//////////////////////////////////////////////////////////////// /// /// /// Ultima VI: The False Prophet /// /// /// /// Hints by Rygar /// /// /// //////////////////////////////////////////////////////////////// Equipment You have nothing but your ankh and the moonstone when you arrive in Britiannia. So where do you get equipment? 1) Your room You room is to the south of Lord British's, which is in the west wing. You'll find some armor, a sword, provisions, and a spell book and other things. TAKE IT ALL. Lord British told you could have anything in the castle...take him up on that. 2) Nystul's Room If you question the jester, he'll tell you he has a clue for you, and that you should search the chest in Nystul's room. Nystul's room is to the south of yours. Search the chest and you'll find a wand and some other things. Take them. 3) The Potion Factory South of Nystul's room you'll find a room with a ladder, slightly east of that you'll see a bunch of potions. Get the potions. They do the following: 1) Yellow Yellow will cure damage, similar to a great heal spell, but it won't cure poison. 2) Red This potion is similar to the dispel magic spell and cures poison. 3) Purple This potion creates a red aura, similar to a protect spell...what exactly a protect spell does. I know if you're poisoned and you drink the potion you'll stop losing health points but after that...who knows. 4) Blue I can't figure what this one does but it isn't detrimental. 5) Green Poison, don't drink this unless you are fully prepared with a dispel magic or a red potion. 6) White This is functionally equivalent to the X-ray spell, allowing you to see through walls for a short time...but you can't move while you do this. 7) Black This is the same as the invisibility spell, rendering you undetectable to foes. 8) Orange Upon imbibing this, your character will fall into a deep sleep. Don't use this one while foes are near! 4) The Sewers If you go down the ladder in Nystul's room, you find the sewers. If you look around the sewers, to the northwest, you'll find another ladder going down into a dungeon. Down there you'll find all sorts of nasties to fight and lots of treasure too. This is a great place to find equipment and gold and experience. Don't overlook this simple way to make money: When you kill trolls and headlesses, make sure you take any of the following items: Swords, leather armor, plate mail, bows, and spears. You can sell them to the armorer in Britiannia (spears are worth 10 g.p. each). 5) Other Once, you've explored the above, you'll be ready to tackle the outside world. Good luck in your travels and remember to always ask a person's name and job! Spells So, you've noticed that your spellbook is far from complete. Just look at all those neat spells in the manual that aren't in your book. How do you get them? Easy, you buy them! Where? 1) Cove Cove is the east of the Shrine of Compassion (which is east of Britiannia). In the northeastern corner of Cove, you'll find a mage who will sell SPELLS, REAGENTS, and BOOKS if you ask him about them. 2) Xaio Xaio lives on the Isle of the Avatar, just follow the east path from the Library. She will sell SPELLS and REAGENTS if you ask her about them. Also, behind the magically locked door in her bedroom, you'll find the entrance to the catacombs. 3) Nicodemus Nicodemus lives east of Yew. Follow the path east until you find a skiff. Take the skiff south until the lake branches off into two sections. Follow the eastern branch and you'll see a building. Exit the skiff and walk around to the front door. It's magically locked. If you haven't bought a magic unlock spell you'll have to do as follows: stand by the window and hit space bar (Pass) until you see him come out of his room (only two times the whole day). As soon as you see him, TALK to him. He'll sell you SPELLS (including magic unlock), REAGENTS, and STAFVES if you ask him. Note: The stafves are worth the price if you can cast the Enchant spell, otherwise hold off on it. You can store up to ten spells in the staff at a time, and invoke the spells at any time by USING the staff. I have two stafves, one with ten GREAT HEAL's (that way, I don't have to use valuable spell points during combat and dungeoneering) and another staff with EXPLOSION (a nice offensive spell). And anyone can USE the staff once you've charged it. So you could conceivably have four or five people using stafves that invoked EXPLOSION or KILL spells. 4) Skara Brae In case you haven't noticed, the previous mages sell only defensive and utility spells -- no offensive spells. You can only poison so many people before it gets old. Well, no need. Go to Skara Brae, find the docks to the northwest. Take the skiff north to the larger island where you'll see a bunch of bats. Kill the bats and go inside the house. TALK to the mage. Despite his riddles, he'll sell you SPELLS, REAGENTS and BOOKS if you ask him. Incidentally, he is the ONLY source of offensive spells that I have found...except one. Note: Except for Xaio, Skara Brae is the only source of mandrake in Britiannia. He also has black pearls. 5) Wisps Every now and then, especially around nicodemus, you'll see the wisps. TALK to them. Ask them about their SECRET. They'll give you a very potent spell...which I haven't found a use for...yet. It's the only offensive spell you can get without going to Skara Brae. Magical Weapons and Armor These monsters are tougher than they were in the last game...or is it just your imagination compounded with paranoia, leading into delusions of grander? Anyway, you'll want heavier firepower and better armor eventually. Where can you get it? 1) Britiannia The armorer in Britiannia has no magical armor of any kind. He's great for unloading used equipment, though at half the price. The fletcher can sell you a magic bow which does 20 points of damage (for a whooping 300 gold!). Now give those magic bows to two or three members of your party, put them on berserk mode, and watch them decimate the enemy. That's it for Britiannia. Nothing else worth mentioning as far as armor and weapons go. 2) Trinsic Brandon, the armorer, is the only person I know who SELLS magic armor and magic helms. You can FIND it in other places but you can only BUY it from him. It'll cost you though. Make sure you bring lots of cash because he doesn't accept any major credit cards. Brandon is also one of the only armorers who will BUY two- handed hammers...so make a note for later reference. 3) Yew The armorer in Yew is the only place I know to BUY swamp boots, a form of foot armor that will prevent you from being poisoned when you walk across swamp terrain. They by no means confer immunity to poison from creatures though. The Yewish armorer will also BUY throwing axes from you should you need to unload some. NOTE: Also in Yew, you'll find the druidess Janna's house, if you search her chest of drawers, you'll find a STORM CLOAK. Take it! Don't worry, she's a friend of yours and it's not stealing. You have to take off your armor to wear it but it's worth it when you need it. When being worn it acts like a NEGATE MAGIC spell, preventing any magical spells from being cast...this includes many spell-like abilities of monsters! This will all but cripple a daemon, a winged-gargoyle, dragons, etc. Without their spells...they're sitting ducks (if you have good armor). And one curiosity to bring to your attention, NEGATE MAGIC (and the cloak) in no way inhibit the USE of wands, rings, or stafves...think about it! 4) Serpent's Cove This is the only armorer who sells magic shields. I rarely use them, preferring to fight with the larger two-handed weapons. However, should you need one, this is the place to come. 5) Monsters If all else fails, there's always the old saying: To the victor, goes the spoils. Go kick some butt and search all the bodies afterwards! You'll find everything from leather helms to halberds. Trolls and headlesses usually carry spears and throwing axes, cyclops carry two-handed hammers, winged gargoyles can carry just about anything but usually carry two- handed swords or bows. They also carry money and rations which you can never have too much of. 6) Dungeons Search everything and everywhere in dungeons...you can find everything from spell reagents to magical armor. You'll have to find the dungeons on your own though...well, okay, I'll tell you a few. There's a dragon's lair (loots of booty) to the northwest of Trinsic, in the mountains. There's a cave in the mountains to the west of Jhelom...talk to the sailor with the hook for a hand. In the Dry Land, the big desert to the east of Britiannia, there are ant holes which lead down and down and down...all the way to a treasure room where you'll find a bunch of dead bodies. That's all I'll tell you now. Can't take all the fun out of finding the dungeons. Just look around mountains and see if you can find caves. People Those gargoyles aren't getting any easier to kill for the four of you, so what do you do when you need more than the four of you can give? Why, you ask people to join you. 1) Yew The druidess Janna will gladly join your party and give you a hand. You'll have to give her some REAL equipment but she's a pretty good fighter overall. Give her a magic bow and put her on berserk mode, then she'll really make a difference. 2) Buccaneer's Den Located off Britiannia Bay, Buccaneer's Cove holds two perspective adventurers. If you're really desperate ask both Leonna and the other girl otherwise only ask one of them. They both have moderate equipment but you'll still want to get them something better eventually. Don't worry when you ask them to LEAVE, they'll give you all your equipment back. 3) Minoc Julia, the redhead, can be found in Minoc. She'll gladly join your party. She's a pretty good fighter. Still, you'll have to give her some half-decent weapons. She's also important to your quest, so keep her alive. 4) Segallion Segallion is a stranger to this world. If you talk to him, he'll tell you his story. I believe he can be found in New Magincia, in a tavern there. He carries his own weapons and armor and has a strength of 28, so he's a good choice as an adventuring companion. 5) Sherry Sherry is the mouse wandering around Lord British's castle, she is unique in that she talks. But first, you need to give her some cheese. She has basically only one function in the game. Don't ask her to join until you find out what that is. Other Let's see, other hints that I can give you. Ah, don't take any wooden nickels. Seriously, try to give your party the best armor you can give them. Use the moonstone to zoom around from place to place, it's the fastest mode of transportation. If you're inn a really tough dungeon, turn everyone invisible and just walk through, get the treasure, and get out...I did that in the dragon's lair. Got tons of treasure and killed all sorts of dragons and drakes...and they never saw me coming. FIXED BY RYGAR Ultima VI by Origin Runic Characters Typed by Golden One and Hill Billy %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ÛÜ ÛÜ ÜÛ Û ÛÜ ÜÛ Û Üß ÜßßÜÜ ÜßßÜÜ Û ß Û ßÜß Û Û Û ßÜß Û Û Üß Û Û ÛÜÜ Û ÛßÜ A Û Û E Û I ÛÜß ßÜÛ M Ûß Q Û Û U Û ÛßÛ Y Û Û Û Û Û Û Û Û Û Û Û Û ÛßÜ ÛÜß Üß ÜßÛßÜ Û ÛÜ Û ßÜ Û Üß Û Û Û Üß ßÜ Û Üß ßÜÛ Û ßÜ Û Û ßÛß ÛßßÜ B Ûß F ßÛß J ÛßÜ N ÛÜß R Üß ßÜ V Û Z ÛÜÜß Û Û Û Û ßÜ Û Û Û Û ßÜ Üß Û ÛÜ Üß Û ÛÜ Û Û ßÜß Û Û ß Ü Û ÜÛ Û ßÜ Û ÛÜ C ÜßÜ G ÛÜÜ K ÛßÜß O Ûß Û S ÛßÜ ßÛ W Û ßÜ Üß ßÜ Û Û Û Û Û ßÜÛ ÛÜ ÜÛ ÛÜ ÛÜ Û Üß ÜÛÜ Û Û ßÜß Û Û ßÜ Û ß ÛÜÜß ß Û ß Û Û ÜßÜ Û D ÛÜß H Û L Û ßÜ P Û T ÜÛÜ X Ûß ßÛ Û Û Û Û Û Üß Û ßÜ ÛÜ ßÜß ÜßÜ ßÜ ÜÛÜ Üß ÛÜ ÜÛ Û ßÜ Üß ßÜ ßÜ Üß ß Û ß Û ßß Û ÛÜß TH ßÜß EE ÜßÜ NG Û EA ÛÜßßÜÛ ST ß ß ß ß ß ß ß ß A LIST OF SOME HELPFUL THINGS FOR ULTIMA 6: HERE ARE SOME LOCATIONS (APPROXIMATE): Jhelom - 68 øS, 24 øW Nicodemus' House - 19 øN, 2 øE Buccaneer's Den - 33 øS, 36 øE New Magincia - 34 øS, 56 øE Paws - 28 øS, 11 øE Serpent's Hold - 75 øS, 32 øE A FEW SHRINES: Shrine of Honesty - 13 øN, 79 øE Shrine of Justice - 41 øN, 1 øW Shrine of Honor - 57 øS. 2 øE A FEW MANTRAS: Honor - Summ Honesty - Ahm Justice - Beh Compassion - Mu Spirituality - Om Valor - Ra Humility - Lum A FEW HELPFUL KEY COMBINATIONS: ALT - 2, 1, 3 (Overview Map, a.k.a Unlimited Gems) ALT - 4, 7, 1 (Skip one hour of game time) SPECIAL FUNCTIONS: ALT - 4, 0, 0 This function does not always work. In fact sometimes it locks the computer up. So be careful with it !!! Ok, when this key combination is pressed (and it works) it will show other characters faces (other than your people's). You can look through them by either by pressing the bag icon and looking through their items and talking to them, or you can scroll from one character to the next and do the same thing. When you get to a character named "Gorn" talk to him and have him join you. Then after he is joined switch to him by going to his solo mode. you should be in an underground cave in Sutek's Castle. There is a dead body down there. Search it and take the balloon plans. Then switch to your Avatar character and cast "Help" to get everyone back to Lord British's Castle. You'll need things to make your balloon. First, you need a custom basket made (Costs 400 Gold). Then you'll need at least 40 portions of Spidersilk and go to a weaver called Alkabeth (I think) and have him weave your silk into thread. Next, go to Charlotte in New Magincia and have her weave your thread into silk. After, go to a clothestore woman and have her spin your cloth silk into a silk bag. Then you'll need a Cauldron and rope and optionally an anchor. Now use the balloon plans and your balloon is made! Now go buy a shovel somewhere. Next go to New Magincia. Make sure you all have swamp boots on and sail roughly south to an island. You know all those sections of the pirate's treasure map? If you or if you don't it doesn't matter if you have them or not. This is where the map pinpoints the treasure is buried. If this island is covered with a lot of swamp then you have found the right island. If not go back to New Magincia and angle off slightly more. Now when you're on the right island, move around. You should find some dirt patches with trees next to them. Dig in the dirt patches (try this with all of them until you get the right one) and you'll uncover a hole. Make sure your party is healthy and you have alot of torches. When you are in this cave you'll get about 3 or 4 levels down. Find a hole with a gold nugget by it and go down. Oh, take the nugget too! Down in the hole there will be three places guarded by poison fields and traps. The one in the middle with the slime is the right one to go in. Kill all the slime and blast open the door to the building with a powder keg and you're going to get tons of treasure. One of these things is a fan. It is as precious as life itself unless you have a wind change spell. You'll get tons of armor and gold and rings and stuff. After you've ransacked the place, use your help spell and go to the castle. You always want to make sure that after you get gold nuggets to go to the government in this town and talk to the girl and get your nuggets cashed in to gold (1 pound of nuggets = 100 gold). If you want unlimited gold and bolts, take a pleasure excursion to Serpent's Hold. There you can use the cannons to blow away guards and you can take their stuff! Note: this is not counted as attacking them since you did not have the weapon directly so they will say nothing. If you did not know how to advance levels (I do not know how you couldn't) then go to the shrines you've freed (to free the shrines get the rune that corresponds to the shrine and learn the mantra then use the rune and take the moonstone after the field is diminished) and talk to the shrine and say the mantra. Don't you hate those gargoyles attacking you ? Well, fear no more! Just go to the Gargoyle world through the moongate and search around the moutains for a lone wingless gargoyle near a cave. Go in the cave and talk to the Captain and learn the gargoyle's language by using the scroll. Next, exit the cave and talk to the lone gargoyle. Ask him to join you and the gargoyles won't hurt you anymore. If you want the gargoyles to be your friends then talk to Draxinusom and talk to him about Sacrifice and answer yes to his questions and your reason for that is Sacrifice. He will put an amulet on you (you can't remove it) and then you'll be able to talk freely to the gargoyles. In the town where the leader's name is Lord Whitsaber, go in his house ang blow open the locked door and you'll get tons of torches and 600 gold and other things (watch out for guards !!!). If you always buy things and never steal then you're a wuss! Always steal! (It's better for this game, but not in real life !!!!!!!!) If you can't get open those magically locked chests then just pick them up and go from shop to shop and you can sell their contents without even opening them! Go to Lord British's Castle and go into the sewers and go to Phoenix's house, either outsmart her or kill her (Kill her) and get her guild belt. These caves down here lead all the way under the ocean and to Buccaneer's Den. Go through to there. If the price for torches, gems, kegs, lockpicks, shovels, bags, and backpacks seems too high then go to talk to Budo behind the inn when you get out of Buccaneer's Cave and make sure you have the belt and talk to him about the guild. You'll get discounted prices from him but him only! If you need a skiff or ship and can't afford them, just kill the shiprighter and take his ship deeds and the ships and skiff are all yours! Here are some people to join you: Segallion (Level 5) - Serpent's Hold Sentri (Level 3) - Serpent's Hold Katrina (Level 4) - New Magincia RYGAR ~~~~~ This is a cheat for Ultima 6 that will let you get any item you wish. What you do is talk to IOLO and say "spam" "spam" "spam" and "humbug" and it will put up a secret cheaters menu Here is a list of some items 8 magic helm 16 magic shield 23 magic armor 28 swamp boots 75 snake amulet 76 amulet of submission 46 2-handed sword 47 halberd 48 glass sword 50 triple crossbow 54 magic bow 55 arrow 56 bolt 79 lighting wand 80 fire wand 57 spellbook 58 spell if you type after this 255 and then 1 you will get all the spells on the scroll 59 codex 62 codex cube 65 black pearls 66 bloodmoss 67 garlic blubs 68 ginsing root 69 mandrake root 70 nightshade 88 257 gold coins 89 1 gold nugget 63 lock picks 77 gems 93 sexant 90 torch 107 shovel 87 orb of the moons 97 gargoyal vocabulary the following are runes 242 honesty 243 compassion 244 valor 245 justice 246 sacrifice 247 honor 248 spirtituality 249 humility 1417 britianna lens 1419 garg. lens RYGAR ~~~~~ Ultima VI by Origin Magic Typed by Rygar and Hill Billy THE SECRET KNOWLEDGE OF THE MAGE Powerful as the alien moongates are, they are by no means the only forms of magic you will encounter in Britannia. The mages of this land possess much aracane knowledge and have many abilities beyond those of common fok. Using keen intuition, endless experimentation and the rigorous study of ancient tomes, amges have learned to harness the creative and destructve forces of Nature. The mage's principle tool is his spellbook, a collection of incantations and alchemical formulae which empower him in marvelous and often unexpected ways. Learn now the inner secrets of spellcasting, information reserved for the elite society of sorcerors. THE ARCANE ART OF SPELLCASTING Magical energy is structured as eight concentric spheres, each composed of networks of light connected to he physical plane by unseen bonds. The spellcaster stands within the center sphere, extending his hands to the outer shells of light where he manipulates the energies to suit his pleasure. In one hand, he holds his spellbook, open to the page containing the description of his chosen incantation. In his other hand, he cluthes a vial containing herb and mineral reagents, the mixture serving as the catalyst for his spell. Thus prepared, he utters the incantation, fusing matter and energy into a display of power. The spell has been cast, leaving the caster drained in spirit, but fulfilled in accomplishment. This simple explanation fails to exphasize botht he risks involved in spellcasting and the skill necessary to harness the forces of magic successfully. Two cautionary notes are in order here: First, even though a spell may appear to be cast successfully, there is some chance that it will not accomplish its intended purpose, or that it will do so in only a partial manner. In some cases, a spell will fail to hit its target due to forces and ethereal eddies unseen by the human eye. Also, certain creatures are immune to some spells, requiring the spellcaster to find other means to defeat them. Second, some spells affect only one person or creature while others affect all peole or creatures in the vicinity. Take care when casting a spell which acts on an area rather than an individual target--if you or your friends are in the affected area, you will be touched by the spell's power as surely as your inteded victim! THE ALCHEMY OF SPELLCASTING The prepartion of a spell's reagents is performed at the moment of spellcasting, thus allowing the chemical reactions to reach their peak even as the appropriate mantra is uttered. Some reagents are relatively common herbs and minerals, available at any magic shop. Others must be sought after diligently, often requiring the mage to travel to distant and inhospitable places in search of an obscure fungus or root. These are the reagents necessary to the casting o magic: Black Pearl One oyster in ten thousand will yield a black pearl suitable for spellcasting purposes. It is usually crushed to a fine, iridescent powder before being combined with other reagents. The black pearl is used as a kinetic propellent. Blood Moss "Moss," is may be called, but blood moss is, in reality, a fungus gathered in the enchanted forest of Spiritwood. There it is found growing under the loose, dead bark of fallen trees. Blood moss is used to enhance mobility and movement. Garlic This common household spice is effective in warding off evil spirits and negating black magic. Preparations for use generally involve grinding the washed cloves of garlic between two flatirons until they are reduced to a pungent paste. Ginseng The wizened physicians of ancient Sosaria wrote often of the curative powers of this bitter root. Prepare a syrupy, pure extract by reboiling forty times with clear mountain water, letting the mixture develop a strong, acrid odor. Mandrake Root The most sought after herb of the spellcaster, mandrake root grows along the loamy banks of stagnant swamps. Once found, mandrake must be dug up carefully so as not to damage the tap root, for it is in the root that the greatest concentration of active ingredients is found. Carefully remove the tough, outer skin, again giving special attention to the sensitive tap root. Using a fine-toothed silver fork, comb out the cottonlike fibers that make up the root's heart. The combed matting is boiled in pure water for no more than one hour, after which is it dried thoroughly and stored in a tightly sealed jar. When used in a spell, mandrake root increases the power of the desired enchantment. Nightshade This hallucinogenic mushroom is often the critical ingredient in spells that create illusions or poisonous effects. Sprouting in swamps, and only in the dark of night, this mushroom is easily distinguished from the others by the way its stalk bruises when crushed. Retain only the fungal cap and discard the tough stalk. The spores housed in the underside of the cap provide the active ingredient and can be chopped into a fine mincemeat or boiled into a bitter tea. Spider's Silk It takes many spider webs to make a full ounce of spider's silk, but the binding power it adds to spells makes the effort well worthwhile. Though the web of any spider will do, one can reduce collecting time by scraping off the fine silken hairs that cover the webs of giant spiders. Rumors have been heard of a cave where spider silk can be found in abundance. Sulfurous Ash This product of violent volcanic eruptions, sulfurous ash adds high levels of energy to the spells which require it. It is recommended that freshly collected ash be sifted through a fine mesh sieve, ensuring consistency and easy mixing. LINGUA MAGICA: THE SPELLCASTER'S WORDS OF POWER The meanings of the syllables that form the incantations uttered by mages durin spellcasting have been passed down from one Britannian generation to the next. The mage's apprenticeship begins when he learns these potent syllables. The next task is to learn the proper way to speak the syllables. It is important that the mage first prepare himself mentally by meditating on the sound of his breathing, projecting his soul into a sublime state of concentration. To speak an incantation properly, the spellcaster draws a deep breath, followed by a determined, forceful enunciation of each syllable. The entire breath should be fully expelled on the speaking of the final syllable. The 26 syllables and their general meanings are as follows: Syllable Meaning Syllable Meaning An ............. Negate/Dispel Nox ................... Poison Bet .................... Small Ort .................... Magic Corp ................... Death Port ........... Move/Movement Des ............... Lower/Down Quas ................ Illusion Ex ................... Freedom Rel ................... Change Flam ................... Flame Sanct ..... Protect/Protection Grav ............ Energy/Field Tym ..................... Time Hur ..................... Wind Uus ................. Raise/Up In ......... Make/Create/Cause Vas .................... Great Jux ......... Danger/Trap/Harm Wis ........... Know/Knowledge Kal ............ Summon/Invoke Xen ................. Creature Lor .................... Light Ylem .................. Matter Mani ............ Life/Healing Zu ..................... Sleep These syllables are combined to form the incantations used when casting spells. A list of spells can be found in the file ULT6SPLS.DOC. This list, while not necessarily complete, collects all of our current knowledge of the ways of magic. Ultima VI The False Prophet Released by The Humble Guys / The FiRM Quickdocs written by: The Byter - of - The Alternative QuickDocs ~~~~~~~~~ This documentation file is by no means intended to replace a real doc file when it is released. All of the information presented below is based solely on my experience with the game, as I do not have an original from which to copy the docs from. All information presented here is accurate as far as I know, and should serve to give you a basic idea of what to do and how to do it. Getting Started ~~~~~~~~~~~~~~~ First off, you've gotta install the whole thing. Unzip all the files and run the COPYU6 utility. It will copy all the files over onto the hard drive you specify it to run from and run the INSTALL program. Go ahead and tell it what kind of graphics, mouse, sound, etc. you have. To run the game, type RUNME to get the Humble Guys titlescreen and such. To skip that, run ULTIMA6.EXE. Once you have a game going, you will want to skip the awesome introduction and get right on with the game. Run the GAME.EXE file to dive right in. I would recommend The Humble Guys release over The FiRM's for a couple reasons. First off, THG got it out first, so FiRM's is a double release. Second, the FiRM release wasn't fully cracked, and requires a fix or a file of passwords to get you started. The THG version is fully cracked, and lets you get right in. I have heard a rumor that the THG version is flawed and doesn't play right, but that's a bunch of horseshit as far as I am concerned. I've been playing the game for a number of days now with NO problems whatsoever. You will need to either transfer a character from Ultima IV or Ultima V, or create your own character. If you create your own, you'll be asked a series of questions by the gypsy which will determine your character's class. When you finish that, and start the game, you will be thrown into the castle of Lord British and your first battle will begin... The Displays ~~~~~~~~~~~~ The main display is divided into four blocks. The largest, in the upper left, is your view. You can see the area around you, but with a line of sight (ie: you can't see through walls which don't have windows). When you are in full daylight, everything is clearly seen, but as daylight wanes, or if you are underground, the area will become dimmer and dimmer, depending on the amount of light available. Your character is always in the center of this screen, and your friends will gather around you, but will move out of your way if you wish to go where they are. The second part of the display is at the bottom, and consists of the date, the direction of the wind, and ten icons for use with the mouse. See the section on command icons for details. The third part of the display is the bottom right, which is your command box. All conversations which take place are recorded here, as well as all textual responses by the game. The last part of the display is the upper right, which shows the party and characters. I will detail this display below. Party Display ~~~~~~~~~~~~~ In the basic "party display" mode, you will see a green horizon at the top, with a sun and two moons passing overhead. This shows the general position of the celestial bodies, which rise from the right (east) and set to the left. This will give you an idea of how much daylight is left. I also suspect the moons have something to do with the moongates, as they did in previous Ultimas, but I don't know exactly how. If you are underground, you won't be able to see the sun/moons, of course. Below this is a column of character icons, followed by the character's name, and his/her current hit points. The hit points are normally displayed in black, but if the character is incapacitated, or near death, the hit points will be displayed in red. If the character is poisoned, the points will be listed in green. If a character is killed, his body will be removed from the character list. Go ahead and search the corpse for any valuables you may want to keep. You may pick up a corpse and haul it around if you want to try to resurrect it later, or stash the body somewhere where you can find it again. Inventory Screen ~~~~~~~~~~~~~~~~ If you click on one of the characters (or hit F1-F9 for the corresponding party member), you will be presented with that character's inventory screen. This screen will show a stylized representation of the character's body on the left, and the inventory on the right. Surrounding the character's body are eight circles, which are "ready positions". To ready an item, simply move it from the inventory to the circle (do this by clicking on an inventory item). To move it back (unready it), click on the circle the item is in. Each circle corresponds to part of the character's person. The circle at the top is the character's head. The upper left is the character's neck (for a necklace, charm, etc.). The left circle is the dominant hand (ie: primary weapon), the lower left and lower right circles are the character's hands (I think) for gloves, gauntlets, etc. The bottom circle is for feet (boots, shoes, skis). The rightmost circle is for the secondary hand, and can be a sheild, wand, second weapon, spellbook, lute, etc. If a two-handed weapon is being used, the right circle will have a slash through it. The upper-right circle is the character's torso, where clothing or armour is placed. The inventory is made up of a bunch of circles which contain items. A character may also carry around bags, chests, backpacks, and other containers which can hold additional items. This is quite useful for organizing your goods and can make things a lot easier if you've got a bag of spell reagents, a backpack full of food, a bag of money and valuables, and a chest of armour and unused weapons. To see what is in a container, simply click on it. The character icon at the top will be replaced by the container icon. To close the container, click on this icon. Below the character ready map, you will see a status line like "E: 11/20s", which is the character's encumberance. The first number (11 in the example) is how many stones of weight the character has ready, and the second number (20 in the example) is the maximum. The maximum stoneweight which can be readied is equal to his or her strength. Next to this line, under the inventory, is another status line, which is quite similar to the encumberance score, but this is total weight carried, and looks like "I: 26/40s". This tells me that my character is carrying a total of 26 stoneweights, and can carry a maximum of 40 (twice his strength). As characters carry more weight, they slow down. It is best to travel light. Below that line is a word which describes the character's combat strategy. The main character (you) will always be COMMAND, as you always have to control him or her. The other party members, however, can be controlled by the computer. The possible command options include: Command: Allow you to manually control the character. Front: The character will move towards the front line of the battle. Rear: The character sticks to the rear. Good for range weapon users. Flank: The character moves to your flank. Berserk: The character goes crazy and attacks whatever is close. He may end up attacking your own people on occasion. Retreat: The character avoids battle and waits for it to end. Assault: The character rushes towards the monster and attacks. At the bottom left of the inventory screen are a series of icons. There will be from two to five such icons. At the far left, an icon showing a person and a left pointing arrow may appear. This means "go to previous character", and provides a quick way of looking through everyone's inventory screens. The second icon which always appears is that of a group of people. This takes you back to the party display. The third icon shows a person's head. Clicking on this will take you to the character display (detailed below). The fourth icon which may or may not appear is similar to the first one, except that it has a person and an arrow pointing to the right. This scrolls to the next character, as opposed to the previous one. The last icon which will appear for all non-player characters is that of two crossed swords, and is brown. This allows you to select the combat strategy for the computer-controlled character to follow. Character Screen ~~~~~~~~~~~~~~~~ When you select a character "face" icon, you will get the character detail screen. This will show a picture of your character's head (looks quite nice in 256-color MCGA), a set of two to four icons, and some character statistics. The first and fourth icons are scroll icons, which allow you to move up or down one character. The second icon is the party icon, which takes you back to the party display. The third icon is the inventory icon, and takes you to that character's inventory display. Down the right side of the character screen is the character's abilities and statistics, detailed below. STR stands for strength. How hard a character hits, how much s/he can carry. DEX stands for dexterity. How quick and accurate the character is. INT stands for intelligence. This is used to determine spell effectiveness. Magic: Two numbers are shown beneath this label, which correspond to the character's current magic points and total magic points, respectively. Health: The two numbers below this show the character's current hit points and his/her total hit points. Points listed in red ink indicate a character near death. Points in green indicate a poisoned character. Lev/Exp: This shows the character's current experience level and his experience points. How To Play ~~~~~~~~~~~ The object of Ultima VI is to stop the gargoyles and free the shines. When you first start, you will be standing in the castle of Lord British fighting a few small gargoyles. When you dispatch them, go talk to good old LB, and ask him to REPEAT his story.. (in the unprotected game, he asks you some questions and tells you the story. When THG cracked it, they chopped the whole bit, so you've gotta ask for a REPEAT to learn what's going on). You'll learn that you are welcome to whatever you find in the castle, so feel free to stock up on food and weapons. He also tells you that you've got a room of your own in the castle. Go south, and you'll be in a pillared hallway. Go west through the door, and you'll be in another hallway. To the south is a door - go to it and open it (using the USE command or the USE icon). You'll find a chest with some stuff in it, and a spellbook, some bags of reagents, etc. Anyway, this Ultima is unlike the previous ones in that there is no disctintion between being "indoors" and being "outdoors", in so far as having different maps. Everywhere you go is detailed (like cities/castles were in the older games), and there is no "big map". The game is much more detailed than the others were as well. There are literally hundreds of graphic tiles to be seen, which have incredible range and diversity. If you're stuck with Hercules, CGA, or even EGA, I feel sorry for you. Call 714-590-5012 and buy one of their VGA card/monitor setups for $600. There are hundreds of items to get as well. In the previous Ultima games, just about anything you found had some use or value. In this one, however, there is plenty of worthless junk laying around for you to grab. When I started playing, I fell into my Ultima mode of thinking and ran around grabbing everything I could lay my hands on, and ended up with a collection of decorative swords, paintings, silverware, inkwells, plates, wineglasses, chairs, vases, rolling pins, cooking sheets, cauldrons, buckets, etc. Although it is kinda fun to shatter plates by throwing them off the castle ramparts, you'll save some time if you look at stuff before you grab it. Food. There is a great variety of diet in Ultima VI. In the castle's kitchen you'll find ribs, turkey legs, bacon, a ham, cheeses, rolls, cakes, wine, ale, mead, milk, and lots more to feast on. It's all good food, so shove it in a sack and haul it away. Another way to get food is by finding a farm with a herd of cows, sheep, or pigs and slaughter a few. When you search the carcass, you can find some good food. Stealing. You can easily steal just about anything from anyone, as the people aren't real protective of their possessions. It isn't a good idea to do this outside of the castle though, as it damages your untarnished image as an Avatar. Movement. Use the cursor keys to move around, if you're most comfortable with them. You can also use the numeric keypad which gives you the advantage of being able to move diagonally as well. Command Keys ~~~~~~~~~~~~ As opposed to previous Ultimas, Ultima VI has relatively few command keys. Tghis makes the game a lot easier to learn, and also facilitates the use of the mouse to do most anything. The mouse icon commands are listed after the keyboard commands. Arrow Keys : Movement. Also use the keypad. # keys : Select character for solo mode. This lets you control only one character and leave the rest of the party behind (in safety in some cases). 1-9 select characters, 0 retrns to party mode. A)ttack : Prompts you for the location of your attack. Use arrow keys to choose the target. D)rop : Allows you to drop or throw an object in your inventory. C)ast : Casts a spell if you've got a spell book ready. R)est : Build a campfire and turn in for the evening. This can only be done in the "wilderness", which means away from any buildings or other forms of civilization. You will be prompted for the number of hours you wish to sleep, and whether you want to post a guard while the others sleep. When you build the fire, Iolo will play a tune and everyone will have a meal. You can have one character carry all the food and he'll share. T)alk : A crosshair will appear to select your target, and you will begin a conversation. Words which are highlighted in red in the ensuing dialogue can be further inquired about. G)et : Pick up an item which is adjacent to your character. Using the keypad, you can get stuff at diagonal positions. B) Combat : B)egin or B)reak off combat. When you begin combat, the NPC's (non-player characters) will go under computer control and begin executing their preprogrammed combat instructions (changed through the character screen). When you hit B again, combat will cease and the characters will once again swarm about your character. U)se : U)sing is done quite often in this game. Rather than have seperate commands for every action like the previous Ultimas had, you've just got one. Use a torch to ignite it. Use a door to open or close it. Use a lockpick to pick a lock. Use a gem to view the surrounding area. Use a ladder to ascend or descend. Use a cannon to fire it. Use food to eat it. Use a harp, lute, or harpsichord to play music (use the 1-0 keys to play).. you get the idea. M)ove : Allows you to move inventory around between characters, move stuff to/from containers, or move furnature. You get the crosshair cursor to select the item you wish to move. /) : Gives you the party display. F10 : Also provides you with the party display. F1-F9 : Gives you the inventory display of the corresponding character. [SPACE] : Pauses for a turn. [ESC] : Also pauses for one turn. ^Q : Control-Q exits to dos. Be sure to save your game first. ^E : Also exits to dos. ^Z : Turns sound on/off. ^S : Saves game. ^R : Restores last save. ^V : Displays version number. ^H : Turns "help" on/off. I don't know what this is. ^I : Executes selected icon command (see ALT keys below). The ALT keys allow you to select a default icon which will be executed when ^I is pressed. I suppose this is for people without mice who want to use icon commands instead of simple keypresses. ALT-X : Exits to dos. ALT-A : Select Attack Icon. ALT-D : Select Drop Icon. ALT-C : Select Cast Icon. ALT-R : Select Rest Icon. ALT-T : Select Talk Icon. ALT-G : Select Get Icon. ALT-B : Select B)egin/B)reak off Combat Icon. ALT-U : Select Use Icon. ALT-M : Select Move Icon. ALT-L : Select Look Icon. Command Icons ~~~~~~~~~~~~~ The ten icons at the bottom of the screen allow you to do most anything with the mouse that can be done with the keyboard. The uses of these icons are as follows: The first icon is that of a sword, and is colored brown. Clicking on this icon will prompt you to attack with whichever weapon(s) you have in your hands. The second icon looks like lightning, and is colored blue. This lets you cast spells if you have a spellbook ready and have the correct reagents for the spells. The third icon is that of a mouth, and is colored yellow. This is the TALK command which allows you to converse with your fellow adventurers and citizens of the land. Next to the talk is the fourth icon, that of an eye (also yellow). The eye is the look/examine/search button, and allows you to investigate an object in detail. Use this when you want to search a chest of drawers, a chest, a bag, an open crate, or whatever. The fifth icon is a hand with an upward-pointing arrow below it (yellow). This allows you to pick something up (ie: get). The sixth icon is a hand with a downward pointing arrow (yellow again). This is the drop/throw icon. You can drop stuff nearby, or throw it across the room or at someone/something. The seventh icon is a hand with an arrow pointing to the right (yellow). Use this icon to move something. You can move an object from your possession into a chest, bag, or backpack you happen to be carrying, or move it to another party member. You can also move other objects around a room by pointing to them when you use the move command. The eighth icon is that of a fist holding an arrow (yellow). This is the "use" icon, and is used to operate an object you have, open a chest, open a door, break open a crate, go up or down a ladder, fire a cannon, eat some food, pull a lever... you get the idea. Any thing which needs an action done. The ninth icon has a bunch of Z's in it, and is blue. This is (suprise!) the rest icon. To rest, you must be in the "wilderness", which means away from any buildings. When you click on this icon, you will be prompted for the number of hours you wish to rest, and who will stand guard (if anyone). When you've given your