. Move the eraser to the comment and click
either mouse-button. The comment goes away.
To call up maps of levels other
than the first, click on the dog-eared corners on the right-hand
side of the map. The upper corner allows you to examine higher
levels while the lower corner allows you to examine deeper levels.
Since you haven't explored any levels other than the first yet, you
will have to wait to experiment with this feature.
To return from the map to the
game, press [ESC] or move your cursor to the "Close"
symbol at the lower right, and click either mouse-button.
You'll want to use the map
often, so you shouldn't keep it inside a bag. Rightclick-and-hold
on the map symbol on your character panel, drag it over the bag
symbol above the lower inventory circles, and release the button.
(This takes the map out of the bag, but keeps it on your person.)
Now left-click the bag symbol to close the bag and return to the
main inventory screen. The closed bag and the map should be
side-by-side.
(Note that if you had all of
your inventory slots full, dragging the map to the bag symbol would
have had no effect -- to move the map out of the bag, you would have
had to empty an inventory slot to make room for it.)
You can click on the map any
time you want to get a fix on your location.
Dropping Objects. Now, you know
how to pick things up and manipulate your inventory, but what if you
want to get rid of something? At this point, you want to keep
everything you've found, so we'll have to fudge a little -- there's
a skull around here somewhere. It'll do.
Turn
until you are facing the wall to the west -- the wall with the
carved message on it. (When the red "North-point" on the
compass below the view window points to the three o'clock position,
you are facing west.) Now, move forward. You may accelerate right
into the wall, but don't worry -- running into walls doesn't hurt
you in ULTIMA
Underworld. Back
up a bit so you can see the message carved into the wall. (Read the
message by clicking on the Look icon and right-clicking on the
carving.)
The skull is just below the
graffiti on the wall. Click on the Get icon, then use the right
mouse-button to click and drag the object into your inventory. (If
you are too far away to get the skull, move closer.)
You certainly don't need to
carry this skull around, so drag it out of your inventory and put it
back on the ground. (Remember, when you drag an item, the cursor
assumes the shape of that item.) To rid yourself of the skull, you
can either drop it or throw it.
To drop the skull on the ground,
drag the skull-shaped cursor to anywhere in the bottom third of the
view window, and then release the button.
To throw the skull, release the
button while the skull is in the top two-thirds of the view window.
(The skull is pretty tough, but some objects break or bounce upon
impact.) If there is an obstacle in front of you, a thrown object
falls to the ground in front of you.
If you're too close to an
obstacle (the wall, for example), you may not be able to drop the
skull at all. Any time you find you are unable to drop or throw an
object because you are too close to a wall or door, try backing up a
bit.
OPENING DOORS
Turn until you are facing north
(i.e., until the red point on the compass is in the 12 o'clock
position) and walk down the corridor again. This time, stop and look
at all the objects you see. As you walk, you come across an axe (a
Look will reveal that it is broken), ashes, bones and other rubbish.
Mid-way down the corridor, in a recess in the right-hand wall,
you'll find a door. Right-click to look at it and read the
description on the screen's message scroll.
Click the Use icon and then the
door to try to open it. You'll discover that it is locked, and you
don't have a key. But there's another way to open this door-turn
to face the door and back up a bit. There, on your right, is a
pull-chain. Right click on the chain to Use the chain to pull it and
open the door.
Walk through the doorway and
bear a little to the left -- there's another bag! Using the bag
spills the contents onto the ground so you can examine the items
without adding them all to your inventory.
In this bag, you find a cudgel,
a mushroom and a candle. First, pick up the now empty bag. Leave the
candle, for the moment, and pick up the mushroom and the cudgel.
(Click the Get icon, right-click and drag each object into your
inventory and release the button over an inventory circle.)
SELECTING WEAPONS
Now you have a decision to make
-- should you leave the dagger in your hand or move that out of the
ready position and replace it with the cudgel? To make this
decision, you need to know more about your skills. Click on the
chain below the character panel and the panel flips around to your
statistics panel.
This panel contains a great deal
of information about your character, but right now we're concerned
with the skill list at the bottom of the panel. To scroll through
the list, click on the up- or down-arrows below the skill list.
If
your character has the mace
skill,
you probably want to use the cudgel rather than the dagger. If your
character's mace
score
is zero, check the sword
skill.
If you have that skill, stick with the dagger (and go looking for a
better dagger or sword D. If you have neither skill, ready whichever
weapon you prefer -- the dagger does less damage than the cudgel,
but you will be able to attack more frequently with it.
Now click the chain below the
stat panel to flip back to the character panel. Move whichever
weapon you want into your character's weapon hand.
DEALING WITH GROUPED ITEMS
There is still a candle on the
ground. Since your torch won't last forever, you should pick it up.
(Candles don't provide as much light as torches, but they burn
longer and some light is better than none at all...)
When
you try to pick up the candle you find there's something different
about it -- it's actually several
candles!
When you click the Get icon and then the candle, the message "Move
how many? 1" appears in the message scroll. To take just one of
the candles, click with the left button. The right button would take
all of them if clicked, or you could type in a number from the
keyboard, then press [ENTER]. Now you can move the candle(s) just as
you would any other object.
Items of the same type can
usually be stacked within a single circle on your inventory panel --
for instance, five torches are generally shown as one torch symbol,
with the numeral "5" above it. The only time you can't
stack identical objects is if their "quality" is
different. For instance, you can't stack a "somewhat used"
candle in the same circle with "halfway used" candles.
FURTHER EXPLORATION
Turning left and right, you see
two doors in this room. Trying to open them (by clicking the Use
icon and then right-clicking the door), you find that they're both
locked -- and this time, there are no pull-chains. Without a key,
there's nothing more you can do here short of "attacking"
the door repeatedly to batter it down. This is possible, but it
takes time and could damage or destroy your weapon. For now, go back
out into the main corridor and head west.
Keep
going until the east-west corridor ends, then turn to the right
(north). Here, in an alcove, you find a torch, a bowl and an axe.
Look at each of these items, note their condition, and get them. (If
you have the axe
skill,
put the axe in your weapon hand.)
Now check the compass and head
south. Beyond the east-west corridor that brought you here, you'll
pass the remains of an adventurer and come upon some strange blue
and gold objects. These are rune stones -- the stuff of magic. Pick
these up and put them in your inventory. There isn't much you can do
with them right now, but they'll come in handy later.
Continue on until the corridor
tums to the right (west again) and you enter a room with a large
stone block in the center. Go around the block -- it doesn't matter
whether you go to the north or the south.
Past the block, you find a pack.
Put it in your inventory and click on it to examine its
contents. Inside, you find a scroll, a red key, a rune bag and some
runes.
Read the scroll (by
right-clicking it in Look mode) and then leave it behind or carry
it, at your discretion (it doesn't weigh much). The red key should
open some of the locked doors you've encountered. The magic items
are very important. The rune bag allows you to cast magic, but only
if you have the proper rune stones inside. Pick up each rune stone
and drag it on top of the rune bag -- this actually puts the stone
inside the bag. (You can use this method to place anything inside of
any bag or pack.) Be sure to put in the stones you found earlier,
too.
You want your rune bag to be
accessible, especially if you're a mage, so drag the rune bag onto
the pack symbol above the lower inventory circles, moving it to a
more convenient inventory location.
MAGIC
With
a rune bag and some rune stones, you may be able to cast spells --
even if you aren't a mage. The amount of Mana you have and your
casting
skill
level determine how successful you can be with magic.
Preparing
a Spell. Before you can cast a spell, you must prepare it. Try to
anticipate your needs and have a spell (like Resist
Blows) ready
for use in an emergency or keep a common spell (perhaps Light)
ready
simply because you expect to use it repeatedly.
To prepare a spell, open your
rune bag. Go to the inventory section of your character panel, and
left-click the rune bag -- this causes the character panel to flip,
revealing the Rune Panel. The rune stones are shown here in
alphabetical order, with empty squares representing stones you
haven't yet collected.
Now take note of the empty
rectangle just to the right of your compass -- this is the Rune
Shelf, where your readied spell is displayed. Left-clicking on any
stone on the rune panel causes that stone to appear on the shelf.
When all of the stones necessary to cast a spell are on the rune
shelf, the spell is considered prepared.
Necessary
Rune Stones. The rune stones you find in the pack are Bet,
In, Lor and
Sanct
(B,
I, L and S). The spell tables in this guide reveal that these stones
can be used to cast three spells: Light
(using
I and L), Resist
Blows (B,
I and S), and Conceal
(B,
S and L). However, Conceal
is
a spell of the Third Circle, so it is beyond the ability of a
beginning mage -- the other two spells, being of the First Circle,
are possible.
In
addition to the Bet,
In, Lor and
Sanct
runes,
you already had Ort
and
Jux
(O and
J). With these, you may also be able to cast the Magic
Arrow spell
(OJ) and, when you reach a higher level, the Rune
of Warding spell
(IJ) and the Strengthen
Door spell
(SJ).
Casting
a Spell. All that is necessary to cast a prepared spell is to
left-click on the runes on the rune shelf, regardless of whether
your rune bag is open or closed. If you have the required Mana, and
the correct runes on the shelf, the spell will eventually work --
but the number of attempts required will depend on your character's
casting
skill
level. The higher your level, the better your chance of succeeding
at a spell. Characters with lower casting
ratings
may have to try over and over in order to get a spell to work.
Fortunately, there is no penalty for a casting failure unless the
spell backfires -- a rare occurrence.
(If you make a mistake in
laying out your runes, you can erase the rune shelf by clicking on
the symbol at the bottom of the rune panel. This represents the rune
stones being replaced in the rune bag.)
Once a spell is successfully
cast, the blue Mana Flask drains to reflect the amount of Mana used
up.
PLAYING IT SAFE
You're about to embark on a
journey -- it may seem like you're going out of your way and
retracing your steps, but it will pay off in the long run.
First, go to your auto-map and
write yourself a note indicating your current location. Then, go
back to the main corridor and the door you opened by pulling the
chain. It's to the east -- refer to your automap, if you lose your
way. Go through the door and find the locked door to the south in
the room beyond.
Now use the red key you found in
the pack. First, approach the locked door. Then open the pack in
your inventory, click on the Use icon and then click on the key to
put the key in-hand. You will be asked what you want to use the key
on. Move the key-shaped cursor to the door and right-click. Since
the key fits the lock, it unlocks the door. Use the door and it will
swing open.
(Many usable objects -- keys,
anvils, poles, lockpicks, rock hammers, even bones you wish to bury
-- require specific targets. All are used in the manner described
above.)
Proceed straight ahead through
the door. On your right is a message carved in the wall. Look at the
message to read it. Now, turn to face the plant at the far end of
the room -- this is the Silver Sapling. Get the plant and it will
wither, leaving you with a seed. Plant the seed somewhere in this
room. To plant the seed, place it in your inventory, then click on
the Use icon and then the seed. If there is floor space in front of
you, the seed will take root. (If you have trouble planting the
seed, back up or turn around until there is more room in front of
you and try again. Make sure there is dirt ahead of you or the seed
won't grow.)
Now, if you die in combat, you
will be resurrected in the spot where you planted the seed. If you
die without having done this, you return to the main menu and must
create a character from scratch and start all over (or restore a
saved game, if you have one).
Retrace your steps, using the
auto-map if necessary, and go back to the room where you found the
pack. You're about to pick a fight, and the Silver Sapling may prove
your salvation.
(At
some point you will want to Look around the Silver Sapling room
carefully, examining walls, objects and everything else -- there is
a secret door in the area, but you'll have to look carefully tofind
it. This secret door can be seen on-screen if you keep your eyes
open. Others are too well-hidden to be spotted by the naked eye.
You're unlikely to find these unless a character tells you about
them in conversation. Even then, you must click on the Look icon and
look at the walls. Your search
skill
takes over at this point and, if you're observant, a secret door
will be revealed.)
COMBAT
Once you're back in the room
where you found the stone block and the pack, take a look around.
There are two doors -- when you try to open them you will find that
one is locked and the other is unlocked. You can try your red key in
the locked door, but first open the unlocked door -- a Use click
will do the job.
Enter and use the Look icon to
examine everything in the room -- the first thing you'll probably
notice is a giant rat. The rat is agitated, but it's not actively
hostile (which means it won't leap to the attack). You'll also see
some food and some armor.
If you want to, you can just try
to take the items (probably starting with the armor). If the rat
sees you take its food, it will get more angry, and since it is
already upset, it will attack. If, however, you can grab the items
while the rat is looking the other way, it won't notice, and you can
saunter off with your newfound goods, none the worse for the
experience.
However, in order to find out
what combat is like in this game, you are about to attack the giant
rat.
First, make sure you have your
best weapon readied -- the one in the best condition and with which
you have the highest level of skill -- then click on the Fight icon
(the sword) on the left side of the screen. This readies your
weapon. The tip of the weapon appears at the bottom of your view
window.
(If your weapon does not come
into view, and you see your fist instead, you may not have the
weapon in your weapon hand. The large circles near your hands, on
the inventory panel, are the only places from which you can use a
weapon -- the circle to the left if your character is righ t-handed,
and the right circle if your character is left-handed.)
Attacking.
To attack, position the cursor over your target, then press and hold
down the right mouse-button. This causes your weapon to disappear
from the view window as you pull it back into the ready position.