input, Iolo will play a song and everyone who has food will sit down and eat around a campfire. You can have one character carry all the food in a sack or something, and he will share with the others as needed. One the party finishes eating, they'll nap down until attacked or until the allotted time is up. The tenth icon, on the far right, is the combat icon. It looks like two crossed swords when you are not in combat, and is brown. When you click on it, you engage in combat, and your people will take up the tactics you have instructed them to do. The combat icon will then turn blue and have a picture of a sword and sheath. Clicking on it in this form will break off combat, and return your party to peaceful relations. Magic ~~~~~ There are different types of magic which can be found and used. Some items, like magic weapons, are used by simply readying them. This section will concentrate on spells. To cast a spell, you must have a spell book with the spell you wish to cast. When you first start, you will find a low-level spell book on the table in your room. These spells are as follows: First Level ~~~~~~~~~~~ Spell : Detect Magic Name : Wis Ort Reagents : Nightshade, Sulfurous Ash Cost : 11 Descript.: Allows you to detect magic on an object. Spell : Dispel Magic Name : An Jux Ort Reagents : Garlic, Ginseng Cost : 15 Descript.: Removes a spell from an object. Spell : Heal Name : In Mani Reagents : Spider Silk, Ginseng Cost : 15 Descript.: Heals a wounded character a variable number of hit points. Spell : Help Name : Kal Lor Reagents : None Cost : 1 Descript.: Cool spell in a tight spot. Instantly teleports you to the feet of Lord British. Spell : Light Name : In Lor Reagents : Sulfurous Ash Cost : 17 Descript.: Replaces a torch or the sun. Makes light where there is darkness. Second Level ~~~~~~~~~~~~ Spell : Poison Name : In Nox Por Reagents : Nightshade, Black Pearl, Blood Moss Cost : 11 Descript.: Poisons another person or monster. Spell : Untrap Name : An Jux Reagents : Blood Moss, Sulfurous Ash Cost : 13 Descript.: Remove a trap. Potions ~~~~~~~ In LB's castle, you'll find a potion factory. You can also find potions here and there which will do various things. I have figured out many of their functions: Yellow : Cure wounds. Restores hit points. Red : Cure poison. Orange : Sleep. Puts the character to sleep. Black : Invisibiliy. Other people can't see them. You see a blue outline. Green : Poison. Don't drink it unless you want to experiment with red. White : Lets you see through walls. I'm sure there is more to this one, but I don't know what. Blue : I have no idea. Purple : Creates a red field around the recipient. Force field, perhaps? Conclusion ~~~~~~~~~~ Ultima VI looks like one hell of an awesome game, and I recommend that anyone who is seriously impressed and can afford it purchase the game. If quality software like Ultima VI is to continue to be released, the company has to make some money on it. It isn't dishonorable to buy quality software occasionally. I do apologize for not having all of the spell details for inclusion in this quick doc file. The reason is that I do not yet have an original copy, and had to write these docs from my experience with the game. I am sure someone will write up the spell info as soon as it is available. We have a sub on Lexicon with an Ultima VI discussion and late breaking information about the game. ------------------------------------------------------------------------------ RYGAR 1992 Ultima VI The False Prophet Solve By Rygar Ok, by now just about everybody in the country has this game from one source or the other, but a lot of people are having a hard time figuring out what to do, so I wrote up this little phile to help you get unstuck. You may not want to read too far ahead, because this tells everything you have to do in the game and you don't want to ruin the all the fun, do you? I heard from some people who have the cracked version that they can't use their orb of the moons. This is becuase the crack removed the doc check you have to face when you talk with Lord British right when you start the game. Unfortunately, right after the doc check, is when you ask British how to use the orb and he tells you. This is the only way you can learn how to use it. The people with the cracked version can't get him to respond. Having the orb is really useful, but there are ways to get around it which I will describe later. When you start the game, you see a nifty intro and you end up in British's Castle. After doing the doc check and asking British about the orb, you can wander around and pick up anything you want. Make sure you get both keys (I think British gives you one to begin with), the spell book, the magic wand (from the mage's room), all you gear, reagents, lockpicks, etc. from your room. You can get the potions from the alchemy room. Be sure to get some cheese from the kitchen pantry. Give the cheese to the little mouse in the alchemy room, by the ladder. She will join your party. You need her in several places later in the game. To get out of the castle, you need to use one of the keys to open the gatehouses to get at the winch and lever to raise the portcullis and lower the drawbridge. Before I go any further, I'll tell you about the two cheats I know about for this game. The first is the Alt codes. You can use either Alt-2-1-3 or Alt-2-1-4 to go to anyplace on the map. I never tried these (I heard about it after I won the game and took it off my hard drive), but I heard that they do work. You may have to put in some coordinates, I dunno. The second cheat I have used. You can get any item, give yourself and teammates free levels, boost your hit points and karma pts, and do a few other things. Talk to Iolo. The conversation will go something like this: "What do you want my friend?" @SPAM "Ask Shamino about that." @SPAM "Ask Shamino about that." @SPAM "Ask Shamino about that." @HUMBUG "Cheat menu:...." Got it? I'll give you a few of the items. 58 is a spell. Hit quality 255 and you'll get every single spell. 8 is a magic helm. 23 is magic armor. 16 is a magic shield. 28 is swamp boots (a must). 48 is a glass sword (kills anything - 1 blow). 54 is a magic bow, 55 is arrows. 79 and 80 are wands. 57 is a spellbook. 65-75 are the reagents. 88 is a bunch of gold coins. 77 is gems. 107 is a shovel (I threw this in because you get into a lot of situations where you need one). This cheat lets you get into the game without having to run all over looking for monsters to fight for experience or money or items. NOTE: be sure to buy a skiff ASAP and have someone carry it around with them. Your first major task is to free the shrines. To do this, you need the runes. There's one in each city. The rune of compassion is in Britain. The kid in the conservatory has it, but you have to ask her parents if it's ok if she gives it to you. The rune of justice is in Yew. Get permission from the mayor to see the prisoner. Ask him about the rune. He'll feed you a story about his "6 kids to feed", but just tell him he's lying and he'll give you the location of the rune. The rune of honesty is in Moonglow. Go to Manrel (he's the dude with the star on his forehead) and ask for the key to Beyvin's grave. You can get to the catacombs where Beyvin's buried through the pantry of the tavern. There's lots of good crud in the tombs for you to take and the rune's in Beyvin's tomb. The rune of honor's in Trinsic on a pedestal in the middle of the city. To get the rune of humility, talk to the mayor of New Magincia. He'll give it to you when you tell him the name of the humblest person in town. I don't remember the name, but it's the one who keeps saying he's not humble, etc. The rune of sacrifice in Minoc is hard to get. You have to join the artists guild to get it. For this you need to learn "Stones" and make some pipes. Go to Yew and to the northwest, you can buy a log from the logger. Take it to the sawmill east of Minoc and he'll make you a board. Julia in Minoc can make you pipes from the board. Gwenno, in Britain ( I think she works at the bow place) can teach you stones. Then the chief artist dude will give you the rune. In Skara Brae, the rune of spirituality is in a basket in someone's house. The rune of valor is in Jhelom in a hole in the wall in a tavern. Send the mouse through the hole to get it. Now that you have the runes, you need to take them to the shrines and use them to get the moonstones. Use the orb of the moons for this. Below are the positions for using the orb. They are in relation to your avatar. Moonglow Sh.Honesty Britain Sh.Compassion Jhelom Sh.Humil Sh.Control Castle Sh.Passion Sh.Valor N.Maginc Void YOU Void Yew Sh.Spirit Slab Sh.Dilig Isle Avatar Sh.Justice Skara Brae Sh.Honor Trinsic Sh.Sacrifice Minoc Go to the shrines and use the correct rune on the moonstone. You will be prompted for a mantra: Compassion: MU Honor: SUMM Spirit: OM Valor: RA Honesty: AHM Sacrifice: CAH Justice: BEH Humility: LUM Then grab the stone. Note that gargoyles may be wandering around the shrine while you do this and might even attack you. Unless you're in deep, don't waste your time fighting them, just get you stone and zip out with the orb. Next you need to track down the parts of a pirate map. This is very long and very annoying, so I'll try to make it as easy as possible. Iolo starts the game with a book. Take it to the Lycaeum (north of Moonglow) and show it to Mariah. She says she could translate it if she only had the other half of a tablet. Guess what you need to find? Go to Buccanner's Den and talk to Homer. He tells you he'll only deal with you if you join the thieves guild, so go out the secret door in the bar's kitchen and talk to the guy in the house behind the bar. He'll tell you that you need to get a thieves' belt to join. Go back to British's Castle and go down the ladder to the sewers. On the third level, there's a retired thief named Phoenix living to the north. Use the pickpocket spell to steal her belt or just waste her (tho this screws your karma). To the west of her cave, she has a bunch of chests full of some nifty stuff you can steal. Take the belt back to Homer and he'll tell you the story of Captain Hawkin's treasure. You need to find nine pieces of the treasure map. He gives you a bunch of leads. I'll just tell you the final resting places of the pieces. One piece is on a shipwreck on the chain of islands in southern Brittainnia by Serpent's Hold. One is on the body of a guy in the ant mounds (in the desert east of Minoc). One is in the dungeon Wrong. The entrance to the dungeon is to the south of Minoc (ya' need a boat). On the third level, there's a room with a big plant. There's a secret door on the east wall that takes you to the map. One piece is in the dungeon Shame (in the mountains to the west of Britain, you need to go to the west coast and come in by boat). The owner is on the fourth level and will trade it to you for some food. The cook, Sandy, in Trinsic, helps you if you get him a dragon egg. Go down the path leading west from Trinsic and go to the fourth level of the dungeon you reach. There's lotsa eggs and good magic items. I suggest a mass invis spell for this dungeon. Sandy tells you to go to the mayor of Trinsic and gives you a name to tell him. When you do this, the mayor gives you his piece of the map. On the island north of Moonglow's island, there's a house. Go in the house and go to the basement (under piano). The piece of the map is in a bag in a chest down there. Another piece you can buy from a gypsy to the east of the Trinsic/Britain road. Bring the pieces to Homer and he tells you what to do and gives you the last piece. He wants you to bring him back a storm cloak. Now you go to the island on the map and dig at the spot he tells you. There's a huge dungeon in there. The treasure's on the fourth level. Now you take the tablet back to Mariah, she translates it, and yipee, you find out about the gargoyles. Now before you go to Gargoyle Land, you need a hot air balloon (remember it from Ultima IV?). You need to go to an island east of Serpent's Hold, where Blackthorn's Palace was in Ultima V. Use the telekinesis spell to lower the drawbridge. When you get in, search for secret doors. You need to get the right combo of three levers to get into the room that takes you to the dungeon. The dungeon is pretty easy, BUT SAVE YOUR GAME BEFORE YOU GO DOWN. There are one or two places where you can get sent halfway across the globe if you choose a wrong passage. There's a stiff on level four with some plans for a balloon. You need a kettle from the sewers under Britain (on lvl 1), rope (from Paws), a basket (from Minoc), 40 pieces of spider silk (use the cheat) which you take to Paws to be sewn into thread. Take the thread to New Magincia to the girl there who makes it into cloth. Then take it back to Paws to some other person, a real snobby bitch who will make the cloth into a bag. Then (U)se the plans and you have a balloon. To get to gargoyle land, go thru Hythloth (on isle of avatar). On level four, talk to Cpt. Johne and he'll teach you the gargoyle language. Now go down again and you're in the garg. world. You meet this little hoser name Beh Lem or somethin' and he joins and you all go off to talk to his daddy, who lives to the north. Talk to daddy (he tells you that you accidentaly nuked the gargoyle world when you borrowed the codex in Ultima IV and now you have to fix things) and then go north, then west till you hit gargoyle main street. Find the Draxinosum guy and surrender to him. He gives you an amulet to wear. He tells you to talk to this wise old gargoyle next. You go there and the wise guy sends you to the Hall of Knowledge to read some books and to get a lense. You come back and then get sent to find the lensmaker to fix the lense. Follow the PATH going east from behind the garg houses and you'll get to the lensmaker's house and get the lense fixed. Then go back to the main street and go up to north till you get to mountains. Put down your balloon and float north to the temple, where you get a quest to go see the codex. Be sure to tell the speaking stone there that you seek the codex for the good of BOTH races. Make sure you have a good karma value when you do so (use the cheat). You have to go to three gargoyle shrines and purify yourself. In the shrine of Diligence, go 2 doors south and 1 door west. Right after you go through the west door, there will be secret doors to your north and south. Go through one of them (it doesn't matter which) and you can get to the top of the shrine. The shrine of Control is hard because you need to have a complex combo of levers set to get through a bunch of portculli. The left SWITCH should be DOWN, the right SWITCH UP. Going clockwise from the east side of the doorway, the levers should be: left, left, left, right, right, right, left, right, right, left, left, right, left, left, right. Now you can get throught the portculli. The shrine of Passion is easy, you just have to walk through hot lava. In each of these shrines, you learn part of a mantra. You have to go back to the temple and tell the stone the completed mantra. Then you go back to Brittannia. Go to the island where Moonglow and the Lycaeum are. There is a human lensmaker living on this island. Get him to make you a concave lens (you need a glass sword for him to melt down). Next go to the bay that Minoc is on. Go all the way to the south, beach your boat, and walk down till you see a castle. Go in and talk to the cyclopi. Papa gives you a key to their basement after you catch him a fish with his fishing rod. You have to go look for a secret door in the center of the ground floor. This take you down to a little room with GUESS WHAT??? MORE LEVERS!!! Flip the levers and go down one of the other ladders. Play around with all the different ladders until you get to level four. There are two different secret doors you need to find on this level and you will end up finding a codex cube. Go to the isle of the avatar and go to the codex building. You need to read the codex and set up the lenses as described and put all the moonstones in the codex cube. Then put the cube where the codex tells you and sit back and watch the game take you through the ending. Hope this walk through helped you! Ultima VI : The False Prophet Quick Reference Guide by Lord British R Y G A R Getting Started - Floppy Drive Systems 1. Use the DOS diskcopy commands to make duplicates of the Ultima VI disks in this box. you can't play using the original disks! For example, if your floppy drive is dirve A, insert the first disk & type . Repeat this procedure until you have a copy of each Ultima VI disk. 2. Put the original disks someplace safe so you can use them if any of your copies go bad. 3. Format a blank disk and label it "PLAYER DISK". 4. Insert your copy of the ENDGAME disk (disk 7) and type INSTALL. Then follow the directions on the screen to configure the game for you computer's graphics capabilities, soundboards, etc. 5. Once you've done this, you can insert your copy of the PROGRAM disk (disk 2) in your floppy drive and type ULTIMA6 to watch the boot-up sequence and play the game. NOTE:Ultima VI comes on low density, 360K disks. If you have a higher capacity drive, you can copy more than one of the originals onto each of your disks. This will allow you to play the game without switching disks as often. However, be sure to keep all of the files on a given original disk together when you make your copies. Getting started - Hard Drive Systems 1. Make sure you have at least four (4) megabytes free on your drive. 2. Insert the original copy of the ENDGAME disk in your floppy drive. 3. Type the drive letter of your floppy drive and press . 4. Type COPYU6 : :. For example, if your floppy drive is drive A, and your hard drive is drive C, type COPYU6 a: c:. 5. Follow the directions on the screen to tailor the game to your system. This will also create a subdirectory called \Ultima6 on your hard drive and copy the original disks to that subdirectory. 6. At the DOS prompt, type Ultima6 to watch the boot-up sequence and play the game. The next time you want to play, enter the Ultima6 subdirectory by typing cd\ultima6. Then type Ultima6 to get started. Booting the Game 1. turn on your computer and boot DOS. if you want to use a mouse, make sure a Microsoft compatible mouse driver is installed. 2. Log the drive you will play from. Type the : and press . 3. If using a hard drive, type cd\ultima6 & press to enter the game directory. 4. Type Ultima6 to play. (this is very difficult, eh? -DC) The Main Menu When you type "ultima6," an introductory sequence will begin. Read all text messages that appear and press any key or click in the message box to move on to the next message or screen. (press if you want to bypass this sequence altogether). When this is over, the main menu will appear, listing 5 options - Introduction, Create a character, Transfer a character, Acknowledgements, and Journey Onward. To select one of these options click on it with the mouse. From the keyboard, use the arrow keys, or numeric keypad to higlight the one you want, then press return, or type the forst letter of the options name. The first time you play, you will want to go directly to Create a Character. Here, you can type in your character's name, and select his or her sex and portrait. Go on to the next portion of the character creation system by clicking the continue box (or by typing "C"). This will take you to a series of questions. Answer by selecting A or B response to each question. The way in which you answer determines the kind of character you get. When your character is complete, you will automatically be take to the Introduction. This will tell you what the game is about. If you want to watch this again later, select Introduction from the menu. If you played Ultima IV or V, you may want to bring your character from one of those games over to Ultima VI. Transfer a character allows you to do that. Select this option and follow the directions on the screen, then click the Transfer button and you're ready to use your old character in the new game. Acknowledgements tell you who did what in Ultima VI. Journey Onward takes you directly to the Ultima VI game. Select this option when you're ready to play. Screen Layout The game screen is divided into 4 regions - the Map, the Status Display, the Message Scroll, and the Command Icons. +-----------------------------------------+ | | Sun & Moons | | MAP |-----------------| | |Status Display | | | | | | <---- Hit Points | | | | |-----------------| | |Message | | | Scroll | | | | |-----------------------| | | Command Icons | | | [A[C[T[L[G[D[M[U[R[B] | | +-----------------------------------------+ The Map The largest region, in the upper left is the map (wow). This shows the world you are moving thru. With the view centered on you (or another member of your party if its their turn). With a mouse, move your characters around by positioning the pointer over the map until it becomes an arrow pointing in the direction you wish to move. Then click the left button. Some actions ask you for a target location. (you may have to say where you want to drop an item, for example). To select a location, click on it with the left mouse button. If you don't want to use a mouse, move by pressing one of the arrow keys, or one of the 8 keys around the 5 on the numeric keypad. These keys are also used to select target locations - move the crosshairs on the screen to the desired location and press to initiate the action. You can pass your turn & do nothing by positiong the mouse pointer over your character and clicking the left mouse button or by pressing the space bar. The Status Display In the upper right-hand corener of the screen is the status display. At the top of the display, the current position of Britannia's sub & the positions and phases of the 2 moons in the sky are shown. Beneath this is a roster of all the members of your party, along with each character's figure and current hit points. A character whose hit points are printed in red is hurt; one whose hit points are green is poisoned. When a party has