Releasing the button launches the blow. The location you're
attacking is determined by where you start
your
attack -- where the cursor is when you first press the button -- not
by where you release the mouse-button to unleash the attack.
Be sure to hold down the right
mouse-button long enough for the power gem just left of the compass
to begin glowing yellow or green -- otherwise, you haven't drawn
your arm back yet, and the blow automatically fails.
You will quickly notice that you
can make several different kinds of attack -positioning the
cursor high in the view window causes a bash, starting the attack in
the middle of the window causes a slash, a low cursor unleashes a
thrust. Some attacks prove more effective against certain foes -- in
this case, you're fighting a rat, and you want to swing middle and
low (or look down and bash), as high swings go over the rat's head.
If the rat dodges, maneuver to
keep it in view, using the left mouse-button as you would during
normal movement. (You can move and attack simultaneously.) You
might also want to look down (with
Doing
Damage (and Taking It). If your attack is successful, you will see a
splatter of blood -- the bigger the splatter, the more damage you
did to your foe. (Not
all enemies bleed, but giant rats do -- if your attack strikes home,
you'll know it.) If
you are lucky, or if your character is particularly skilled in
attack
or
if you are skilled with the weapon you are using, you might even
kill the rat with a single blow -- if so, you'll see a puddle of
blood on the ground.
You will know if the rat injures
you, because the view window rocks (as the attack knocks you back).
If the attack seriously damages you, a sudden flash of red fills the
entire window. To keep track of your health during combat, watch the
red flask -- if its level falls too low, this may be a good time to
run for it!
If you defeat the rat, check
your character panel -- you will find that you've been given several
experience points. When you have more, your character will grow in
skills and attributes.
Collecting Booty. If you
vanquish an enemy, his goods -- his weapon, armor and other
treasures -- automatically fall to the ground, and you can claim
them. Unfortunately, this rat has no treasure, but he does have his
hoard: The cheese and the piece of meat are probably worth carrying
until you need them. As for the leggings (armor for your legs), you
should put them on.
To don the leggings (or any
article of clothing or piece of armor), pick them up and release
them over your character's legs on the inventory panel -- in
addition to the inventory circles surrounding the picture of your
character (which represent things your character holds), the picture
itself includes inventory slots for items you wear on your
head, torso, hands, legs and feet. Select the Get icon and then drag
the leggings onto the picture's legs. When you release the
mouse-button, the armor settles into place there -- your character
is then wearing them.
And Should You Die .... If you
die, you are resurrected where you planted the Silver Sapling seed.
You can then try to defeat the rat again or continue exploring
elsewhere.
CONVERSATION
Now that you've engaged in
combat, try a little peaceful interaction. Use the red key on the
west door and venture on. After you enter this room, turn to the
left and collect the bedroll you see. This will help you sleep
better. In addition to the bedroll, there's a person in the room.
Look at him and you will find that he is friendly. Click on the Talk
icon and then position the cursor over the man and press the right
mouse-button to strike up a conversation.
The Conversation Screen. When
you do this, a large conversation scroll appears in the middle of
the screen. Below the large scroll is your message scroll. Above and
to the left of the large scroll is a portrait of the man with whom
you are speaking and, above that, the man's name -- Bragit. To the
right of Bragit's portrait is his "barter area." To the
right of that is your barter area and your character's portrait and
name.
Selecting Responses. Bragit
greets you with the words, "Hail, stranger! What be thy
business? I have not seen thee in this place before." (His
comments are printed in dark brown on the conversation scroll.)
Below, on your message scroll, a menu of three possible responses
appears:
1. I am merely exploring the
Abyss.
2. I am attempting to rescue an
innocent girl.
3. I was thrown in here as
punishment for a crime I did not commit.
These are the things you can say
to Bragit. The choice you make may determine how Bragit feels about
you (friendly, angry, actively hostile, etc.) and what he says next,
if anything. To select one of these responses, press the keyboard
number of the option you want or move the yellow cross onto the
option and click either button. Select the option you want now.
The response appears in light
brown below Bragit's greeting, followed by his response to you. (The
"[MORE]" at the end of his comment is a signal that he has
more to say -- click either mouse-button or press any key to see the
rest of his conversation. )
Notice that you now have new
response options in the message scroll. Continue selecting response
options and reading Bragit's text until he says, "Good luck in
thy travels." This is the response he gives when he is ready to
end the conversation and go about his business. (Other people and
creatures will have different closing lines... )
To leave conversation and
return to the main game screen, click either mouse-button or
any key.
CONTINUING TO PLAY
These pages have provided enough
tips to get you started in the underworld. At some point, you should
read the Advanced Playing Tips for more information about the
game.
Now you can venture forth on
your own, using your native wits and sharp sword to cleave a route
through the Abyss. Remember, there are plenty of locked doors to
unlock and a secret door somewhere in the Silver Sapling room, and
the man you talked with told you things you may want to investigate.
As
you play, don't feel like you have to explore levels or solve
puzzles and quests in any predetermined order. If a puzzle or quest
has you stumped (or you just want to move on to a new level), go
ahead -- ULTIMA
Underworld is
a nonlinear game. You can move freely from level to level,
solve puzzles in any order you want and finish quests whenever you
feel you're ready.
Now, if you want to stop
playing, exit the game by selecting the Options icon, and then
choosing the "Quit Game" option. Before doing this,
however, save your game (see page 17) -- otherwise, your progress to
this point will be lost.
ADVANCED PLAYING TIPS
DEFAULT MODE
In the tutorial above, you used
the command icons to control the function of the right mouse-button
and interact with the world. However, experienced players can
perform almost all of the functions while in Default Mode -- that
is, with no icons selected. Any time none of the icons is
highlighted, you are in default mode. (To "un-select" a
highlighted icon, click on it.) In default mode, you can:
Look.
To
Look at a creature or object (whether in the view window or in your
inventory), right-click on the thing you want to examine. In default
mode, you can tell what an object is, but no more. To search
something carefully, you must click on the Look icon to enter Look
mode.
Get.
To
Get an object you see in the view window, put the cursor on the
object, press and hold the right mouse-button and drag the object
wherever you want. The game detects whether an object is "get-able."
If the object is one you can't get, right-dragging will generally
try to Use it. If it is "get-able," it will be put
in-hand, and you can throw it, drop it or move it into your
inventory (simply release the right button). In default mode the
cursor is always arrow-shaped, so if you need to Get a small item it
may be more convenient to enter Get mode (which gives you a
cross-shaped cursor).
Use
To
Use an object in your inventory, left-click it. To use an object in
the view e.window, position the cursor on the object and right-drag
it. If the object is "usable," you automatically Use it,
as you would if you had clicked the Use icon. Note, however, that in
default mode, the Get command takes a higher priority than the Use
command, so you can only Use objects you can't Get (doors or levers,
for instance). To Use a "get-able" object, click the Use
icon and then the object.