more than 5 characters, arrows will appear at the top & bottom of this screen. Click on these arrows to scroll up and down thru the list of party members. The + and - keys can also be used. If you click on a characters name, you will be shown thier portrait & stats. The higher a stat, the better. STRENGTH determines how much a character can carry, and how effectively he can strike with bludgeoning weapons. DEXTERITY determines how quick they are (faster characters get to move and/or strike more often), and how effective they are with non-bludgeoning weapons as well as crossbows, bows & other missile weapons. INTELLIGENCE determines the characters bargaining ability and effectiveness as a spellcaster. The next 2 stats show pairs of numbers - the current number of points the character has, and the max possible. Magic POints determine how many spells can be cast. For instance, a spell of the 4th Circle uses 4 magic points (NO WAY DUDE! heh -DC). Health determines how much damage the character can take without being killed. Each hour you recover a number of magic points equal to your current level. Health can only be regained by rest or healing. The next statistic in the list is Level, which indicates how powerful a character has become thru experience gained in past adventures. The last stat, Experience, determines when a player is ready to progress to the next level by meditating at a shrine. To view a character's Inventory, click ooon one of the figures to the left of the roster. +--------------------------------+ | | | Readied | 1:show prev. char | Items Inventory | 2:return to party | | display | | 3:switch between | | portrait & | | inventory | 1 2 3 4 5 Combat Mode| 4:show next char | | 5:change combat +--------------------------------+ mode On the left side of the inventory display is a figure showing all equipment that is readied for immediate use - either held in the charcter's hands or being worn. If you are holdingg something that requires both hands, such as a crossbow, you will not be allowed to put anything in the other hand. Below this figure is the current weight of all readied items, and the max weight the character can have readied. On the right side of the inventory display are all the other items carried by the character. The total weight being carried is listed here, along with the mex weight the character can have in inventory. To ready or unready an item, just click on it with the left mouse button. To look inside a container in youor inventory, such as a abad or a chest, just click on it. Click oon it again to return to the main inventory display. At the lower right, the character's current combat mode is displayed (see "begin/break off combat" below). At the lower left of the status display are 5 buttons. From left to right, the functions are:Show previous character, Return to party display, Switch between portrait and inventory displays, Show next character, and Change combat mode. To use the inventory display from the keyboard, press the key to move the crosshairs to the status display. You can then move to any itmem or button witht the arrow or numeric keypas keys, and press to select it. Pressing the key again will return the crosshairs to the map. The function keys F1 thru F8 will switch the display to show the different members of your party. (If you dono't know the position of a character in yoour roster, the + and - keys allow you to show the next and previous characters.) F10 will return to the main party display. The * key will toggle between a character's portrait and inventory displays. The Message Scroll At the lower right of the screen is the message scroll. All text describing things you see & hear, as well as the results of your actions, is displayed here. When a message is too long to fit on the scroll, a flashing, downward pointing arrow appears at the bottom of the scroll. Press the space bar or click in the message scroll to view the rest of the message. The Command Icons Underneath the map are 10 command buttons. The main commands in Ultima VI can be selected either with the mouse or the keyboard. Tp use a command from the keyboard, simply press the 1st letter of its name. With the mouse, move the pointer to the command button you want to use and click the left mouse button. Then select the object or person you want to use the command on. For frequently used commands, such as Get, look, Attack, or Move, you can set up a default command for use with the Right mouse button. Click the right button on a command, and a blue line will appear under it.. From then on, clicking the right button on any shape on the map or in your inventory display will execute that command at any time. For all functions other than executing the default command, the left mouse button shoould be used. The 10 main commands are: ATTACK(A) is used to fight monsters, animals, or people, or to attempt to destroy objects. After choosing the Attack command, choose a target on the map that is in range of the weapon you have readied. CAST(C) allows you to cast magic spells. You must have a spellbook readied, and have enough magic points & reagents available to cast he desired spell. When a character tries to Cast a spell, the spellbook will be shoown in the status display, listing the names of all the spells they have learned. Each name is followed by the number of times that spell can be cast with the reagents in inventory. To page thru the spells, click on the blue arrow buttons below the list or use the left & right arrow keys on the keyboard. You cast a spell by cicking on its name, or by selecting it with the up & down arrows and pressing. Typing the first letter of each syllable of the spell also works. For instance, to cast the Repel Undead spell - An Xen Corp - you could type AXC and press . Some spells require you to specify whom or what you are casting them oon. Simply select a target from the map or in your inventory. There is one special spell, the Help spell, which requires no reagents. This will return you instantly to Lord British's Castle.. It should only be used in the most desperate of situations, however, as it will usually cost your party many experience points. TALK(T) lets you converse with the people you encounter in the game. You can also speak with some shrines & statues, and with the other members of your party. You must select the character on the map you wish to speak with. Their portrait will appear in the status display while they are speaking. You talk by typing single words on the keyboard and pressing . All words may be abbreviated to the first 4 letters (e.g., "Elephant" may be abbreviated to "elep"). Most people will respond to the words "name", "job", and "bye." (The "bye" command ends a conversation. You can accomplish the same thing by pressing without typing anything.) Some people will also respond to the words "join" and "leave," allowing you to add members to your party (up to a max of 8) or remove them. During the course of conversation, people give you an idea of what they're interested in talking about. If you have the help function on, as it is when yyou start the game, the subjects they want to talk about will appear in a different color on the screen; if help is off, you'll have to figure oout the key words in their conversations. However, be aware that some people will respond to other subjects, if you ask them. LOOK(L) allows you to identify anyone or anything in the location you select, on the map or in your inventory. This command can be used to read books, signs, and gravestones, or to examine paintings. It will also give info onn the effectiveness of weapons and armor. When you use the Look command on an object you are adjacent to, you will search it. This will reveal the contents of chests, bags, crates, barrels, etc.. It will also let you find hidden items or secret doors. GET(G) lets you pick up an object on the map. You must be standing next to it. If it isn't too heavy, it will be put into your inventory. DROP(D) can be used to lighten your load by getting rid of items you no longer need. First select the item in your inventory, then choose a spot on the map to place it. MOVE(M) is used to push an item or to move it between characters in the party. If you select an itm on the map, you can sometimes push it to an adjacent square to get it out of your way. If it's something alive tho, it may not always let youo! Moving an item into a square with a chest, barrel, or crate will place the item inside it. This command can also be used to move things in & out of containers or from one character to another, click on them on the map. When you buy a new spell, you must move it into your spellbook before you can cast it. USE(U) operates any object that has some function. Among other things, it will let you open and close doors & chests, enter or exit ships, climb ladders, milk cows, mount horses, light or extinguish fires, look into telescopes or crystal balls, ring bells, eat or drink food & beverages, or play musical instruments. After using a musical instrument, you play it with the numbers 0 thru 9, and press when finished. REST(R) lets your party setup a camp and recover health & magic points. You will be asked how many hours you wish to rest, from 1 to 9, and who will stand guard. Select a character on the map display, or press to have no guard. A character will not regain hit points if they are out of food, or if they stand guard. If you are ambushed while resting, however, your party will not be awakened unless you have someone on gueard! You can only rest on land. At sea, this command repairs your frigate. Multiple "rests" may be required to repair a ship completely. BEGIN/BREAK OFF COMBAT(B) switches back and forth between party mode and combat mode. In party mode, the members of your part automatically follow you around. In combat, each character will behave according to the combat mode you have selected for them on their inventory display. Characters in Front, Rear or Flank modes will position themselves in a formation centered around you. Characters in Assault mode will attack the nearest enemy, while those in Retreat mode will avoid combat. Characters in Berserk mode will charge and attack the strongest foe. Lastly, if you select Command mode for a character, you can control their actions each turn, just as you do for your own character. You can change a character's combat mode at any time, even in the middle of a battle. Keyboard Commands o Control-S saves the game. You will be asked if you really want to save the game. Type "Y"es to save or "N"o to cancel the command and keep playing. o Control-R restores the game to the last saved position. As in the case of the Save command, you will be asked to reply "Y" or "N". o Control-Q restore the game to the last saved position. As in the case of the Save command, you will be asked to reply "Y" or "N" o Control-H toggles help mode on/off o Control-Z toggles sound and music on/off o 1 thru 8 place a member of the pary in solo mode. In this mode, you can move that character around and perform whatever actions you wish, while the rest of the party remains motionless. Note that you can't talk to people or use ladders, dungeon entrances, or moongates in solo mode - you must be in party mode. o 0 (zero) exits solo mode and returns to party mode. o Escape aborts mode functions. Spell list All known spells of the 8 Circles of Magic are listed below. The 1st column gives each spell's English language name/effect. The second column lists the magical syllables that form the spell's incantation. (Remember, you can cast a spell by typing the 1st letter of each syllable.) The last column tells you which reagents are necessary to cast the spell. These are abbreviated as follows: As : Sulfurous Ash ³ Mo : Blood Moss Ga : Garlic ³ Ni : Nightshade Gi : Ginseng ³ Pe : Black Pearl Ma : Mandrake Root ³ Si : Spider's Silk 1st Circle Spells Create Food : In Many Ylem Ga,Gi,Ma Detect Magic : Wis Ort Ni,As Detect Trap : Wis Jux Ni,As Dispel Magic : An Jux Ort Ga,Gi Douse : An Flam Ga,Pe Harm : An Mani Ni,Si Heal : In Mani Gi,Si Help : Kal Lor Ignite : In Flam As,Pe Light : In Lor As The Second Circle Infravision : Quas Lor Ni,As Magic Arrow : Ort Jux As,Pe Poison : In Nox Por Ni,Mo,Pe Reappear : In Ylem Su,Mo,Pe Sleep : In Zu Ni,Si,Pe Telekinesis : Ort Por Ylem Mo,Ma,Pe Trap : In Jux Si,Ni Unlock Magic : Ex Por As,Mo Vanish : An Ylem Ga,Mo,Pe The Third Circle Curse : An Sanct As,Ni,Ga Dispel Field : An Grav As,Pe Fireball : Por Flam Pe,As Great Light : Vas Lor As,Ma Magic Lock : An Por As,Mo,Ga Mass Awaken : An Vas Zu Gi,Ga Mass Sleep : Vas Zu Gi,Ni,Si Peer : In Sanct As,Gi,Ga Repel Undead : An Xen Corp Ga,As The Fourth Circle Animate : Ort Ylem As,Ma,Mo Conjure : Kal Xen Si,Ma Disable : An Vas Mani Ni,Si,Ma Fire Field : In Flam Grav Pe,As,Si Great Heal : Vas Mani Gi,Si,Ma Locate : In Wis Ni Mass Dispel : Vas An Jux Art Ga,Gi,Ni Poison Field : In Nox Grav Ni,Si,Pe Sleep Field : In Zu Grav Gi,Si,Pe Wind Change : Rel Hur As,Mo The 5th Circl Energy Field : In Sanct Grav Ma,Si,Pe Explosion : Vas Por Flam Ma As,Pe,Mo Insect Swarm : Kal Bet Xen Mo,Si,As Invisibility : Sanct Lor Ni,Mo Lightning : Ort Grav Pe,Ma,As Paralyze : An Xen Por Si,As,Ni,Pe Pickpocket : Por Ylem Mo,Si,Ni Reveal : An Sanct Lor Si,Ni,Ma Seance : Kal Mani Corp Mo,Ma,Ni,Si,As X-Ray : Wis Ylem Ma,As The Sixth Circle Charm : An Xen Ex Pe,Ni,Si Clone : In Quas Xen As,Si,Mo,Gi,Ni,Ma Confuse : Vas Quas Ma,Ni Flame Wind : Flam Hur As,Mo,Ma Hail Storm : Kal Des Ylem Mo,Pe,Ma Mass Protect : Vas In Sanct As,Gi,Ga,Ma Poison Wind : Nox Hur Ni,As,Mo Replicate : In Quas Ylem As,Si,Mo,Gi,Ni Web : In Des Por Si The Seventh Circle Chain Bolt : Vas Ort Grav Pe,Ma,As,Mo Enchant : In Ort Ylem Si,Ma,As Energy Wind : Grav Hur Ma,Ni,As,Mo Fear : Quas Corp Ni,Ma,Ga Gate Travel : Vas Rel Por As,Pe,Ma Kill : In Corp Pe,Ni,As Mass Curse : Vas An Sanct As,Ni,Ga,Ma Mass Invis. : Vas Sanct Lor Ma,Ni,Mo,Pe Wing Strike : Kal Ort Xen Mo,Si,Ma,As Wizard Eye : Por Ort Wis Mo,Ni,Ma,As,Pe,Si The Eighth Circle Death Wind : Corp Hur Ma,Ni,As,Mo Eclipse : Vas An Lor Ma,As,Ni,Ga,Mo Mass Charm : Vas An Xen Ex Pe,Ni,Si,Ma Mass Kill : Vas Corp Pe,Ni,Ma,As Resurrect : In Mani Corp Ga,Gi,Si,As,Mo,Ma Slime : Vas Rel Xen Mo,Ni,Ma Summon : Kal Xen Corp Ma,Ga,Mo,Si Time Stop : An Tym Ma,Ga,Mo Tremor : Vas Por Ylem Mo,As,Ma Brought to you by Rygar 1992 For those of you that would like a bit of help getting through Ultima VI, here is a list of items you can get using the Cheater's Menu. You can access the Cheater's Menu by talking with Iolo and saying "Spam..Spam..Spam..Humbug". Credit for finding the Cheater's Menu first, goes to Michael Teixeira and Questbusters. In the Cheater's Menu, there is an option called "Get Object", or something to that effect. You will be asked for the object number. Here is a list of numbers and the items you will get...I only went up to 433. There are more, but I think I got the best ones. NOTE: Some of the items you get will not work properly in the game. IE: I haven't gotten the program to recognize reagents that I created using this method. Weapons and armor seem to work well though. # Name / Notes (if any) Weight Defense Offense --------------------------------------------------------------- 1 Leather Helm 0.4 1 2 Chain Coif 1.2 2 3 Iron Helm 2.4 3 4 Spiked Helm 2.7 3 4 5 Winged Helm 1.0 2 6 Brass Helm 1.2 2 7 Gargoyle Helm 2.6 3 8 Magic Helm 0.8 5 9 Wooden Shield 3.2 2 10 Curved Heater/Shield 3.5 3 11 Winged Shield 3.7 3 12 Kite Shield 3.3 3 13 Spiked Shield 3.4 2 4 14 Black Shield 2.0 2 15 Door Shield 4.0 4 16 Magic Shield 3.5 5 17 Cloth Armor 0.9 1 18 Leather Armor 2.4 2 19 Ring Mail 3.6 3 20 Scale Mail 4.8 4 21 Chain Mail 6.8 5 22 Plate Mail 12.3 7 23 Magic Armor 7.0 10 24 Spiked Collar 0.2 2 25 Guild Belt 0.5 26 Gargoyle Belt 1.4 27 Leather Boots 0.5 28 Swamp Boots 0.3 29 Earth 30 Floor/Wood 31 Floor/Brick 32 Floor/Blue Tile 33 Sling 0.6 6 34 Club 1.5 8 35 Main Gauche 0.8 1 8 36 Spear 1.2 10 37 Throwing Axe 1.1 10 38 Dagger 0.4 6 39 Mace 1.8 15 40 Morning Star 2.4 15 41 Bow 1.0 10 42 Crossbow 2.0 12 43 Sword 1.4 15 44 Two-Handed Hammer 6.3 20 45 Two-Handed Axe 4.7 20 46 Two-Handed Sword 3.4 20 47 Halberd 8.2 30 48 Glass Sword/One hit only 1.3 255 49 Boomerang 0.6 8 50 Triple Crossbow/Fire 3 bolts 2.5 (each arrow) 12 51 Force Field 52 Wizard Eye 53 Web 54 Magic Bow 1.0 20 55 Arrow 0.1 56 Bolt 0.1 57 Spellbook 0.5 58 Spell 0.1 59 The Codex 60 Book of Prophecies 1.4 61 Book of Circles 1.0 62 Vortex Cube 4.0 63 Lock Pick 0.1 64 Key 0.1 65 Black Pearl 66 Blood Moss 67 Garlic 68 Ginseng 69 Mandrake Root 70 Nightshade 71 SpiderSilk 72 Sulfurous Ash 73 Moonstone 1.2 74 Ankh 0.1 75 Snake Amulet 0.1 76 Amulet of Submission\Can't remove 77 Gem 0.2 78 Staff 2.5 4 79 Lightning Wand 0.5 30 80 Fire Wand 0.6 20 81 Storm Cloak 0.5 82 Ring 0.1 83 Flask of Oil 0.5 4 84 Red Gate 85 Moon Gate 86 Gavel 0.2 87 Orb of the Moons 0.1 88 Gold Coins/257? 2.5 89 Gold Nugget 0.1 90 Torch 0.5 91 Zu Ylem 0.5 92 Silver Snake Venom 0.5 93 Sextant 1.2 94 Spinning Wheel 95 Grapes 0.5 96 Butter 0.2 97 Garish Vocabulary 0.3 98 Chest 2.0 99 Backpack 3.2 100 Scythe 3.4 101 Pitchfork 1.6 102 Rake 1.3 103 Pick 2.4 104 Shovel 1.8 105 Hoe 1.3 106 Wooden Ladder 12.0 107 Yoke 3.2 108 Spatula 1.1 109 Rolling Pin 0.5 2 110 Spatula/Small 0.1 111 Ladle 0.1 112 Cooking Sheet 2.1 113 Cleaver 0.2 4 114 Knife 0.1 4 115 Wine 1.6 116 Mead 1.6 117 Ale 1.6 118 Wine Glass 0.1 119 Plate 0.1 120 Mug 0.1 121 Silverware 0.1 122 Candle 0.2 123 Mirror 16.0 124 Tunic 1.0 125 Hanger 0.1 126 Dress 1.4 127 Skillet 1.6 128 Loaf of Bread 0.3 129 Portion of Meat 0.2 130 Rolls 0.3 131 Cake 0.3 132 Cheese 0.2 133 Ham 0.2 134 Horse Carcass 135 Horse Chops 0.2 136 Skewer 137 Pants 1.2 138 Plant 15.0 139 Flowers 0.8 140 Wall Mount 0.1 141 Decorative Sword 0.6 4 142 Decorative Shield 2.0 143 Picture 1.5 144 Tapestry 145 Candelabra 3.6 146 Sleeping Person 147 Cauldron 16.0 148 Cauldron\Full 16.5 149 Ship Deed 0.1 150 Inkwell 0.1 151 Book 1.0 152 Scroll 0.1 153 Panpipes 0.2 154 Telescope/It works! 155 Crystal Ball 156 Harpsichord 157 Harp 158 Lute 1.4 159 Clock 160 Endtable 8.0 161 Water Vase 2.4 162 Stove 163 Bed 164 Fireplace 165 Stalagmite 166 Sack of Grain 12.0 167 Sack of Flower 12.0 168 Remains 169 Rubber Ducky 0.1 170 Urn of Ashes 0.1 171 Fumarole 172 Spikes 173 Trap 2.5 174 Switch 175 Electric Field 176 Drawers 177 Desk 178 Bucket 1.6 179 Bucket of Water 4.8 180 Bucket of Milk 4.8 181 Churn 8.0 182 Beehive 12.0 183 Honey Jar 0.4 184 Jar of Honey 0.4 185 Cloth 3.0 186 Barrel 187 Jug 8.0 188 Bag 0.2 189 Cask 190 Bale of Wool 16.0 191 Basket 0.4 192 Crate 193 Small Jug 0.5 194 Milk Bottle 195 Wheat 196 Vat 197 Wine Cask 198 Cutting Table 199 Loom 200 Hood 201 Fire 202 Horseshoes 0.8 203 Pliers 0.1 204 Hammer 0.6 205 Water Trough 206 Brazier 207 Rod 208 Hook 209 Meat 0.2 210 Ribs 0.6 211 Dead Animal 0.2 212 Fan 0.5 213 Mouse Hole 214 Wine Press 215 Stable 216 Book Shelf 217 Anvil 218 Bellows 219 Oven 220 Flag 1.1 221 Cannon\Works just fine 222 Cannon Balls 223 Powder Keg 3.0 224 Foot Rail 225 Spool of Thread 0.4 226 Spool of Silk 0.4 227 Pennant 228 Table 229 Shadow\Beats me... 230 Table 231 Spittoon 1.3 232 Well 233 Fountain 234 Sundial 235 Sundial 236 Bell 237 Table 238 Shadow 239 Table 240 Shadow 241 Silk Cloth 0.4 242 Rune of Honesty 0.1 243 Rune of Compassion 0.1 244 Rune of Valor 0.1 245 Rune of Justice 0.1 246 Rune of Sacrifice 0.1 247 Rune of Honor 0.1 248 Rune of Spirituality 0.1 249 Rune of Humility 0.1 250 Table 251 Shadow 252 Chair 7.4 253 Campfire 254 Cross 1.8 255 Tombstone 18.0 256 Protection Ring 0.1 5 257 Regeneration Ring 0.1 258 Invisibility Ring 0.1 259 Table Leg 260 Shadow 261 Table Leg 262 Shadow 263 Stocks 264 Fishing Pole 0.5 265 Fish 0.5 266 Grave 267 Guillotine 268 Lever 269 Drawbridge 270 Balloon Plans 0.1 271 Door Sill 272 Steps 273 Tile 274 Yew Log 2.0 275 Blue Potion 0.3 276 Steps 277 Yew Board 1.0 278 Passthrough 279 Table 280 Passthrough 281 Fence 282 Bars 283 Anchor 25.0 284 Rope 285 Pole 286 Walkway 287 Water Wheel 288 Crank 289 Log Saw 290 Millstone 291 Shaft 292 Gearwork 293 Chain 294 Lightsource 295 Heatsource 296 Xylophone 10.0 297 Oaken Door 298 Windowed Door 299 Ceder Door 300 Steel Door 301 Doorway 302 Archway 303 Carpet 304 Cookfire 305 Ladder 306 Trellis 307 Volcano 308 Hole 309 Bones 310 Portcullis 311 Stone Table 312 Stone Lion 313 Silver Horn 314 Floor 315 Stone 316 Lamppost 317 Fire Field 318 Poison Field 319 Protection Field 320 Sleep Field 321 Statue 322 Pool 323 Monolith 324 Pillar 325 Book Stand 326 Mine Shaft 327 Throne 328 Altar 329 Altar of Singularity 330 Mat 331 Government Sign 332 Sign 333 Gargoyle Sign 334 Secret Door 335 Egg 336 Charge 337 Effect 338 Blood 339 Dead Body 16.0 340 Dead Cyclops 341 Dead Gargoyle 342 Giant Rat 1.1 343 Insects 0.1 344 Giant Bat 1.2 345 Giant Squid 18.0 346 Sea Serpent 347 Reaper 348 Sheep 12.0 349 Dog 11.0 350 Deer 25.0 351 Wolf 11.5 352 Ghost 353 Gremlin 0.1 354 Mouse 0.1 355 Gazer 10.0 356 Bird 0.5 357 Corpser 358 Snake 3.0 359 Rabbit 3.0 360 Rot Worms 361 Giant Spider 362 Gargoyle/The big ones 363 Gargoyle/A little one 364 Acid Slug 8.0 365 Tangle Vine 366 Tangle Vine 367 Daemon 18.0 368 Skeleton 16.0 369 Drake 22.0 370 Headless 20.0 371 Troll 22.0 372 Mongbat 18.0 373 Wisp 374 Hydra 375 Slime 3.0 376 Fighter 20.0 377 Swashbuckler 20.0 378 Mage 20.0 379 Villager 20.0 380 Merchant 20.0 381 Child 20.0 382 Guard 20.0 383 Jester 20.0 384 Peasant 20.0 385 Farmer 20.0 386 Musician 20.0 387 Woman 20.0 388 Cat 8.0 389 Silver Tablet 6.0 390 Silver Fragment 2.0 391 Farmer 20.0 392 Musician 20.0 393 Shrine 394 Britannian Lens 2.8 395 Broken Lens 2.8 396 Gargoyle Lens 397 Statue of Mondain 398 Statue of Minax 399 Statue of Exodus 400-408 Pieces of the Map 0.1 409 Lord British 20.0 410 Avatar 20.0 411 Dragon 13.0 412 Ship 30 413 Silver Serpent 414 Skiff 25.0 415 Raft 15.0 416 Nothing/Yes, there will be a nothing in your pack 417 Dragon Egg 8.0 418 Hatched Dragon Egg 0.4 419 Pull Chain 420 Balloon/Works just fine.. 25.4 421 Mammoth Silk Bag 3.6 422 Balloon Basket 6.0 423 Balloon/Just the balloon.. 424 Cyclops 425 Hydra 426 Giant Scorpion 427 Giant Ant 428 Cow 429 Alligator 430 Horse 431 Horse with Rider 432 " 433 " That's it. There are more, but I think this list covers some of the more useful ones. I hope I didn't make any mistakes, and I hope this will do someone some good. Don't let this info ruin the game for you. Try not to make the game too easy by using the Cheat Menu, and have FUN!!! -Randy Snow- -Rygar Ultima VI by Origin General Typed by Rygar and Hill Billy I, Lord British, write this exhortation in my own hand that you, my virtuous Champion and Avatar, might gain a full appreciation of the significance of the times which face us. Though evil has often raised its rebellion head, I fear we now face a threat far greater than any yet encountered. In the past, you and your companions have risen faithfully to the challenge, undaunted by overwhelming odds, unwavering in your adherence to the Path of Virtue. We place our trust in you once more. As though seeking vengeance against the Light, the forces of Darkness have renewed their malevolent aggressions. Not content to remain in their own realm, daemonic emissaries from the Underworld have begun making incursions into our land. It is fortuitous that you have returned to Britannia in these perilous times. Study well the words which follow, for they are essential to your quest. And that quest is essential to the continued existence of the human race. For more than a fortnight I have dictated my thoughts and admonitions to the venerable Moebius, Keeper of the Libraries of the Lycaeum. He has scrupulously recorded my every word, and when called upon, made illustrations to aid your understanding. I have affixed my seal to this letter to assure you that these are indeed my words. Take them to heart. Heed my counsel. Gird yourself with the infinite wisdom of Truth, Love and Courage, for at the end of your quest lies a destiny foretold in ancient times: "One shall arise who possesses the strength of an army, the vision of a prophet and the heart of a saint. This Great One will bring an end to the struggle between the Darkness and the Light." Pray that you are, indeed, the One, for should you fail, the Light of life will surely be extinguished and Darkness will reign forevermore. Lord British Sovereign of Britannia THE CHRONICLES OF BRITANNIA My sojourn upon the shores of Britannia began many generations ago. Long ago did I uncover the secrets of the moongates which brought me here from my distant homeland, even as they now bring you. As you well know, we who pass through the gates to Britannia, though we be in this world are not of it. It is for this reason, I suspect, that we are immune to the ravages of time during our stays here. Remember, however, that we remain ever mortal, albeit seemingly ageless. At the time of my arrival here, this place was known as Sosaria, a region comprised of numerous warring city-states and feudal fiefdoms. It was not long before my affinity for order, peace and prosperity had earned me the title of Lord British, ruler over the city-state of Britain, and ultimately Lord of Britannia. Under my guidance the land and its people have prospered and grown, though not without challenges from the forces of Evil. THE AGE OF DARKNESS AND THE FOUNDING OF BRITANNIA Thrice during ancient times did beings of a foul nature seek to conquer my domain. Thrice did you answer my call for a champion. Thrice was evil thwarted. THE TALE OF ULTIMA I First was the perverted sorceror, Mondain, who slew his own father that he might gain immortality and advance his dark dominion over the land. It was against Mondain that you first answered my call, travelling through the moongate to put an end to Mondain's shadowy plans. THE TALE OF ULTIMA II The triumph of good was short-lived, for Mondain left behind an apprentice and consort named Minax, a cold-blooded young woman whose ambition was exceeded only by her thrist for blood. Entire legions of evil creatures responded to her commands, bringing misery to the inhabitants of Sosaria. Again, you rose to the challenge, slaying Miinax's vile minions by the hundreds until at last she too met her fate at your hands. THE TALE OF ULTIMA III Mondain and Minax had devised a treacherous scheme to assure their immortality throughout time. They had created an offspring known as Exodus, neither man nor machine, yet embodying every evil impulse they possessed. Rising from the murky depths of the Great Ocean, Exodus unleashed an assault of vengeance upon the world. Were it not for your keen wit and determination, Exodus would surely have brought utter devastation to our land. Aided by the enigmatic Timelord, you foiled the mighty Exodus, bringing an end to the Cycle of Gloom begun by Mondain so long ago. In this manner did you thrice respond to my call for valor and overcome the Triad of Evil. The peace and security brought about by your acts of bravery led the city-states to band together and form the nation of Britannia, submitting to my just rule as British, Lord of Britannia. THE ASCENT OF THE AVATAR, as Related in Ultima IV With the passing of gloom and despair from the face of Britannia, the citizens flourished. Edicts went forth from my hand which were designed to foster both the material and spiritual growth of the society. I established great centers of learning where the arts and sciences could be developed and appreciated. During this era of renaissance, eight major townships were built upon the foundations of the former city-states, each dedicated to the study and fostering of a single virtue. These towns stand as symbols of great fortitude to this day. All great cultural movements require role models to help society maintain proper focus. I therefore issued the challenge for such an individual to step forward and show the people the way of virtue. You responded in a fashion which befits your integrity and pure heart. Undertaking the task of unraveling the concepts of spirituality, you discovered the great Codex of Ultimate Wisdom and attained the title of 'Avatar,' the human embodiment of virtue. The newly discovered Codex was raised from the bottom of the Great Stygian Abyss in order that we might study its teachings. But our acquisition of the Codex changed the physical, as well as the spiritual, landscape of the world. A fiery new island, the Isle of the Avatar, rose from the depths of the Great Sea, and in the violent birth of this isle, an immense underworld chamber opened up! When this cataclysm had passed, a shrine was built on the Isle of the Avatar to house the Codex forever. THE SUBVERSION OF THE SHADOWLORDS, as Related in Ultima V The acquisition of the Codex of Ultimate Wisdom from the deep recesses of the underworld created a karmic imbalance in the universe, resulting in the emergence of three sinister Shadowlords from the shards of the black jewel of Mondain. These grim agents of darkness were the very antitheses of virtue. Their trickery and deceit allowed them to imprison me in their underworld dungeon and, in a perversion of justice, compelled the leaders of Britannia to oppress the people. The once noble Lord Blackthorn became the human agent who fulfilled their evil intent. However, following your instincts and the admonitions of the Codex, you applied the principles of truth, love and courage against the Shadowlords and the corrupted Blackthorn. Your efforts allowed me to banish them and their agents from the realm of light. Thus was I restored to my consecrated throne. However, my return to the surface world set off a great tectonic upheaval, resulting in the collapse of the cavernous underworld in which I had been imprisoned. Many aftershocks and cataclysmic disasters befell the world for a period of time after that, though eventually all was restored to normal. TODAY: THE THREAT OF THE GARGOYLES Though long believed to be mythological creatures, the existence of Gargoyles was discovered shortly after the first expedition to the geologically unstable underworld. At first, they seemed content to remain in their subterranean domain, but recently they began appearing in our world, seemingly bent on doing us great harm. These diabolical nemeses have begun to seize our holy shrines and places of enlightenment. Scores of homes and villages in our land have been destroyed during nocturnal raids mounted by the daemonic fiends, while countless others stand empty and deserted. Local and government militias have organized in opposition to the calamitous invasion from below. Whole brigades of skilled warriors from Serpent's Hold have clashed with these tireless foes on the field of battle, but to no avail. The Gargoyles' methods suggest that they are searching for something of great value. It is even rumored that they may seek your destruction, though why this should be so is not known to us. I urge you, my Champion and Avatar, to study the pages that follow, in part to ensure your own survival. But even more, heed my words that you may understand the condition of our world and the plight of our people against the unrelenting Gargoyles. THE KINGDOM OF BRITTANIA As the Lord of Britannia, I have devoted myself to fathoming the beauty and variety of this land. But one must not forget that the landscape has been stained with the blood of many a brave warrior who, for want of control over it, fell victim to its perils. Those who have seen the Bloody Plains in the northeast know of what I speak. So, take care in your journeying lest you fall prey to the seductive charm of the land, only to learn its deadly secrets while lost in contemplation. THE GREAT CENTERS OF POWER AND LEARNING The Castle of Lord British Chief among the places in Britannia, my keep overlooks the town of Britain from the protected flanks of the Serpent's Spine. Visitors to the castle will find evidence of my many interests and hobbies within its marbled halls. Though my authority extends from the throne to the most remote regions of the kingdom, none shall be turned away who come to me for counsel in their time of need. And forget not, Avatar, that I have prepared a room for you in my castle that you might find a place of rest from your long journeys abroad. The Lycaeum The world's greatest storehouse of knowledge and wisdom is contained within the walls that form the Lycaeum. Poised upon the northwestern slopes of Verity Isle, the Lycaeum's libraries, laboratories and academies of learning are a haven for the seeker of truth. Four times each year the Inner Circle of Mages congregates within the labyrinthine chambers to exchange esoteric secrets. Whilst in the area, do not fail to visit the observatory where astronomers create many fine lenses through which to view the heavens. Empath Abbey Home to the Brotherhood of the Rose, Empath Abbey serves as a retreat for those engaged in contemplation and reflection. Flanked by the oaks of the Deep Forest on one side and by the sea on the other, the Abbey sits as a lighthouse of peace in the northwestern region of Britannia, near the town of Yew. Well schooled in the vintner's craft, the brothers and sisters of the Abbey produce some of the land's finest wines, thus assuring their financial security and sustaining their monastic lifestyles. Serpent's Hold A bastion of honor, valor, and triump, Serpent's Hold is the castle headquarters of the Order of the Silver Serpent and the training center for Britannia's armed militia. Many noble and brave warriors have set forth in our defense from this garrison on the Isle of Deeds. The most skilled of these warriors, grizzled veterans all, have selflessly returned to instruct the new recruits in the ways of attack and defense. Recently, a dozen squads of the finest from Serpent's Hold went out to attack the camps of the invading Gargoyles. Few returned to tell about it. THE PRINCIPAL TOWNS When the Great Council met after the collapse of the Triad of Evil, it was decided that each of the main towns of Britannia should adopt one of the fundamental principles of virtue as its focus of learning. Each of these eight towns, the former city-states of Sosaria, has taken great care in fostering its guiding principle of virtue--they stand apart as the true jewels in the crown of Britannia. The traveller will find a sacred shrine dedicated to the chosen principle of virtue near each town. Moonglow, founded on Honesty On the southern tip of Verity Isle, the town of Moonglow welcomes those of faithful heart and noble intentions. Mages and scholars frequent this seagoing port because of its proximity to the libraries of the Lycaeum and because its accomodations and services are among the most reasonably priced in the land. Britain, founded on Compassion Centrally located on the shore of Britanny Bay, the town of Britain is the site of the castle from which I rule. It is also host to multitudes of travellers and to purveyors of goods of all kinds. The adventurer will surely appreciate the hospitality shown by Britain's compassionate citizens. The shops, inns and armouries of Britain are much renowned and frequented by all who prepare for and return from long journeys. The historic Wayfarer's Inn is considered a second home to many a road-weary adventurer. Jhelom, founded on Valor Many of Britannia's most esteemed warriors have emerged from the town of Jhelom in the far southwestern region of the kingdom on the main island of the Valorian isles. Lodging, supplies, armaments and a prosperous shipbuilding industry are to be found in this bustling town by the sea. Yew, founded on Justice Second in size only to Britain, the town of Yew is the judicial and legal heart of the kingdom, being home to the Supreme Court of Britannia. Druids and philosophers have long gathered under the shade trees of the Deep Forest surrounding Yew, exploring the subtle nuances of justice and righteousness. While visiting Yew, one will find a fine pub and a fully equipped armoury and apothecary. Minoc, founded on Sacrifice Stretched across the mouth of Lost Hope Bay in northern Britannia, Minoc has commited itself to the plight of the needy and homeless. Minoc is also well known for its artisans who excel in the crafts of metalworking, armouring, glassworking, and clock making. Trinsic, founded on Honor The honorable paladins who make their homes in the idyllic town of Trinsic are noted for their courage and devotion to truth. Situated just north of the Cape of Heroes in the south lands, Trinsic provides many fine goods and services to the traveller, including a stable where the finest steeds are available to speed you along your way. Skara Brae, founded on Spirituality It has oft been said that Skara Brae, close by the mystic forest of Spiritwood, is the spiritual center of Britannia. But the word "spirit" has many meanings, and only some of the town's inhabitants--notably the healers, magicians, and priests--concern themselves with matters of the soul. Others in the area have a different meaning in mind--those inclined to take advantage of Skara Brae's fine winery! New Magincia, founded on Humility Having been destroyed in ancient times for its haughty pride, New Magincia was rebuilt by a more humble people who favored the simple ways of farming and rural life. With the passage of time, an industrious village has grown atop the ruins of the old town. Those who would revel in their own pride should take special note of the lesson of New Magincia. OTHER LOCATIONS OF NOTE Buccaneer's Den Lives there a soul who has not heard of the notorious pirates and thieves of Buccaneer's Den? In spite of its ill repute, many travellers have found this island village east of Paws to be a great source of exotic goods. The ships that frequent its harbor bring unusual artifacts from far and wide. Cove Nestled in the mountains just south of Lost Lake, Cove is home to many magicians, healers and alchemists. One will also find there a shrine dedicated to the Avatar's pursuit of Virtue. Paws This quaint coastal village lies halfway between the towns of Britain and Trinsic, where the weary traveller can obtain food, shelther and a change of horse. The mysterious islands known as the Fens of the Dead can barely be seen offshore near Paws. In these Fens, mages ofttimes seek the rare mandrake root and nightshade so necessary to their potent concoctions. The Bloody Plains Site of one of Britannia's most savage wars, this desolate region lies sandwiched between two great swamps across the mountains northeast of the village of Cove. The bloodstained soil serves as a timeless memorial to the thousands of brave soldiers who met their fate there. Mages know this area as another of the few paces where they can find mandrake root and nightshade. The Isle of the Avatar This enigma of nature rose from the sea when the Codex of Ultimate Wisdom was brought up from the depths of the Great Stygian Abyss. The great subterranean upheaval that gave it birth left the large island dotted with volcanic craters, steaming fumaroles, and a ready supply of sulfurous ash. Few are brave enough to risk the hazards of this place--even to behold the Codex in the Shrine of the Avatar. The Palace of Blackthorn Few nowadays venture near this monument to evil, but rumors abound that the mad wizard Sutek has taken refuge in the former abode of Blackthorn, the defamed ally of the vanquished Shadowlords. What Sutek might be doing there, none can say. THE CITIZENRY The citizens of Britannia are a diverse people who have survived many challenges to the rule of Order. Their ancestry can be traced to a time before the Sosarian city-states were formed, a time when a loose confederation of druids and mages flourished alongside a meek but industrious agricultural populace. Relics of ancient times can be found throughout the land and traces of the ancient language of the land can be found throughout modern Britannia. In your travels you will no doubt come upon the occasional sign or placard written in a curious runic script. Passed down from one generation to the next, this written runic language is directly descended from the language of the druids of old. Though strange and seemingly indecipherable, the process of interpreting runic script is really quite simple. The key (ULT6LANG.DOC) will enable the traveller to translate runic characters into his native tongue. INTERACTING WITH THE CITIZENS Whether talking to the farmer in his field or to one of the scholars at the Lycaeum, one will be impressed with the eloquence and diversity of interests possessed by the people of Britannia. Their good-natured dispositions are a result of several generations of relative peace brought about by the natural focus on the principles of Virtue. When meeting someone for the first time, it is customary to ask them their name and job. In most cases, a Britannian will be more than willing to discuss a variety of subjects and be most eager to answer questions you may post to him. Do not fail to take note of the things you are told during these coversations, for even the words of the humblest farmer or beggar may provide needed guidance in your journey through the land. Many Britannians will do far more than offer advice and information, however. If asked to join your party, the more adventuresome in the realm will accompany you on your quest. Stalwart allies can mean the difference between victory and defeat, so choose your party members wisely. Merchants buy and sell a variety of goods and services, offering you the opportunity to stock up on needed supplies or build up cash reserves. Enter a shop and tell the proprietor you wish to buy something and you will very likely find the item you desire. Offer to sell the proprietor an object in your possession and you may find him an eager trading partner. The commerce of the nation is a source of pride to all Britannians and a subject worthy of detailed treatment here. COMMERCE A complex system of interdependency among many professions and crafts drives all commercial activity in Britannia. This interdependency ensures that Britannia remains a growing nation, well supplied and prepared against times of shortage and hardship. Farming Since the times before our great societal expansion, farming and animal husbandry have been the cornerstones of the Britannian economy. It is the farmer who grows fine grains for the baker and the baker who makes our bread. It is the rancher who tends the cattle for meat and dairy products, keeping our stores and pubs filled with the necessities of life. In like manner, the shepherd supplies wool to the makers of cloth who, in turn, enable the clothiers to ply their trade. In these and many other ways, Britannian owes its livelihood to the persistent laborers of the soil. PROFESSIONAL MERCHANTS The merchants of Britannia strive to provide satisfactory goods and services to their customers. The professional symbols emblazoned upon the signs which hang outside their shops attest to their willingness to assist the traveller.. at least during business hours. Armouries (Serpent) Britannia's armouries are a key factor in the security and prosperity of the land. Providing both armaments for the valiant and employment for armourers and blacksmiths, these shops offer high quality armour and weaponry of many types. Most armourers will gladly repurchase used equipment, though usually at prices far lower than originally paid for them. Stables (Horseshoe) The seasoned traveller understands what a godsend a steed can be on lengthy and treacherous journeys. Stables are usually found in smaller towns and villages, or at private residences where the owners may be willing to offer you a fine horse at a fair price. Markets & Pubs (Mug and Bowl) Most of the major towns in Britannia have at least one shop dedicated to caring for the traveller's need for food and supplies. The wise traveller will learn to examine the varied inventories carried by different merchants, making note of the shopkeepers who stock rare and unusual items--one never knows when such knowledge may be of use. In pubs, the traveller may partake of a refreshing glass of ale or a fine meal of pheasant and mutton. The service will often be accompanied by the melodies of a cheerful minstrel, and pub owners are known for their willingness to take part in a friendly chat. Healers (Ankh) The vast wildernesses of Britannia, though