Talk.
To
Talk to a person or creature, position the cursor on the person or
creature and briefly right-drag the mouse. The game detects whether
the person or creature is interested in conversation. If so, the
conversation screen appears (as described in the tutorial above) and
you proceed normally. If the person or creature isn't
interested in conversation, you are informed of that fact and can
proceed as you wish.
Fight.
To
toggle in or out of Fight mode, simply click on the weapon in your
weapon-hand.
THE OPTIONS ICON
Default mode allows you to do
almost everything you will ever need to do within the game. However,
to access the save or restore game features, toggle sound and music
on or off, increase or decrease the level of graphic detail, or quit
the game, you must use the Options icon. (For a list of the keyboard
equivalents of these options, consult your Reference Card).
When you click the Options icon,
boxes appear on the left side of your screen, replacing the icons
usually found there. Text in the boxes describes what each box does.
To select an option, click on the appropriate box.
Save
Game.
Whenever
you consider doing something you might regret later, it is a good
idea to save your game. "Saving the game" is like placing
a bookmark in something that you are reading, except that in this
case it causes the game to store your current position and status.
Once this has been saved, you can always go back and start again
from the position you saved.
If for example, you're about to
begin combat and there is a possibility your foe will kill you, save
the game and you can always start over from the point at which you
chose to fight. Then you can fight him again, hoping for a better
outcome, or this time make the decision to leave him alone!
To save your game, click with
either mouse-button on the Options icon (the uppermost icon). Click
on the "Save Game" box, and new options will appear in
boxes: I, II, III or IV. Each of these is a possible save-game, or
bookmark, from which you can resume playing the game. The message
scroll provides a description of each of the save-games. (The
description for an unused saved game slot reads "<not used
yet>."
It makes no difference which
save-game you select. Click on any empty box (or a box representing
a saved game you don't mind replacing). Now the game asks you to
type a description of this save-game. You want to enter something
that will remind you where this bookmark is, and you can write as
much as there is room for in the message scroll. When you are done,
click either mouse-button (or press [ENTER], and your game is saved.
Note that you can't save a game
when you have an item "in-hand," or you're in the middle
of some action (casting a spell, for example).
Restore
Game.
During
the course of play, your character may die or you may do something
you wish you hadn't. You may just want to pick up where you left off
in an earlier play session. This can be accomplished by restoring
the game to a point at which you saved it.
Do this by clicking the "Restore
Game" box, then the roman numeral which matches the save-game
you wish to restore. When the game is ready, a notice appears on the
message scroll, and you can resume play.
You can also restore a game from
the main menu by selecting "Journey Onward" and then
clicking on the name of the saved game you wish to play.
Music.
This
toggles music on and off, but has no effect unless you installed the
game with music and sound effects.
Sound.
This
toggles sound on and off, but also has no effect unless you
installed the game with music and sound effects.
Detail.
The level of graphic detail in ULTIMA
Underworld has
a direct effect on game speed. If your game seems to be running too
slowly, click on the Options icon and then on the Detail box. The
default detail level is "Very High." To speed up game
play, decrease that to "High," "Medium" or
"Low." The game won't look quite as good, but it will run
more smoothly, and faster. Experiment with this option until you
achieve a pleasing balance of speed and graphic appeal.
Return
to Game.
When
you click on the Options icon, the game pauses (combat stops,
creatures freeze, time stops). When you want to exit the Options
menu and restart the game, click on this box.
Quit
Game.
This
returns you to DOS. Be sure to save your game before you do this, or
anything you accomplished after your last save will be lost.
YOUR CHARACTER
To the right of the view window
is your Character Panel. Generally, this displays a picture of your
character surrounded by small circles. Each circle is a place you
can store or carry an object.
Encumbrance.
At
the right center of the panel, look for the gray circle with glowing
yellow numbers -- this number represents how much more weight (in
stones) your character can carry. This weight-limit number (in the
gray circle) changes when you pick up an object, to reflect the fact
that you now are carrying something.
The more you carry, the slower
you move. Encumbrance also affects how far you can jump, and how
long you can swim before you begin to drown.
If the weight-limit number ever
reaches zero, then you are carrying your maximum load, and must drop
something before picking up something new.
The
Statistics Panel.
Note
the chain hanging from the bottom of the panel. Move the cursor to
the chain, then click either mouse-button. This causes the character
panel to flip over (or to flip back, when you click again). The side
of the character panel which you are now viewing lists your
character's stats: his or her name, class and level ("lst"
for beginning characters, and higher numbers for more experienced
adventurers), and other measurements which you previously saw
when creating your character.
To
become a more powerful character in the game -- and thus, more
capable in combat or with magic, for instance -- you must accumulate
EXP
(experience
points). These points are scored for exploring the Abyss, for
slaying creatures which oppose you, and for accomplishing other
noble tasks. When you start, your EXP
score
is very low, but this will change as you play.
Two
other important measurements are your VIT
(Vitality)
and MANA.
(Mana is like health, except that it is a measure of your magical
energy. When you are out of Mana points, you can't cast spells.)
Both Vitality and Mana are
represented by two numbers -- the first is your current score, and
the second is your maximum score at the present time. These scores
will be different for every character, but if your Vitality score is
34 / 34, this means that you have 34 points out of 34 possible (in
other words, you are in perfect health).
Attributes.
The
three primary measurements on every character panel are ST (your
strength), DX (your dexterity or quickness), and INT (how smart your
character is). The maximum score for any attribute is 30, and the
minimum (for player characters) is 12.
Each character class (fighter,
mage, etc.) has its own level for each attribute. For example, the
scores for a fighter are a high Strength, medium Dexterity and low
Intelligence. In addition, each character class has its own
advantages and disadvantages. Try creating characters of various
classes to determine which combination of attributes and skills
suits you.
Skills.
Each
class comes with its own required skills (which you receive
automatically), and most also have optional skills (from which you
may select a limited number).
YOUR CHARACTER'S CONDITION
As you explore the underworld,
you will grow hungry and tired. To learn your character's condition,
get a status report. To do this, move the cursor until it is over
the compass below the view window, and then click the right
mousebutton. Your character's status appears on the message
scroll.
At the start of the game, the
message reads something like this:
"You are currently well-fed
and wide awake.
You are on the first level of
the Abyss.
It is the first day of your
imprisonment.
You guess that it is currently
early evening."
Being "well fed" means
that you are not hungry; therefore, you don't need to eat anything
right away. The second sentence clues you in to your location -the
Abyss is divided into levels in much the same way a building is
divided into stories. The first level is the uppermost portion of
the Abyss. The last sentences give you an idea of what time it is --
your first day, early evening.
Eating
and Sleeping.
If
the message tells you your character is hungry or tired, you should
consider sleeping or eating. When you sleep, you regain lost
Vitality and Mana points. However, if you sleep on an empty stomach,
your rest will be uneasy and you will recover fewer points.
Therefore, it is wise to check your condition before sleeping -- and
if you are hungry, eat something (Use a piece of food in your
inventory, or simply drag it over to your character's mouth on the
character panel and release the mouse-button). You will also sleep
poorly if too close to the lairs of beasts, and they might surprise
you in your sleep.
To sleep, press [F10] or better
yet, Use a bedroll (your sleep will be more restful). Extinguish
light sources when you go to sleep. Otherwise, they may burn out and
be useless to you when you awaken. Remember that spells fade after a
time and may have to be re-cast when you wake up.
The
Vitality and Mana Flasks.
To
determine your current Vitality and Mana, check the score on your
stat panel or click on the flasks on the right, below the character
panel portion of the screen. One flask holds a red fluid -- the
amount of fluid in the flask represents the fraction of Vitality
which you possess. At the start of the game, the red flask is full;
if you fight a battle and lose half your Vitality points, the red
flask will then show half-full. The flask with blue liquid serves
the same purpose, except that it is a measure of how much Mana you
have. Clicking on either flask will cause the message scroll to
display the exact number of points you have remaining.
The flasks are important for
another reason -- if you are poisoned, the red Vitality flask
changes from red to bright green. This might happen if you eat
something bad for you, are struck by a poisoned weapon, drink a
poison potion, receive a bite from a diseased animal, etc. Being
poisoned gradually saps your vitality, so you want to take care of
it quickly. One solution is to find an antidote potion, but the
resourceful adventurer can find other solutions.
IMPROVING YOUR CHARACTER
You are not limited to the
abilities with which you start the game -- they may improve as you
advance further into the Abyss. All of this is controlled by
Experience Points. You gain points for exploring the Abyss, slaying
hostile creatures and performing heroic deeds. Points can be taken
from you for lessthan-heroic actions.
Gaining
Levels.
The
most obvious way in which your character progresses is through
gaining levels. At the start of the game, you are a first-level
character. As you gain experience, however, you will rise to second
level, third level and beyond (to a maximum of 16th level).
As a higher-level character, you
become harder to kill (your Vitality rises) and you qualify to cast
more powerful spells. Increases in character level are automatic
with sufficient increase in experience points. Notice of the level
increase appears on the message scroll.
Improving
Skills.
Another
way in which you progress is through raising your skill scores. Such
increases only come as the result of study and deep reflection, and
so you must visit an ankh shrine and recite the proper Mantra. Ankh
shrines are located throughout the Abyss.
Reciting a Mantra is not enough
to receive the skill bonus -- you must first qualify for it by
having accumulated enough experience points. You always qualify for
a skill bonus after you gain a new character level, but you can
sometimes receive skill bonuses between level increases.
Whenever
you come upon a shrine, Talk to it. The words "Chant the
Mantra:" appear in the message scroll. Type in a Mantra
followed by [ENTER]If
you are not yet ready for a skill increase, the shrine will respond
by saying "You are not ready to advance." If you are ready
for an increase, the shrine tells you which of your skills improves.
The amount and nature of the
skill increase is determined by the Mantra you choose to recite.
Three Mantras are commonly known:
Summ Ra Improves some of your
attack skills.
Mu Ahm Improves some of your magic skills.
Om
Cah Improves some of your other skills.
Speak one of these Mantras and
you increase in a few of the skills affected by that Mantra.
However, as you explore the dungeon, you will learn Mantras that
apply not to categories of skills, but to specific skills. Chant one
of these Mantras and you will improve dramatically in the skill
affected by the Mantra.
MOVEMENT
Jumping.
You
climb stairs and mount objects up to two feet tall by walking onto
them. To climb onto an object higher than that, you must jump (or
fly).
To jump, click the right
mouse-button while the left mouse-button is down. If you press both
mouse-buttons simultaneously, you will jump in place. To jump across
a chasm or over an obstacle, make sure you get a running start.
Press the left mouse-button and move the cursor to the upper edge of
the view window. When you've built up speed (and you've reached the
lip of the chasm), press the right button and you'll leap forward.
How far you jump is determined by your forward momentum when you
click the right mouse-button.
As a player convenience, the
game will not let you walk off a precipice if you are moving slowly
-- so if you really mean to jump off a cliff, move swiftly to the
edge. Note that you can't jump while in Fight mode.
Swimming.
When
you walk (or fall) into water you begin to swim. In ULTIMA
Underworld, swimming
is just like walking. However, you can't jump or attack while
swimming. To leave the water, you must find a bank that is no higher
than two feet above the water level. When you reach such a bank, you
can automatically begin walking (or running) normally.
All
characters can swim, but only for a limited time (the actual amount
of time is determined by your character's swimming
skill
and encumbrance level). As your character tires, the screen blinks
blue as you sink and begin to drown. Your Vitality level will begin
to drop; when it reaches zero, your character dies.
If you drop an item into the
water or onto lava, it will probably sink out of sight and, since
you can't swim underwater, you won't be able to retrieve it.
Flying.
In
addition to walking, running, jumping and swimming, you may learn to
fly, either by casting the Fly
spell
or by using a magic item that gives you this ability. The direction
of movement is determined by the position of the mouse in the view
window (or the standard keyboard movement keys). Movement up and
down requires the use of the keyboard. To move up, press until you
reach the desired altitude. To move down or land, press
Lava
and Movement.
The
Abyss is a volcano and sooner or later you will find lava flows.
Generally, it is best to leap across molten lava if you want to
cross it. You can walk on lava, but you take damage while doing so.
INVENTORY
Finger
Slots.
Notice
the two small inventory circles near your character's hands. These
are the finger inventory slots. One ring can be readied in each of
these positions. In general, magical rings are only effective when
worn (i.e., when they are readied in a finger slot).
The
Four Upper Circles.
Of
the four upper circles, only the one near your primary hand can be
used for your weapon. Only the one near your "off" hand
can be used for a shield. The other two, your "shoulder"
slots, are good places to put torches, your map or other items you
want to carry around while keeping a weapon ready.
If one of the top four circles
is empty and a torch is in one of the lower circles, clicking to Use
the torch automatically lights it and moves it to an upper slot.
Combining
Objects.
In
general, it is not possible to combine objects of different types.
However, it is sometimes possible to make a new object by dragging
an object in-hand on top of an object in your inventory. (For
instance, you can drag a torch over an ear of corn to make popcorn.)
Bags
and Packs.