rich in beauty, also hold hidden dangers capable of causing travellers injury or illness. Luckily, many towns have professional people trained in the medicinal arts. Healers can turn back the ravages of swamp poison or heal wounds earn in battle. Some physicians claim that their healing arts have been enhanced and augmented by magic, to the point that they can resurrect the dead! Magic shops (Vial) These occult apothecaries are quite interesting to visit. Their oddly decorated shelves are often strewn with vials of strangely colored potions, queerly glowing staves and scepters, and a cornucopia of herbal and mineral reagents useful in the mage's work. since many of the items offered are both rare and expensive, their availability will vary from town to town, so the travelling mage will want to make special note of those things offered in the places he visits. Inns (Candle) Inns provide safe, restful accomodations where travellers can retreat after a long, hard day. Many inns even offer fine dining facilities on-site. Prices will vary from place to place, but even the most inexpensive inn is a welcome home away from home for the weary adventurer. Shipwrights (Anchor) Several of the port towns along the shores of Britannia boast of craftsmen renowned for their dedication to the construction of safe, dependable sea vessels. Whether you need a small skiff to get upriver, or a mighty sailing vessel for open sea travel, the local shipwrights will be more than happy to discuss terms. It is wise to pay attention to information about local sea and wind conditions before setting out in a new craft. Guilds (Key) It is not uncommon for members of certain professions to organize themselves into guilds which cater to the specific needs of their membership. Such guilds have been set up in a number of towns. The guilds provide professional adventurers with many of the things they need for journeys into the wilderness and deep dungeons. Tailors (Scissors) Nowhere is the interdependence of Britannia's craftspeople more in evidence that in the field of tailoring. Thread must be spun and taken to weavers. Weavers, having made cloth from the thread, deliver it into the hands of clothiers. Clothiers turn bolts of fine fabric into clothes fit for kings. Find your place in this process and you may profit. Seek out the tailors of Paws if you desire a wardrobe of the highest quality. Fletchers & Bowyers (Arrow) Many are the fletchers and bowyers of Britannia, but none are held in higher esteem than those of the town of Britain. The ingenious engineering and high quality of their arrows, bolts, bows, and crossbows is known through the land. This is due mainly to the great skill of the master bowyer, Iolo Fitzowen, proprietor of Iolo's Bows. Iolo and his apprentice, Gwenneth, can be of great assistance to archers. THE CALL TO ADVENTURE Adventuring in the savage lands of Britannia is no life for the timid, nor is it a profession for those lacking resolve. Consider carefully before taking up the gauntlet I cast before you, for the path to your destiny is fraught with peril and adversity. The elite corps of stout-hearted souls who accept my challenge must be disciplined, determined and willing to sacrifice all. But even more, they must be devout followers of the path of virtue. Learn now the ways in which my chosen adventurers apply their talents to the tasks before them. THE WAY OF THE FIGHTER Many celebrated fighters are trained in the art of combat at Serpent's Hold. There are, however, a few warriors of humble origin who have not the benefit of such training. These acquire skills on the field of battle, earning high acclaim for heroic deeds of valor. The true value of a fighter is found not in his training, but in his heart; it is exemplified not in his knowledge, but in his accomplishments. The fighter typically possesses great strength and endurance, complements to his natural instincts and boundless courage. His proficiency with many weapons makes him a walking arsenal, ever ready for battle. The fighter prefers to mount his attack from the front line position, a strategy which well serves his inclination to wield mighty bludgeoning weapons and lethal two-handed swords. As a novice fighter grows in experience, his strength and dexterity naturally increase, allowing him to employ more effective combinations of weapons and armour. Enjoying the company of rangers and paladins, the fighter should likewise associate himself with a mage or a bard who can supplement his great physical attack with long range weaponry and the tools of magic. THE WAY OF THE BARD Poet and minstrel, tinkerer and athlete, user of magic and noble adventurer... These all describe the multi-talented bard. Though not as physically imposing as the fighter, the bard is usually more dextrous and agile, being both quick of mind and of foot. Sure hands and nimble fingers serve the bard well as he untagles knotty puzzles and picks "unpickable" locks. Often an accomplished archer, the bard is also acquainted with the ways of magic, making him a most versatile gladiator on the field of battle. He often chooses to aply his combative skills from the rear of the melle where he can let his arrows and fiery magic missiles fly toward beleaguered targets in the front. Whether in the heat of battle or in the quagmire of a wizard's mischievous riddle, the well-rounded bard is an indispensable ally to the adventurer's quest. THE WAY OF THE MAGE All well-travelled adventurers have at one time or another been mystified by the mages of Britannia. Never to be forgotten is the sight of a cloaked figure performing an odd dance in a distant clearing. Puzzling indeed is the whispered transaction between a mage and an apothecary as the magician acquires the plants and animal parts that are the raw materials of his trade. Seeing what cannot be seen, hearing what no man hears, communing with beings not present... What ancient spirit possesses the mage that his mind constantly dwells on things not perceived by the common man? One never chooses to become a mage--one is born a mage, having from birth exhibited magical inclinations and abilities which defy rational explanation. A mage usually spends his early years studying the esoteric writings and diagrams contained in the libraries of the Lycaeum or poring over bottles and boxes of exotic herbs and minerals found in its laboratories. The tools and weapons of the mage are found in his spellbook, which never leaves his side. This tome is filled with pages of cryptic runes which descripbe the auspicious times, places and methods for various types of sorcerous work. The illusions and spells at the mage's command often cast him in the role of equalizer when a party of adventurers finds itself in an otherwise one-side conflict against a megalithic foe. From a well-protected position at the edge of the battle, the mage makes the necessary preparations and utters the mysterious incantations to unleash the force of his chosen spells against an unsuspecting foe. Certain skilled mages possess remarkable power over nature and matter, being able to create and destroy living and inanimate things at will. The deeper secrets of the mage will be discussed later in this treatise--such secrets are not for the eyes of all men... THE WAY OF THE AVATAR Embodying the fortitude of a fighter, the quickness--and quick-wittedness--of a bard and the mystic insights of a mage, you have spent long years mastering the principles of virtue. Many are the times you have savored the syllables of the mantras and the spicey scent of incense during morning meditation. But you are equally stirred by the sounds and smells of combat, being as much at hom eon the field of battle as in a solemn shrine. A paragon of integrity, you have always south total understanding of the world around you, often journeying to the libraries of the Lycaeum or conferring with the scholars of Moonglow and Yew. However, your love of scholarly pursuits does not weaking your ties to the world outside the cloistered halls of academe. Your devotion to your companions and those in need is total, and you are ever aware that the principles of virtue are designed to guide us in our relationships with our fellow man. Your path offers both great risk and grand reward, but you are concered with neither. Driven to follow this, the highest path, by forces unknown and unknowable, you follow the Way of the Avatar to whatever end destiny has decreed. ADVENTURING AS A PARTY Even the most valiant and powerful adventurer cannot stand alone against all of the obstacles that will block his path. Banding together with other likehearted fellows will give you the strength of numbers, and, of equal importance, a diversity of talents which can be drawn upon along your way. The Avatar joined by the fighter, bard and mage makes for a most imposing and formidable team. Putting their trust in your wisdom and skills, party members usually move as a group toward a common objective. There may be times, however, when an individual party member may set out on his own path whilst the remainder of the party awaits his return--it is often prudent to send someone ahead to scout a trail, for example, or to test the integrity of a decaying bridge which hangs tenuously over a thundering river. However, as the acknowledged leader of the group, you may at any time summon back individuals who have set out on their own, regrouping the party for further travel. An adventuring party accumulates many things during its travells--things purchased or found in the towns and countryside, and treasures collected from the corpses of fallen foes. Travelling is often made easier if provisions and equipment are distributed evenly amongst the party members. The well- organized party works together, sharing with each other the things they carry, aiding each other on their long journey. GETTING AROUND IN BRITANNIA The frequent traveller in Britannia learns to avail himself of the various means of transport which can be obtained. Acquiring a fine steed from the village stables, you will soon learn that such a mount will not only improve the quality of travel from town to town, but also give you a decided advantage in combat against those who would impede your progress. When a quest requires crossing the high seas, sailing vessels of various types may be obtained from the shipwrights that do business along the coastal ports of call. It has even been said that some adventuresome souls have learned a way to travel in a craft that is lighter than the air itself, but these rumors, though widespread, remain unconfirmed. THE PARTY IN CONFLICT Without fail, the travelling party will be set upon by people and creatures whose sole purpose is to cause mayhem and sorrow. Let the traveller beware. When entering into mortal combat against one of the myriad creatures of the land, learn to measure its strength and speed, nothing both its tactics and endurance. One creature may attempt to bludgeon you senseless, while others attack you from afar with hurled weapons. Many of the mythical beings you'll encounter will use magic and illusions in their efforts to subdue you. If you can survive their attacks and deal punishing blows of your own in return, you will share the victor's right to search their fallen corpses for whatever bounty they carry. It is useful to devise strategies that will increase the party's chances of survival in combat. Before combat begins, each party member can be assigned a field position (frontal attack, flanking maneuvers or long range rear position). When the party comes under attack, the party members will move automatically to their predetermined positions and fight according to the strategy they've been assigned. As effective as predetermined combat positions are, you may choose not to assign each party member a particular strategy. In this case, your allies must act independently in combat. Situations may even occur in which a member of the party becomes a berserker. When this happens, he will simply charge and attack the most formidable opponent in sight. A special note is in order for spellcasters. While invoking magic spells will give you a decided advantage in battle, not all creatures will be affected by them in the same manner. Therefore, you must learn to use your magical talents judiciously, lest you waste valuable reagents and psychic energy. THE PARTY AT REST As a party becomes weary from the fatigue of a long journey and many battles, it can set up camp in a safe place away from the hustle and bustle of town. The burning campfire will take the chill out of the cool night air while the party members eat some of the provisions they carry in their packs, perhaps enjoying a round of storytelling or song. With bellies full, the travellers should take a few hours sleep to ready themselves for the challenges of a new day. Sleep provides an opportunity for much needed healing to the injured and battle-weary adventurer. It is wise to let one of the party members stand guard while the others sleep so that he may awaken them if trouble approaches in the night. Since the grou's guard gets no sleep, he should be allowed to rest the following night while another stands guard. EXPERIENCE AND THE LEVELS OF ATTAINMENT The much-travelled adventurer will face many opportunities to explore new places, talk with people, solve puzzles and complete quest. As you do these things, experience will lead to increased physical strength, dexterity and intelligence, giving you greater capacity to fulfill your destiny. You can only gain a true appreciation of such increases by returning to one of the Shrines of Virtue and engaging in reflection and meditation. To meditate, learn the mantra of the shrine of your choice. Then talk to the shrine and follow its instructions. COSMOLOGY There exists an extraordinary cosmic association between the gravity of the moons and the delicate fabric of time and space. As though pulling the strings of some cosmic marionette, the moons cause radiant moongates to appear on the land below. Step through one of these shimmering corridors of light and you will be transported to a new time or place. Moongates generaly appear at locations where fragments of extraterrestrial rocks called "moonstones" have been buried. There are at least two types of moongates--blue and red. Blue moongates, generated by moonstones, generally focus on destinations in but a single world--the world in which they appear. Their power, awesome though it may seem, is limited, allowing the traveller to teleport only from the location of one moonstone to that of another. The moonstone the user travels to is determined by the phase of the moon that appears directly overhead in the sky. Through experimentation and observation, the moongate trveller can correlate the phases of the highest moon with the destination the gate will select. Red gates, generated by the powerful obsidian Orb of the Moons, can send the traveller anywhere in Britannia. In fact, the holder of this black stone can teleport to worlds other than his own. I, Lord British, have used the red gates often, but there is, no doubt, much more to be learned about these gates. LAST WORDS Consider carefully the thoughts I have set down in this treatise. Refer back to these words often, that you may better understand your experiences as you journey throughout the land. You are advised to keep a personal journal of your experiences. Make notes of conversations with the good citizens of Britannia. Record information found on signs or read in books or scrolls. Keep track of the location of provisions--items that seem unnecessary at one time may become useful at another. They may hold information vital to your quest. Finally, I must share with you news but recenty received from the scholars of the Lycaeum. In compiling information about the daemonic Gargoyles invading our land they have begun to detect a pattern. It appears that our foes are trying to capture the Shrines of Virtue found near the major towns. The moonstones are now in their possession, and, as each new shrine falls, a stone is placed on the altar there. To prevent anyone from removing the stones, the gargoyles have erected impenetrable force fields around the altars. Go to the shrines at your earliest opportunity, free them and seek guidance at the altars through prayer and meditation. I urge you, my Avatar, to uncover the dark purposes of the gargoyles before the last shrine falls. I fear you may be Britannia's last hope. Ultima VI by Origin Reference Typed by Rygar and Hill Billy THE MAIN MENU When you type "Ultima6," an introductory sequence will begin. Read all text messages that appear and press any key or click in the message box to move on to the next message or screen. (Press if you want to bypass this sequence altogether.) When this is over, the main menu will appear, listing five options-- Introduction, Create a Character, Transfer a Character, Acknowledgements, and Journey Onward. To select one of these options, click on it with the mouse. From the keyboard, use the arrow keys or numeric keypad to highlight the one you want then press return, or type the first letter of the option's name. The first time you play, you will want to go directly to Create a Character. Here, you can type in your character's name and select his or her Sex and Portrait. Go on to the next portion of the character creation system by clicking on the Continue box (or by typing "C"). This will take you to a series of questions. Answer by selecting the A or B response to each question. The way in which you answer determines the kind of character you get. When your character is complete, you will automatically be taken to the Introduction. This will tell you what the game is about. If you want to watch this again later, select Introduction from the menu. If you've played Ultima IV or Ultima V, you may want to bring your character from one of those games over to Ultima VI. Transfer a Character allows you to do that. Select this option and follow the directions on the screen, then click on the Transfer button and you're ready to use your old character in the new game. Acknowledgements tells you who did what in the creation of Ultima VI. Journey Onward takes you directly into the Ultima VI game. Select this option when you're ready to play. SCREEN LAYOUT The Map The largest region, in the upper left, is the map. This shows the world you are moving through, with the view centered on you (or another member of your party if it's their turn). With a mouse, move your characters around by positioning the pointer over the map until it becomes an arrow pointing in the direction you wish to move. Then click the left button. Some actions ask you for a target location. (You may have to say where you want to drop an item, for example). To select a location, click on it with the left mouse button. If you don't want to use a mouse, move by pressing one of the arrow keys, or one of the eight keys around the 5 on the numeric keypad. These keys are also used to select target locations--move the crosshairs on the screen to the desired location and press to initiate the action. You can pass your turn and do nothing by positioning the mouse pointer over your character and clicking the left mouse button or by pressing the space bar. The Status Display In the upper right-hand corner of the screen is the status display. At the top of the display, the current position of Britannia's sun and the positions and phases of the two moons in the sky are shown. Beneath this is a roster of all the members of your party, along with each character's figure and current hit points. A character whose hit points are printed in red is hurt badly; one whose hit points are green is poisoned. When a party has more than five characters, arrows appear at the top and bottom of this part of the screen. Click on these arrows to scroll up and down through the list of party members. The + and - keys can also be used. If you click on a character's name, you will be shown their portrait and statistics. The higher a stat, the better. Strength determines how much a character can carry, and how effectively they can strike with bludgeoning weapons. Dexterity determines how quick they are (faster characters get to move and/or attack more often), and how effective they are with non- bludgeoning weapons as well as crossbows, bows, and other missile weapons. Intelligence determines the character's bargaining ability and effectiveness as a spellcaster. The next two stats show pairs of numbers--the current number of points the character has, and the maximum possible. Magic points determine how many spells can be cast. For instance, a spell of the fourth circle uses four magic points. Health determines how much damage the character can take before being killed. Each hour, you recover a number of magic points equal to your current level. Health can only be regained by rest or healing. The next statistic in the list is Level, which indicates how powerful a character has become through experience gained in past adventures. The last stat, Experience, determines when a player is ready to progress to the next level by meditating at a shrine. To view a character's Inventory, click on one of the figures to the left of the roster. On the left side of the inventory display is a figure showing all equipment that is readied for immediate use--either held in the character's hands, or being worn. If you are holding something that requires both hands, such as a crossbow, you will not be allowed to put anything in the other hand. Below this figure is the current weight of all readied items, and the maximum weight the character can have readied. On the right side of the inventory display are all other items carried by the character. The total weight being carries is listed here, along with the maximum weight the character can have in inventory. To ready or unready an item, just click on it with the left mouse button. To look inside a container in your inventory, such as a bag or a chest, just click on it. Click on it again to return to the main inventory display. At the lower right, the character's