Keep
the bags and packs you find, since you can use them to keep your
goods organized. A typical adventurer might carry five or more bags
-- a food bag, a bag of keys, a bag of items to barter with, a bag
of torches and candles, and a rune bag. You can also place bags
inside of other bags. To take an item out of your bag but keep it in
your inventory, drag it to the symbol of the opened bag. (Note that
you can't take rune stones out of your rune bag).
COMBAT
The
Elements of An Attack.
Every
time you attack, you must make three choices: Where to aim, the type
of attack and the strength of the attack.
To
aim,
place
the cursor on the creature or object you wish to attack. It is not
necessary to pin-point a specific part of your foe -- just pointing
at the middle of his body is generally good enough for the purposes
of this game. (But you wouldn't want to accidentally strike a door
or a chest, instead of your enemy.)
Only one type of unarmed attack
exists -- the jab. Similarly, there is only one form of attack for
each missile weapon (bow, sling, etc.). Other weapons -swords,
daggers, maces and so on -- can be used in a variety of ways. You
determine the type of attack you make by where the cursor is located
when you first press the right mouse-button.
If you start in the top third of
the screen, your attack will be a bash from overhead. Pressing in
the middle third of the screen will begin a sideways slash, and
pressing while in the bottom third will cause a thrust. The three
forms of attack inflict different amounts of damage, depending on
the weapon used.
The power gem on the screen,
just below the icons to the left of the view window, indicates the
strength of your attack. When you press the right mousebutton
to begin an attack, the gem gradually turns red, then yellow and
finally green. The longer you prepare an attack, the more damage it
does if it hits its target. If the gem is still red when you launch
your attack, the attack is aborted. A yellow gem indicates a quick,
low-strength attack. When the gem is green and sparkling, your
attack is at maximum strength.
Your
Foe's Condition.
This
is indicated by the gargoyle at the top of the view window. When you
hit a creature in combat, glance at the gargoyle's eyes. If they
glow green, your opponent is still in good shape. If they glow
yellow, he is injured and if the eyes glow red, you've injured him
badly.
Using
Missile Weapons.
Bows
and similar weapons work differently than other weapons. Ready a
missile weapon by placing it in your hand on the inventory panel,
making sure you have the appropriate type of ammunition in your
inventory. If you don't have the right type of projectile for the
weapon, you can't attack. (Bows use arrows,
crossbows
use bolts,
and
slings use bullets.)
Press the right mouse-button to
initiate an attack (screen location doesn't matter), then wait for
the power gem to glow green. When it is green, your missile weapon
is ready to shoot -- unlike other attacks, there is no bonus for
delaying your shot further. A red, circular cursor appears. Move the
cursor to your target, and release the mouse-button to unleash the
attack. (Remember you have to lead a moving target... )
Some projectiles are destroyed
on impact. You may be able to recover others after combat.
Attacking
Inanimate Objects.
In
general, inanimate objects are not worth attacking -- you can't do
much damage to stone walls. However, some objects can be affected by
repeated attack -- you can bash open locked chests and batter down
locked doors, for example. This is time consuming and may damage (or
destroy) your weapon, but if you lack a crucial key or don't feel
like taking the time to find one, it may be worth your while.
WEAPONS 8 ARMOR
To make the most of combat, you
must understand the benefits and drawbacks of the various
weapons and armor-types found in the Abyss. You should also pay
attention to the condition of your equipment.
Weapon
Types. There
are four classes of weapons. Larger weapons usually do more damage,
but take longer to ready between blows than smaller weapons.
Swords
include
daggers, shortswords, longswords and broadswords. Daggers can be
readied swiftly, but inflict only light damage. Daggers are best
used as thrusting weapons, while swords excel at slashing.
Axes
include
hand axes, pole axes and battle axes. Axes do more damage than
swords, but take longer to ready. They are slashing weapons -- only
the pole axe is effective when thrusting, and no axe can bash very
well. The battle axe is the most damaging weapon in the game
(excluding enchanted or special weapons).
Maces
include
cudgels, light maces and maces. All maces are best used as bashing
weapons.
Missile
Weapons
include
slings, bows and crossbows. Missile weapons allow you to attack most
creatures before they can attack you. The problem is that each shot
requires ammunition, and it can be hard to find arrows (for bows) or
bolts (for crossbows). Slings fire projectiles which are slow, easy
to dodge and which don't do much damage...but sling bullets are easy
to find. (You can always make more by breaking a boulder.)
Armor.
There
are three types of armor: leather (the least protection), chain and
plate. As you find various pieces of armor, your character might
soon be wearing protection of many kinds (leather leggings, a chain
shirt and a plate helm, perhaps).
Armor degrades in quality as it
suffers damage through combat, and eventually is destroyed (unless a
talented smith can be found or you repair it yourself, using an
anvil). Also, note that armor provides less protection as it
deteriorates. Keep armor in good repair whenever possible.
Armor is also heavy -- a
complete set of plate armor may be too heavy for you to wear,
especially if you want to carry anything else with you!
Shields. These are only
effective when carried in the hand opposite your weapon hand -- if
your character is right-handed, the shield must go in the inventory
circle nearest his or her left hand. From least to most protective,
the shields are: buckler, small shield, wooden shield and tower
shield.
CONVERSATION
Many of the people and creatures
you meet in the Abyss have tales to tell. Listening to them and
helping them with their problems is an important part of the game.
Unless a person or creature
seems obviously hostile, it is always in your best interest to try
to engage him, her or it in conversation -- attacking everything in
sight will lead to failure in your mission and, in many cases, quick
death.
You can talk to most of the
humanoid inhabitants and may hold conversations with certain
creatures in the dungeon. In general, you cannot speak to someone
who is fighting you, but there are exceptions.
Characters often remember and
react to how you treat them in a conversation. Intimidation may
work on some, but may anger others. An angry creature may attack
you.
In some conversations, you will
see the response "Other," "What about..." or
something similar. If so, you can type in a name, word or phrase.
Bartering
Many inhabitants of the
underworld have equipment and food they are willing to part with in
exchange for things they need -- bartering is an important skill,
one you will want to hone as you explore the depths.
Barter
Areas.
Sometimes
in a conversation a character may ask to see items or you may want
to show items. This is what the barter areas are for. The barter
areas -- the tables upon which traders display their wares -- look
just like normal inventory slots. If you want a potential trading
partner to see an item you wish to trade, you must put it in one of
the circles in your barter area.
Placing an item in the barter
area automatically lights the dot next to the item. A lit dot
indicates an item that is available for trade. Clicking on the item
toggles the lit dot off, removing the item from consideration in a
trade. No character can see what another has in his or her
inventory. Put an item or items in your barter area and your trading
partner will see it.
Procedure.
Either
you or the person you are talking to may initiate a barter sessi on.
When this occurs a number of items that the character is offering to
trade will appear in his barter area. You may move any items you
wish to trade into your barter area. Then, click on the items in the
character's barter area that interest you to light their dots, and
do the same for the items you are offering to trade for them in your
barter area. You can then offer this deal to the character by
clicking on a menu line that says something like "I offer you
this trade."
If the character accepts your
deal, the items you offered will disappear into his inventory, along
with any items of his you did not bargain for. You may move the
items you traded for from his barter area into your inventory. If he
declines, you may change the highlighted items in either barter area
and try again.
Giving
and Showing. The
same procedure is used to give or show items. For example, you may
want to offer someone a gift. To do this, you must have a
highlighted item in your barter area. When you click on a menu line
like "I wish to give you this gift," the character may
take the item from your barter area. When a character decides to
give you something, the cursor will become that item. You should
place it into your inventory.
Appraisal.
Some
characters in the dungeon are patient with bartering. Others lose
interest quickly and may tire of it after a few unsuccessful offers.
Some may require more profit for themselves before accepting a deal.
Characters also may have different ideas about the values of
items than you do. To avoid making bad offers, or getting a really
bad deal, you may wish to evaluate the relative values of the items
being offered. To do this, click on a line that says something like
"I must think about this deal." A line evaluating the deal
will appear in the big scroll. For instance, you may see the words,
"You think you are getting a good deal." The accuracy of
the evaluation depends upon your appraise
skill.
Demands.
One
final option in bartering is to simply demand items from the other
character. Once the character has agreed to barter and you can see
what he is carrying, you may demand that he give you certain items,
by selecting the appropriate option in your message scroll. This is
a very hostile act. Even if the character agrees to give you the
items, his attitude towards you will worsen. If he thinks he is
stronger than you, he will refuse, and he will attack you. You must
be very careful of whom you demand things.
Repairing Items
Some
characters in the Abyss may offer to repair items as part of their
conversation. To have an item fixed, place the broken item in your
barter area before
you
select the conversation option requesting the repair.
You
can also try to repair damaged weapons or armor yourself, but you
must first find an anvil. Success depends upon your repair
skill
level -- it is possible to ruin something by attempting to repair
it! Repairs also take time, and the noise attracts attention. To
repair an item, you use the anvil as you would any item. Your cursor
tums into a small anvil, which you then must click on the item you
wish to repair. A message appears in the message scroll telling you
how difficult the repair will be and asking if you want to continue.
Select the "Yes" option and you attempt to repair the
item.
Ending Conversations
To end a conversation or
bartering session, you must say "farewell" (or the
equivalent) by selecting it from your conversation options. Any
items left in your barter area or in the character barter area that
belong to you at the end of a conversation appear on the floor in
front of you.
MAGIC
Successful
Spellcasting.
In
order to have any chance to cast a spell successfully, your
character must be of high enough level and you must have sufficient
Mana.
Required
Mana.
The
cost of a spell, in Mana points, is equal to triple the level of the
spell -- for example, a spell of the First Circle costs 3 Mana
points to cast. Your character's current Mana level is the first of
the two numbers which follows "Mana" on the character
panel. lf you currently have at least 3 Mana points, you can cast a
spell.
Your
Level and Spellcasting.
To
cast a spell, your character level, halved and rounded up, must
equal or exceed the Circle of the spell. If you successfully cast a
spell, your level comes into play again -- before you can cast
another spell, you may have to wait an amount of time determined by
your level and the level of the spell cast.
Unsuccessful
Spellcasting. Whenever
you cast a spell, there is a chance you will fail. The higher your
character's casting
skill
level, the less likely this is. In general, a failed attempt to cast
a spell has no effect. You don't use up Mana points -you just
waste some time. However, a failed spellcasting attempt
may
backfire
(especially if your casting
level
is low). A backfire damages the caster.
SPELL TYPES
Spells
come in three varieties. Some spells are instantaneous, taking
effect as soon as they are cast. Many spells last for a period of
time after they are cast -for instance, the duration of a Light
spell
is several minutes. Still other spells must be targeted -- directed
at a specific point. These last two spell-types require a bit of
explanation:
Duration
Spells.
When
you cast a duration spell, its symbol appears to the left of the
compass. It is impossible to maintain more than three duration
spells at the same time. If you want to cast a fourth duration
spell, you must dispel one of the existing spells (by left-clicking
its duration symbol). Right-clicking on the symbol of a duration
spell causes the message scroll to display the name of the spell,
and whether the spell will continue much longer ("stable"
means time remains, "unstable" means the spell will expire
shortly).
If
you expect to use magic in a battle, ready a useful spell prior to
combat, not during it. Remember that you can leave a spell on the
rune shelf, to be used at any time. Bear in mind that powerful
spells (such as Flame
Wind), may
destroy valuable artifacts near the spell's target.
Targeted
Spells.
Several
of the spells in the game must be targeted like missile weapons.
When you cast a targeted spell by right-clicking on the rune shelf,
your cursor changes to a targeting cursor. For combat spells (e.g.,
Fireball),
the
targeting cursor is a red circle. For non-combat spells (e.g.,
Strengthen
Door), the
cursor is a blue cross. Position the cursor on the target and press
the right mouse-button to let the spell fly. These spells do not
require Mana until they are released. And it may not be possible to
release the spell if there is an object directly in front of you.
Area
Spells.
In
addition to the spell-types described above, be aware that some
spells affect individuals (your character or another creature) while
others may affect entire areas.
Before casting an area effect
spell, make sure there is some open space in front of your character
-- obstacles close by can interfere with the casting.
Some area effect spells affect
all creatures and/or objects in an area; some affect just one
creature and/or object; still others will affect an unpredictable
number of creatures and/or objects. Experiment with area effect
spells to learn which ones have which effect.
Enchanted
Items.
As
you explore the dungeon you will find powerful magic items. These
give the user amazing magical abilities, unrestricted by level or
amount of Mana.
Some enchanted items (crowns and
rings, for example) are meant to be worn. These take effect as soon
as you put them on. Other magic items take effect only when they are
Used.
For
example, when you put on a Ring
of Invisibility the
effect lasts as long you wear the ring. However, to cast a spell
inscribed on a magical scroll, you must Use the scroll.
Note
that enchanted items don't look any different than ordinary ones. If
your lore
skill
is high enough, you may be able to determine an item's magical
function when you Look at it. If you suspect an item is enchanted,
but don't learn much the first time you Look at it, try again when
your lore
skill
goes up.
THE EIGHT CIRCLES OF RUNIC MAGIC
THE 1ST CIRCLE
Create
Food (In
Mani Yfern) Causes a fine bounty of food to
appear
(permanent spell).
Light
(In
Lor) Illuminates a darkened area (duration spell).
Magic
Arrow (Ort
Ju;c) Fires a magic arrow at your opponent
(targeted
spell).
Resist
Blows (Bet
In Sanct) Has the same effect as wearing a
suit
of head-to-toe armor (duration spell).
Stealth
(Sanct Hur) Briefly
prevents you from making any noise, making it less
likely that creatures will notice you (duration spell).
THE 2ND CIRCLE
Cause
Fear (Quas
Corp) May cause an opponent to lose heart
and
flee (instantaneous spell).
Detect
Monster (Wis
Mani) Reveals the presence of hidden
or
unperceived enemies (instantaneous spell).
Lesser
Heal (In
Bet Mani) Heals your minor wounds (instan-
taneous
spell).
Rune
of Warding (In
Jux) Places an enchantment in an area which will
report if anything disturbs it (permanent spell, until disturbed).
Slow
Fall (Rel
Des Por) Briefly allows you to float in the air
like
a feather (duration spell).
THE 3RD CIRCLE
Conceal
(Bet
Sanct Lor) Briefly obscures you, so you might
remain
unseen (duration spell).
Lightning
(Ort
Grav) Hurls a bolt of arcane energy at your
opponent
(targeted spell).
Night
Vision (Quas
Lor) Allows you to see without benefit
of
torch or candle (duration spell).
Speed
(Rel
Tym Por) Slows down your enemies relative to
your speed (duration spell).
Strengthen
Door
(Sanct
Jux) Spikes
a door (permanent spell).
THE 4TH CIRCLE
Heal
(In
Mani) Heals you of grievous wounds (permanent
spell).
Levirate
(Hu
r Por) Briefly allows you to rise vertically into
the
air
(duration spell).
Poison
(Nox
Mani) Poisons your opponent with toxic venom
(permanent
spell).
Remove
Trap (An
Jux) Negates the targeted snare (targeted
spell).
Resist
Fire (Sanct
Flam) Briefly grants a partial resistance to
damage
from flame (duration spell).
THE 5TH CIRCLE
Cure
Poison (An
Nox) Acts as an antidote to any poison
(permanent
spell).
Fireball
(Por
Flam) Hurls a mighty flaming missile at your
opponent
(targeted spell).
Missile
Protection (Grav
Sanct Por) Renders you invul-
nerable
to missiles (duration spell).
Name
Enchantment (Ort
Wis Ylem) Reveals the true nature of the object on
which you cast the spell (perma-
nent
spell).
Open
(Ex
Ylem) Unlocks a locked door or chest (permanent
spell).
THE 6TH CIRCLE
Daylight
(Vas
In Lor) Provides bright illumination for
extended
periods of time (duration spell).
Gate
Travel (Vas
Rel Por) Allows you to travel instantly to a
moonstone (instantaneous spell).
Greater
Heal (Vas
In Mani) Brings you back to your
original
vigor (full Vitality) (permanent spell).
Paralyze
(An
Ex Por) Prevents target from moving (instan-
taneous
spell).
Telekinesis
(Ort
Por Ylem) Allows you to pick up a single
item
and use it from a distance (duration spell).
THE 7TH CIRCLE
Ally
(In
Mani Rel) Causes the ensorcelled being to fight
the
last
enemy he or she saw you attack (permanent spell).
Confusion
(Vas
An Wis) Causes foes to act as if drunk
(instantaneous
spell).
Fly
(Vas
Hur Por) Allows you to fly through the air for a
time, and then glide gently to the ground (duration spell).
Invisibility
(Vas
Sanct Lor) Causes you to become nearly
impossible
to see (duration spell).
Reveal
(Ort
An Quas) Reveals hidden objects and concealed
exits from current location (instantaneous spell).
THE 8TH CIRCLE
Flame
Wind (Flam
Hur) Casts multiple flaming missiles
into
the area (instantaneous spell).
Freeze
Time (An
Tym) Stops the flow of time for all but you
(duration
spell).
Iron
Flesh (In
Vas Sanct) Greatly increases your resistance
to
damage (duration spell).
Roaming
Sight (Ort
Por Wis) Allows you to see the world
from
a bird's-eye view (duration spell).
Tremor
(Vas
Por Ylem) Causes the ground to quake and
rocks
to burst (instantaneous spell).
SKILL LIST
Acrobat
(DX) The ability to move with grace. This skill reduces damage taken
from falls and collisions.
Appraise
(DX) Training in perceiving the value of goods. This skill aids you
in correctly evaluating a deal offered you in barter. Attack (ST)
Your general fighting ability. This skill provides a bonus to your
chance to hit when attacking.
Axe
(ST) Training in the use of axes. This skill
increases your ability to defend against attack and provides a
bonus to hit when attacking with any form of axe.
Casting
(INT) The study of spells. This skill improves the
likelihood of a spell being successfully cast.
Charm
(DX) Knack of making friends. This skill increases your chances of
obtaining a good deal when bartering.
Defense
(ST) Your ability to defend yourself in combat. This skill provides
a penalty to foes who are trying to strike you.
Lore
(INT) The ability to correctly identify an item.
This skill improves the accuracy of the information gained by
Looking at an object.
Mace
(ST) Training in the use of blunt weapons. This
skill increases your defense against attacks, and gives a bonus
to hit when using a mace or cudgel.
Mana
(INT) Your ability to manipulate magical energy.
This skill increases your maximum number of Mana points.
Missile
(ST) Training in the use of missile weapons. This skill increases
the
damage
you inflict in attacks using bows, crossbows, and slings.
Picklock
(DX) The ability to use lock-picking tools. This skill increases
your chances of using a lockpick to open a locked door or chest.
Repair
(DX) The ability to fix weapons and armor. This skill increases your
chance of using an anvil to repair items successfully.
Search
(DX) Training which heightens your perceptions. This skill increases
your chance of detecting hidden doors and traps. This skill is
applied automatically whenever you Look at something.
Sneak
(DX) The ability to move quietly. This skill automatically reduces
the noise you make, making it less likely that creatures will notice
you.
Swimming
(DX) Training in endurance swimming. This skill postpones drowning.
Sword
(ST) Training in swordsmanship. This skill increases your chance of
defending against attack and provides a bonus to your chance to hit
when striking with swords and daggers.
Track
(DX) The ability to perceive animal tracks. This
skill tells you when creatures are near.
Traps
(DX) The ability to disable a trap. This skill disarms traps you
find.
Unarmed
(ST) Training in unarmed combat. This skill provides a bonus both to
your chance to hit and to damage when attacking with only your fist.
Ultima and Lord British are
registered trademarks of Richard Garriott. Underworld, The Stygian
Abyss, Avatar and the
distinctive ORIGIN logo are trademarks of ORIGIN Systems, Inc.
We Create Worlds is a registered
trademark of ORIGIN Systems, Inc.
Player's
Guide by
Boba Fet
1992 ORIGIN Systems, Inc. All
Rights Reserved.