current combat mode is displayed (see "Begin/Break Off Combat," below). At the lower left of the status display are five buttons. From left to right, their functions are: show previous character, return to party display, switch between portrait and inventory displays, show next character, and change combat mode. Again, without a mouse, press the following key with the corresponding icon picture: Key Icon of 1 Man with arrow pointing left 2 Group of men 3 Head 4 Man with arrow pointing right 5 Two swords To use the inventory display from the keyboard, press the key to move the crosshairs to the status display. You can then move to any item or button with the arrow or numeric keypad keys, and press to select it. Pressing the key again will return the crosshairs to the map. The function keys F1 through f8 will switch the display to show the different members of your party. (If you don't know the positon of a character in your roster, the + and - keys allow you to show the next and previous characters.) F10 will return to the main party display. The asterisk (*) key will toggle between a character's portrait and inventory displays. The Message Scroll At the lower right of the screen is the message scroll. All text describing things you see and hear, as well as the results of your actions, is displayed here. When a message is too long to fit on the scroll, a flashing, downward- pointing arrow appears ont he bottom of the scroll. Press the space bar or click ont he message scroll to view the rest of the message. The Command Icons Underneath the map are ten command buttons. The main commands in Ultima VI can be selected either with the mouse or the keyboard. To use a command from the keyboard, simply press the first letter of its name. With the mouse, move the pointer to the command button you want to use and click the lefft mouse button. Then select the object or person you want to use the command on. For frequently used commands, such as Get, Look, Attack or Move, you can set up a default commmand for use with the right mouse button. Click the right button on a command, and a blue line will appear under it. From then on, clicking the right button on any shape on the map or in your inventory display will execute that command on that object. You can change the default command at any time. For all functions other than executing the default command, the left mouse button should be used. The ten main commands are: ATTACK (A) is used to fight monsters, animals, or people, or to attempt to destory objects. After choosing the Attack command, choose a target on the map that is in range of the weapon you have readied. CAST (C) allows you to cast magic spells. You must have a spellbook readied, and have enough magic points and reagents available to cast the desired spell. When a character tries to Cast a spell, the spellbook will be shown in the status display, listing the names of all the spells they have learned. Each name is followed by the number of times that spell can be cast with the reagents in inventory. To page through the spells, click on the blue arrow buttons below the list or use the left and right arrow on the keyboard. You cast a spell by clicking on its name, or by selecting it with the up and down arrows and pressing . Typing the first letter of each syllable of the spell also works. For instance, to cast the Repel Undead Spell - AN XEN CORP - you could type AXC and press . Some spells require you to specify whom or what you are casting them on. Simply select a target on the map or in your inventory. There is one special spell, the Help Spell, whih requires no reagents. This will return you instantly to Lord British's Castle. It should only be used in the most desperate of situations, however, as it will usually cost your party many experience points. TALK (T) lets you converse with the people you encounter in the game. You can also speak with some shrines and statues, and with the other members of your party. You must select the character on the map you wish to speak with. Their portrait will appear in the status display while they are speaking. You talk by typing single words on the keyboard and pressing . All words may be abbreviated to the first four letters (e.g., "elephant" may be abbreviated to "elep"). Most people will respond to the words "name," "job," and "bye." (The "bye" command ends a conversation. You can accomplish the same thing by pressing without typing anything.) Some people will also respond to the words "join" and "leave," allowing you to add members to your party (up to a maximum of eight) or remove them. During the course of conversation, people give you an idea of what they're interested in talking about. If you have the help function on, as it is when you start the game, the subjects they want to talk about will appear in a different color on the screen; if help is off, you've have to figure out the key words in their conversations. However, be aware that some people will respond to other subjects, if you ask them. LOOK (L) allows you to identify anyone or anything in the location you select, on the map or in your inventory. This command can be used to read books, signs and gravestones or to examine paintings. It will also give information on the effectiveness of weapons and armor. When you use the Look command on an object you are adjacent to, you will search it. This will reveal the contents of chests, bags, crates, barrels, etc. It will also let you find hidden items or secret doors. GET (G) lets you pick up an object on the map. You must be standing next to it. If it isn't too heavy, it will be put into your inventory. DROP (D) can be used to lighten your load by getting rid of items you no longer need. First select the item in your inventory, then choose a spot on the map to place it. MOVE (M) is used to push an item or to move it between charaters in the party. If you select an item on the map, you can sometimes push it to an adjacent squrea to get it out of your way. If it's something alive, though, it may not always let you! Moving an item into a square with a chest, barrel, or crate will place the item inside it. This command can also be used to move things in and out of containers or from one character to another. To move an item to another character, click on them on the map. When you buy a new spell, you must move it into your spellbook before you can cast it. USE (U) operates any object that has some function. Among other things, it will let you open and close doors and chests, enter or exit ships, climb ladders, milk cows, mount horses, light or extinguish fires, look into telescope or crystal balls, ring bells, eat or drink food and beverages, or play musical instruments. After using a musical instrument, you play it with the numbers 0 through 9, and press when finished. REST (R) lets your party set up a camp and recover health and magic points. You will be asked how many hours you wish to rest, from 1 to 9, and who will stand guard. Select a character on the map display, or press to have no guard. A chracter will not regain hit points if they are out of food, or if they stand guard. If you are ambushed while resting, however, your party will not be awakened unless you have someone on guard! You can only rest on land. At sea, this command repairs your frigate. Multiple 'rests' may be required to repair a ship completely. BEGIN/BREAK OFF COMBAT (B) switches back and forth between party mode and combat mode. In party mode, the members of your party automatically follow you around. In combat, each character will behave according to the combat mode you have selected for them on their inventory dispaly. Characters in Front, Rear, or Flank modes will position themselves in a formation centered around you. Characters in Assault mode will attack the nearest enemy, while those in Retreat mode will avoid combat. Chracters in berserk mode will charge and attack the strongest foe. Lastly, if you select Command mode for a character, you can control their actions each turn, just as you do for your own character. You can change a character's combat mode at any time, even in the middle of a battle. KEYBOARD COMMANDS Ctrl-S saves the game. You will be asked if you really want to save the game. Type "Y" to save or "N" to cancel the command and keep playing. Ctrl-R restores the game to the last saved position. As in the case of the Save command, you will be asked to replay "Y" or "N" Ctrl-Q quits the game and exits to DOS. Make sure to save the game first if you want to return to the same position later! Ctrl-H toggles help mode on/off. Ctrl-Z toggels sound and music on/off. 1 through 8 place a member of the party in solo mode. In this mode, you can move that character around and perform whatever actions you wish, while the rest of the party remains motionless. Note that you can't talk to people or use ladders, dungeons entrances, or moongates in solo mode - you must be in party mode. 0 (zero) exits solo mode and returns to party mode. Esc aborts most functions. Ultima VI by Origin Addenda Typed by Rygar and Hill Billy THE IMPLEMENTS OF BATTLE No brave adventurer, knight or common traveller should venture into the hostile regions of Britannia without an appropriate selection of armour and weponas. Whenever possible, wear strong armour, a helm and shield, magical rings, tunics or amulets, and, of course, carry an effective weapon. BODY ARMOUR Foolish is the adventurer who embarks on a quest without the best armour he can afford. Several different types of armour are available--everything from inexpensive and relatively ineffective cloth to costly but highly protective plate. The armourers of Britannia will gladly allow you to examine their wares. Take advantage of this and acquire the armour best suited to your abilities and fighting style. Helms An unprotected head is sure to be the target of any shrewd opponent's sword. Helms are available in a variety of leather and metal forms, and one should be worn at all times when combat seems likely. Shields Unless wielding a heavy, two-handed weapon, the warrior should carry a shield with which to parry and block his opponent's attacks. Shields are constructed of wood or metal and vary greatly in shape and weight. WEAPONS The variety of types and uses of weapons exceeds full explanation in this treatise. Still, the proper choice of weapons is the single most important decision a warrior makes before setting out to do battle. In all cases, as your finances and opportunities allow, choose weapons which deliver the most powerful damage at the greatest range. Daggers Useful for stabbing and cutting in close-quarter fighting and for throwing in long range combat, the dagger is a most convenient and lightweight weapon to keep on hand. Main gauche Similar to a dagger, the main gauche also sports defensive hand protectors that can be used to parry an opponent's attack. Unlike a dagger, a main gauche cannot be thrown. Swords The warrior's chief weapon, swords come in two varieties: short swords, and two-handed swords. Despite their name, short swords are formidable weapons--a good thing, for only the strongest adventurers can wield the hefty two-handed swords. Always examine a sword closely before buying it, paying particular attention to its weight and the force with which it will deliver a blow. Missile weapons A complete battle strategy must include the use of weapons which can be shot, thrown or hurled from a great distance toward advancing opponents. Lightweight, hand-held items such as daggers, spears, axes or flasks of flaming oil can be most effective in times of need. Bows and crossbows are capable of firing with tremendous force, but they require the use of both hands and cannot be used effectively at point blank range. Some clever travellers have even been known to carry slings so they can drive off aggressors with hurled stones. Bludgeoning weapons While the effectiveness of cutting and thrown weapons is determined by the dexterity of the user, bludgeoning weapons, like clubs, depend upon the strength of the wielder. The mace is favored by many knights, whereas the two-handed hammer has been used by the mightiest of warriors to deal a crushing blow to the foe. Polearms A polearm is generally a stout wodden or metal staff topped by a metal cutting or bludgeoning fixture. The morning-star, a variation on this theme, consists of a staff with a chain attached to one end, and attached to the chain, a heavy, spiked bludgeon. Morningstars, halbers and other polearms are prized for the damage they are capable of doing and for their long reach. Unfortunately, polearms are unwieldy weapons which are most effective in the hands of a user possessed of great strength and dexterity. A BESTIARY Numerous and diverse are the beasts that inhabit the plains, forests, waterways, and dungeons of Britannia. Attempts to catalog them all have met with only limited success--such an endeavor requires the researcher to put his life in grave peril in order to make his observations. Therefore, much of what follows is information collected from first hand accounts of travellers and adventurers who have managed to return with their tales. Acid Slug: Though seldom encountered except in the darkest corners of the dampest caves, this featureless creature will secrete its corrosive juices on anything you possess that is metal, thus dissolving it. Painful but superficial skin burns may result from contact with the acid while it eats away at your armour. Conventional weapons have little effect on the monster, whereas a flame will send it fleeing. Alligator: Care must be taken whilst wading in the murky swamps which are the home of this aggressive man-eater. Possessiong great physical strength, this fearsome lizard can inflict heavy damage with a single blow from its mighty tail. Ant, giant: The shifting desert sands conceal these warrior insects all too effectively. Beware their powerful mandibles, capable of crushing a man in an instant. Bat, giant: Equipped with keen hearing and night vision, these large, winged rodents are swift and efficient in their nocturnal attacks. Though difficult to hit, their fur-covered bodies are extremely vunerable to damage. Bird: Generally posing no serious problem to the traveller, these swift, delicate creatures can peck annoyingly about the head if they are disturbed or threatened. Cat: Among the most common of domesticated beasts, the cat is often found prowling about alleys and storefronts, looking for bits of food or hapless mice. Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled ghouls drag their screaming victims into subterranean dens. What fearful end awaits the poor captive none can say. Only a burning flame has been known to have any effect on these creatures of the dark. Cow: A fine source of meat and dairy products, the complacent cow is a common sight on most farms. Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable strength, it wields a mighty oaken club when it isn't hurling large boulders as its foes. The earth trembles as this giant lumbers about its domain, or so say those who claim to have survived an encounter with a cyclops. Daemon: This most wicked and formidable of foes is not to be underestimated. Overwhelming strength, skill and intelligence make daemons nearly unbeatable. Possessing magical powers rivaling the most powerful of mages, the daemon can summon hordes of his brothers to assist him in killing or possessing his victims. Being already undead, the daemon has little fear of death. You are forewarned! Deer: These graceful athletes of the forest can be spotted dashing through the shadows on sunlit afternoons. Deer are a good source of food, but be aware that the antlers they sport can do significant damage. Dog: Though related to the vicious wolf, the common dog poses far less of a threat than his wild counterpart. As much at home in the field hunting rabbits as at the dinner table of its master, the dog should be respected, but not feared. Dragon: How many myths have been built around this winged, fire-breathing holdover from Britannia's distant past? Even the strongest warrior has been known to wilt under the intense magical flames and noxious fumes that pour from the enraged beast's nostrils. Though mortal, dragons are extremely difficult to kill. It is, therefore, a wonder that some bold souls have actually managed to steal eggs from a dragon's nest to satisfy the culinary delights of wealty town dwellers! Drake: Smaller than their cousins, the dragons, but no less ferocious in battle, drakes are usually found in the company of their more formidable relatives. In a battle against a dragon, one must be ever mindful of the deadly drakes. Gargoyles: Frequently confused with daemons, the gargoyles are a little understood race of beings. Only fragments of information have made their way back from expeditions to the underworld habitat of these creatures. We do know that there are two classes of gargoyles--a dominant, winged variety and smaller, wingless drones. The larger gargoyle is a daunting opponent, possessing very high intelligence and impressive magical powers. But, the smaller drones are not to be ignored, for their attack is deadly, despite their apparent lack of magical ability. Scholars at the Lycaeum are feverishly analyzing all incoming information regarding these perplexing creatures. Gazer: How this monstrosity evolved is anybody's guess, for gazers are among the most unusual creatures found in the realm. They are usually spotted hovering above the ground in dungeons, searching for creatures they can mesmerize with their multiple eyes. One experienced adventurer claims that gazers emit a strange buzzing sound as they move about. Remain alert when you suspect the presence of a gazer, as it is constantly on the alert for prey. Ghost: Ghosts are generally found in cemeteries and other places of the dead, though their movements are all but unlimited. These ethereal spirits pass easily through solid walls and other obstacles, making them difficult to chase and difficult to elude. Though they do not possess great strength, their mobility and ability to use magic make them a force to be reckoned with. Gremlin: Unimpressive in battle, gremlins usually roam in packs and will attempt to overcome you through sheer force of numbers. Given the chance, these persistent creatures will take whatever food you are carrying in your pack, distributing it amongst themselves in a frenzy of feeding. Headless: The product of a wizard's failed experiments, these wretched creatures somehow manage to sense the location of their quarry and strike with unnatural accuracy. Do not fall prey to pity, for a headless would as soon strangle you with its bare hands as accept your mercy. Horse: Being both strong and swift, these companions of the trail are invaluable when time is of the essence and one's strength is at an end. The traveller should obtain a steed early in his adventuring. Occasionally, you may spy a majestic wild stallin roaming the broad plains, but catching and taming it is another thing. Hydra: The putrid quagmire of the swamp is the spawning ground of this botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell of driving the enemy into the adjacent swamplands where the carnivorous hydras completed their mission of destruction. While fearsome, hydras also bring good luck, of a sort--when one finds a hydra, the valued nightshade mushroom can usually be found close by. Insects: These pesky, flying nuisances can be quite bothersome if stirred up by the careless explorer. A single buzzing swamp fly can be annoying; a biting swarm can leave the traveller depleted and exhausted. Mimic: Disguised as abandoned treasure chests, these masters of illusion wait patiently for passing adventurers whose greed exceeds their wisdom. if you take a moment to observe questionable chests from a safe distance, the mimic may reveal its true nature by spitting venom in your direction. Mongbat: Resembling a monkey as much as a bat, these winged anomalies are swift and powerful in their attacks. Though seldom encountered except in the deepest dungeons, encountering one in the dim subterranean light can unnerve even the stoutest among you. Mouse: This timid rodent seldom ventures from its lair except under cover of night, and then only in search of crumbs of food. Cheesemakers are especially wary of the nocturnal activities of these otherwise benign creatures. Rabbit: Though quite shy and non-threatening, these long-eared creatures are the bane of farmers, whose crops attract them in hordes. Rat, giant: These voracious, overgrown rodents have evolved over the centuries in the dank, inhospitable sewers that honeycomb the levels below some castles. Having grown immune to most poisons, they are difficult to exterminate. Even a single bite from one of these giants can cause disease or plague. Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a cataclysmic upheaval, the reaper at first appears as a solitary tree trunk rooted in the dungeon rock. Closer examination reveals a grim intelligence which lashes out with long, gnarled branches and magical bolts of destruction. But, the resourceful adventurer can turn the threat of the reaper into the evening's campfire, ofttimes uncovering hidden treasure in the process. Rotworms: Born of the decaying detritus which carpets the swamplands, these loathsome invertebrates are more nuisance than threat--a pass of your torch across their path will usually keep them at bay. Scorpion, giant: Is there anyone who has not flinched at the sight of an angered scorpion, its stinger poised to inject its victim with deadly venom? You are advised to keep moving when confronted by one of these armoured nightmares, lest you perish where you stand. Sea Serpent: Like its land-bound cousin, the dragon, a sea serpent will attack the seagoing traveller with magical fireballs and violent physical swipes of its long tail. The wise sailor avoids this nasty beast. Sheep: Among the most docile of the beasts of the field, flocks of these highly beneficial creatures serve the common good by providing wool to the garment- and rug-makers and fine mutton to the pubs. Silver Serpent: Since the days of ancient Sosaria, the silver serpent has been a part of our lives. Its form has been found etched on tomb walls, and ancient monuments have been found which were crafts in its image. Yet, a recent scouting brigade claims to have seen a dead silver serpent of incredible size near a gargoyle encampment. The scouts observed for a time and, upon their return, reported that the gargoyles milked the slain creature of its venom and even ingested the fluid thus derived before entering battle. This ritual act seemed to give the gargoyles a short-term increase in aggression and strength, though causing their death in the end. Whether the drinking of venom actually increased the gargoyles' strength is currently the subject of some debate at the Lycaeum. Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice that animates this otherwise lifeless latticework of bone and sinew. Conjured up by the malcontented mages bent on mischief, these creatures--the restless remains of fallen warriors--are both fearless and tireless in battle. Slime: This shimmering, amorphous mass seems more an oddity than a threat when first encountered. Constantly dividing and recombining, it seeks to surroung the traveller who happens upon its swamp or dungeon lair. Though susceptible to damage from ordinary weapons, the experienced adventurer is always ready to use fire against the ooze's subtle maneuvers. Snake: Emerging from their rocky lairs at the first morning light, these reptiles spend their days basking in the sun, warming their cold-blooded bodies so they can strike swiftly at their unsuspecting prey. They can even spit poisonous venom from several yards away with accuracy that is both horrifying and deadly. Spider, giant: Though they spin their lethal webs deep inside dark lairs, spiders of this gargantuan variety often venture forth in search of prey. They are capable of inflicting painful bites or spitting their toxic sputum from great distances. But they are not invincible, and can be killed with a few well-placed blows. Squid, giant: The dreaded scourge of all mariners, this horror of the high seas is legendary for its ability to destroy a large sailing vessel with its dextrous tentacles and crushing beak. It being exceedingly strong and durable, one should avoid confrontations with this nemesis of the deep. Tangle Vine: Though this plant resembles a common hedge of briars and thistles, wary adventurers take care to avoid tangle vines. The sharp thorns that adorn this creeping foliage radiate from a well-protected central flower pod. As if the swiftly growing limbs weren't threat enough, the flower pod gives off a sleep-inducing fragrance whenever it is threatened. Troll: The brutish troll takes perverted pleasure in hiding beneath bridges so it can terrorize the unsuspecting traveller. Fortunately, trolls are relatively weak and they lack endurance, so they pose only a moderate threat when encountered. Wisp: Often mistaken for harmless, forest firefly, the nocturnal wisp can both mystify and antagonize the adventurer. Though only causing minor harm in any single attack, its uncanny ability to dance about the field of battle, striking at will, can lead to serious cumulative injury. Wolf: Both revered and feared, this canine lord stalks the high plains and forest alike on its quest for survival. Never, ever, put this wary beast in a threatening situation! Its bite is far worse than its mournful howl. RYGAR 1992 Ultima VI by Origin The Eight Circles of Magic Typed by Rygar and Hill Billy Mages with little training and experience are limited in the spells they can cast. As a spellcaster grows in stature, penetrating the mysteries of the higher circles of magic, he gains the ability to cast more powerful spells. Great power is not without cost, however. When he casts a spell, the mage experiences a drain in magical power equal to the level of the circle of that spell. Thus, a simple first level spell drains one point while a fifth level spell, more difficult to cast, drains five. The caster's magical power returns within a few hours. THE 1ST CIRCLE Create Food Incantation : IN MANI YLEM Reagents : Garlic, Ginseng, Mandrake Root Effect : A fine bounty of food will be added to your pack Detect Magic Incantation : WIS ORT Reagents : Nightshade, Sulfurous Ash Effect : Discerns the magic nature of special objects and the specific magical charge currently in an item Detect Trap Incantation : WIS JUX Reagents : Nightshade, Sulfurous Ash Effect : Discovers concealed traps in suspicious chests and doors Dispel Magic Incantation : AN JUX ORT Reagents : Garlic, Ginseng Effect : Removes a sorcerous enchantment or poison which causes illness and bondage. Also awakens a person under the influence of a Sleep spell. Douse Incantation : AN FLAM Reagents : Garlic, Black Pearl Effect : Extinguishes flames Harm Incantation : AN MANI Reagents : Nightshade, Spider's Silk Effect : Inflicts moderate damage on your opponent Heal Incantation : IN MANI Reagents : Ginseng, Spider's Silk Effect : Applies healing energy to one who is injured Help Incantation : KAL LOR Reagents : None are required Effect : When all is lost and death seems certain, this spell quickens the user's demise and resurrects him and his party before the Throne of Britannia Ignite Incantation : IN FLAM Reagents : Sulfurous Ash, Black Pearl Effect : Ignites a lifeless torch, fireplace or brazier Light Incantation : IN LOR Reagents : Sulfurous Ash Effect : Illuminates a darkened area THE 2ND CIRCLE Infravision Incantation : QUAS LOR Reagents : Nightshade, Sulfurous Ash Effect : Detects the presence of living, warm-blooded beings in the dark. Magic Arrow Incantation : ORT JUX Reagents : Sulfurous Ash, Black Pearl Effect : Fires a moderately damaging missile at your opponent Poison Incantation : IN NOX POR Reagents : Nightshade, Blood Moss, Black Pearl Effect : Poisons your opponent with toxic venom Reappear Incantation : IN YLEM Reagents : Spider's Silk, Blood Moss, Black Pearl Effect : Undoes the effect of the Vanish spell, making the vanish object return to this world Sleep Incantation : IN ZU Reagents : Nightshade, Spider's Silk, Black Pearl Effect : Induces unconsciousness in the chosen victim Telekinesis Incantation : ORT POR YLEM Reagents : Blood Moss, Mandrake Root, Black Pearl Effect : Moves objects near the user without physical contact Trap Incantation : IN JUX Reagents : Spider's Silk, Nightshade Effect : Places a concealed trap on a chest or door Unlock Magic Incantation : EX POR Reagents : Sulfurous Ash, Blood Moss Effect : Unlocks magically locked chests and doors Untrap Incantation : AN JUX Reagents : Sulfurous Ash, Blood Moss Effect : Negates magical traps on chests and doors Vanish Incantation : AN YLEM Reagents : Garlic, Blood Moss, Black Pearl Effect : Makes simple objects disappear from this world THE 3RD CIRCLE Curse Incantation : AN SANCT Reagents : Sulfurous Ash, Nightshade, Garlic Effect : Reduces the effectiveness of a foe's armour Dispel Field Incantation : AN GRAV Reagents : Black Pearl, Sulfurous Ash Effect : Neutralizes magic fields generated by field spells Fireball Incantation : POR FLAM Reagents : Sulfurous Ash, Black Pearl Effect : Hurls a mighty flaming missile at your opponent Great Light Incantation : VAS LOR Reagents : Sulfurous Ash, Mandrake Root Effect : Provides long lasting illumination Magic Lock Incantation : AN POR Reagents : Sulfurous Ash, Blood Moss, Garlic Effect : Applies a magical lock to a chest or door Mass Awaken Incantation : AN VAS ZU Reagents : Ginseng, Garlic Effect : Awakens all nearby sleepers with an explosion Mass Sleep Incantation : VAS ZU Reagents : Ginseng, Nightshade, Spider's Silk Effect : Induces sleep in all beings in the area targeted by the caster Peer Incantation : VAS WIS YLEM Reagents : Nightshade, Mandrake Root Effect : Reveals the world and the caster's place in it as though peering through an eagle's eye Protection Incantation : IN SANCT Reagents : Sulfurous Ash, Ginseng, Garlic Effect : Increases the effectiveness of armour as well as the target's prowess and intelligence Repel Undead Incantation : AN XEN CORP Reagents : Garlic, Sulfurous Ash Effect : Causes all undead in the caster's field of vision to flee THE 4TH CIRCLE Animate Incantation : ORT YLEM Reagents : Sulfurous Ash, Mandrake Root, Blood Moss Effect : Causes inanimate objects to come to life and wander about, though not under caster's control Conjure Incantation : KAI XEN Reagents : Spider's Silk, Mandrake Root Effect : Summons a wild beast to your side to aid in combat Disable Incantation : AN VAN MANI Reagents : Nightshade, Spider's Silk, Mandrake Root Effect : Inflicts a grievous wound, nearly killing the target Fire Field Incantation : IN FLAM GRAV Reagents : Black Pearl, Sulfurous Ash, Spider's Silk Effect : Creates a searing wall of fire Great Heal Incantation : VAS MANI Reagents : Ginseng, Spider's Silk, Mandrake Root Effect : Restores one's health fully Locate Incantation : IN WIS Reagents : Nightshade Effect : Reveals the caster's location like a magical sextant Mass Dispel Incantation : VAS AN JUX ORT Reagents : Garlic, Ginseng Effect : Dispels all magic in the area targeted by the caster Poison Field Incantation : IN NOX GRAV Reagents : Nightshade, Spider's Silk, Black Pearl Effect : Creates a wall of noxious gases Sleep Field Incantation : IN ZU GRAV Reagents : Ginseng, Spider's Silk, Black Pearl Effect : Creates a wall of sleep-inducing energy Wild Change Incantation : REL HUR Reagents : Sulfurous Ash, Blood Moss Effect : Allows the caster to alter the prevailing direction of the wind THE 5TH CIRCLE Energy Field Incantation : IN SANCT GRAV Reagents : Mandrake Root, Spider's Silk, Black Pearl Effect : Creates an impassable wall of energy Explosion Incantation : VAS POL FLAM Reagents : Mandrake Root, Sulfurous Ash, Black Pearl Effect : Creates a powerful explosion, injuring those caught in its blast Insect Swarm Incantation : KAL BET XEN Reagents : Blood Moss, Spider's Silk, Sulfurous Ash Effect : Conjures up a swarm of insects to aid you in combat Invisibility Incantation : SANCT LOR Reagents : Nightshade, Blood Moss Effect : Causes beings to become unseen Lightning Incantation : ORT GRAV Reagents : Black Pearl, Mandrake Root, Sulfurous Ash Effect : Hulrs a powerful bolt of lightning at your opponent Paralyze Incantation : AN XEN POR Reagents : Spider's Silk, Sulfurous Ash, Nightshade, Black Pearl Effect : Momentarily paralyzes your opponent, thus disabling him Pickpocket Incantation : POR YLEM Reagents : Blood Moss, Spider's Silk, Nightshade Effect : Lets the caster take one of the target's belongings Reveal Incantation : AN SANCT LOR Reagents : Spider's Silk, Nightshade, Mandrake Root Effect : Makes invisible beings in the area become visible again Seance Incantation : KAL MANI CORP Reagents : Blood Moss, Mandrake Root, Nightshade, Spider's Silk, Sulfurous Ash Effect : Lets the caster speak with the dead as though they still lived X-ray Incantation : WIS YLEM Reagents : Mandrake Root, Sufurous Ash Effect : Allows the caster to see places otherwise obscurred by walls and obstacles THE 6TH CIRCLE Charm Incantation : AN XEN EX Reagents : Black Pearl, Nightshade, Spider's Silk Effect : Changes the alignment of the target to match that of the caster Clone Incantation : IN QUAS XEN Reagents : Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade, Mandrake Root Effect : Creates an identical, though not directly controllable, replica of any being Confuse Incantation : VAS QUAS Reagents : Mandrake Root, Nightshade Effect : Sends opposing foes into disarray Flame Wind Incantation : FLAM HUR Reagents : Sulfurous Ash, Blood Moss, Mandrake Root Effect : Sends a gale of flaming wind in the direction of your foes Hail Storm Incantation : KAL DES YLEM Reagents : Blood Moss, Black Pearl, Mandrake Root Effect : Brings down a storm of hailstones upon the caster's enemy and the surrounding area Mass Protect Incantation : VAS IN SANCT Reagents : Sulfurous Ash, Ginseng, Garlic, Mandrake Root Effect : Increases the effectiveness of armour, as well as the prowess and intelligence of nearby beings Negate Magic Incantation : AN ORT Reagents : Garlic, Mandrake Root, Sulfurous Ash Effect : Temporarily prevents the casting of spells and magic Poison Wind Incantation : NOX HUR Reagents : Nightshade, Sulfurous Ash, Blood Moss Effect : Sends a gale of noxious wind in the direction of your foes Replicate Incantation : IN QUAS YLEM Reagents : Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade Effect : Produces a duplicate version of simple objects Web Incantation : IN DES POR Reagents : Spider's Silk Effect : Lay's a fine, sticky web upon the ground to hinder a foe's progress THE 7TH CIRCLE Chain Bolt Incantation : VAS ORT GRAV Reagents : Black Pearl, Mandrake Root, Sulfurous Ash, Blood Moss Effect : Causes a lively bolt of damaging energy to leap from one living being to another Enchant Incantation : IN ORT YLEM Reagents : Spider's Silk, Mandrake Root, Sulfurous Ash Effect : Empowers special items with magical energy Energy Wind Incantation : GRAV HUR Reagents : Mandrake Root, Nightsahde, Sulfurous Ash, Blood Moss Effect : Sends a gale of wind in the direction of foes Fear Incantation : QUAS CORP Reagents : Nightshade, Mandrake Root, Garlic Effect : Causes all evil foes in the area to flee in terror Gate Travel Incantation : VAS REL POR Reagents : Sulfurous Ash, Black Pearl, Mandrake Root Effect : Teleports the caster's party to a moonstone location determined by the moonphase Kill Incantation : IN CORP Reagents : Black Pearl, Nightshade, Sulfurous Ash Effect : Sends a lethal bolt of energy towards an opponent Mass Curse Incantation : VAS AN SANCT Reagents : Sulfurous Ash, Nightshade, Garlic, Mandrake Root Effect : Reduces the effectiveness of armour, as well as the prowess and intelligence of all nearby beings, friend and foe alike Mass Invisibility Incantation : VAS SANCT LOR Reagents : Mandrake Root, Nightshade, Blood Moss, Black Pearl Effect : Causes all nearby beings to become unseen, though still present Wing Strike Incantation : KAL ORT XEN Reagents : Blood Moss, Spider's Silk, Mandrake Root, Sulfurous Ash Effect : Sends a powerful dragon's wing against your opponents Wizard Eye Incantation : POR ORT WIS Reagents : Blood Moss, Nightshade, Mandrake Root, Sulfurous Ash, Black Pearl, Spider's Silk Effect : Allows the caster to see otherwise obscured places up to 20 paces away THE 8TH CIRCLE Death Wind Incantation : CORP HUR Reagents : Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss Effect : Sends a gale of lethal wind in the direction of foes Eclipse Incantation : VAS AN LOR Reagents : Mandrake Root, Sulfurous Ash, Nightshade, Garlic, Blood Moss Effect : Causes the moons to block the sun's rays for a brief time Mass Charm Incantation : VAS AN XEN EX Reagents : Black Pearl, Nightshade, Spider's Silk, Mandrake Root Effect : Changes the alignment of nearby foes to match that of the caster Mass Kill Incantation : VAS CORP Reagents : Black Pearl, Nightshade, Mandrake Root, Sulfurous Ash Effect : Sends lethal bolts of energy toward all nearby beings Resurrect Incantation : IN MANI CORP Reagents : Garlic, Ginseng, Spider's Silk, Sulfurous Ash, Blood Moss, Mandrake Root, Effect : Restores life to a being who was dead Slime Incantation : VAS REL XEN Reagents : Blood Moss, Nightshade, Mandrake Root Effect : All evil creatures are changed to slime Summon Incantation : KAL XEN CORP Reagents : Mandrake Root, Garlic, Blood Moss, Spider's Silk Effect : Calls forth a daemon from the underworld who may assist you in combat Time Stop Incantation : AN TYM Reagents : Mandrake Root, Garlic, Blood Moss Effect : Temporarily suspends the flow of time while the caster continues his journey Tremor Incantation : VAS POR YLEM Reagents : Blood Moss, Sulfurous Ash, Mandrake Root Effect : Causes the ground to shake, injuring all beings in the affected area RYGAR RULES Alt 214 Codes for Ultima 6 "for all you real cheaters out there" brought to you by Beamer and Rygar For those of you that haven't found the magic method of travel in Ultima 6, pressing Alt 214 will bring up a prompt (in Gargoylian) for three coordinates - these three hex numbers will bring you to any location in Britannia, the dungeons or the Gargoyle world. This is apparently the programmers method of travel and is faster than a fan powered Balloon! The three numbers are basicly the x,y & z coordinates for the map, with 0,0,0 located at the upper left corner on Level 0 (Britannia). For this discussion, I will use the form x,y,l to describe this coordinate system. The first two numbers (x & y) increase by 1 for each move in the horizontal or vertical direction. The x coordinates begin at the left edge and the y coordinates begin at the top. The third coordinate (l) represents the level; Britannia is Level 0, the dungeons are Levels 1 thru 4 and the Gargoyle world is Level 5. Alt 214 is entered on the numeric keypad, just like entering ASCII codes. Each coordinate is entered separately, ie, press return after each one. You will be instantly teleported to your destination faster than Scotty could manage. Just be carefull about landing on mountians, oceans, dragons and the remnants of the once beautiful Gargoyle world - the Etherial Void. Now how does this relate to that old degree system used for over 5 centuries in our beloved land? Well, if you really want to convert your sextant readings to "Gargoyle coordinates" I'll tell you how (but there is an easier way!). Sextant coordinates are centered on Lord British's castle. Sextant coordinate 0N 0E is equavalent to Gargoyle coordinate 133,16c,0. It should be noted that one degree encompasses 8 moves on the map, or , 8 minutes equals 1 degree. Unfortunatly, the craftsmen of Britannia have not succeeded in producing a sextant fine enough to read to the minute. You will have to determine this on your own. Just move and read the sextant until the degrees change. I have assumed a degree-minute numbering system in the following form: 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 2.0 ..... OK, now lets say you read your sextant and move around and find you are at Sextant coordinate 37.1N 45.2E . To translate this to Gargoyle coordinates for a quick return, use the following proceedure: 1. For the x coordinate you must use the degrees E or W. Multiply the degrees by 8 and add the minutes. If this is degrees E, add it to 307; if degrees W, subtract from 307. Convert the result to hex for the final x coordinate. In our example: 45 times 8 = 360 minutes 360 plus 2 = 362 Since this is E: 307 + 362 = 669 669 decimal = 29d hex therefore, the x coordinate is 29d 2. For the y coordinate you must use the degrees N or S. Multiply the degrees by 8 and add the minutes. If this is degrees S, add it to 364; if degrees N, subtract from 364. Convert the result to hex for the final y coordinate. In our example: 37 times 8 = 296 minutes 296 plus 1 = 297 Since this is N: 364 - 297 = 67 67 decimal = 43 hex therefore, the x coordinate is 43 3. We now have the coordinate 29d,43. Since we are on the main map of Britannia, this is Level 0, and the full coordinate is: 29d,43,0 4. Now, just press Alt 214, enter 29d,43,0 in response to the prompts, and you will find yourself back in Minoc at the "old shrine". Now your going to say "You must be kidding - this is suppose to be a game, not a damm math lesson!" Well, I agree. I went so far as to write a program for my calculator to do the conversions for me. But then I reasoned: If Alt 214 exists, there might be other Alt codes that do something. The first one I tried was Alt 213 and, low and behold, this gives the Gargoyle coordinate for your present position plus a free view of the map - forget all those gems and peer spells! Alt 213 returns a 13 digit number, the last 7 of which are the coordinates. The first 6 are releted to the total number of moves you have made. For the example above, the number would look something like: 79000029D0430 or 790000 moves and coordinate 29D,043,0 OK, now for all you cheaters; Here are a bunch of Gargoyle coordinates, many of which can destroy your enjoyment of the game...kids, don't do this at home! Most of the enjoyment of Ultima is exploring the land on your own, so I suggest you only use these to see what lies ahead and find these locations on your own. The list is not complete because I'm taking my time roaming around and getting everything I can out of the game. Some of these coordinates are from a list generated by Bug Man. Thanks for the insite into Alt 214. BEWARE: You can land in a real 'snake pit' with some of these locations. Always be prepared for the worst when teleporting to a strange location. LB's Castle (for a quick heal)....................133,15f,0 Gold exchange.....................................144,18c,0 Vault at the Gold Exchange......................144,18a,0 Log cabin outside Yew.............................b2,94,0 Saw Mill..........................................2a4,65,0 Budo (Thieves guild-Serpent's Hold)...............233,25e,0 Wisps (outside Empath Abbey)......................a5,115,0 Iolo's hut........................................c3,e8,0 Mariah (Lycaeum)..................................37b,1aa,0 Ephemerides (Lens Maker-Lycaeum)..................3b9,196,0 Bonn's house (Hermit on Bloddy Plains)............3a3,d3,0 Bonn's basement (Map)...........................e9,32,1 Lake entrance on Isle of Avatar...................36c,383,0 Codex.............................................39b,354,0 Cyclops Castle (S of Minoc).......................25f,11d,0 Vortex Cube.....................................93,3c,0 Mushroom Isle (S of Paws).........................19b,29c,0 Isle to N with ship.............................194,28c,0 Magicians (for spells and reagents): Nicodemus (N of Britain)........................148,ca,0 Xiao (Verity Isle)..............................35b,165,0 Horance (N of Jhelom)...........................38,1d5,0 Rudyom (NE Cove)................................243,157,0 SHRINES Honesty (island N of Lycaem)....................3a7,109,0 Compassion (E of Britain).......................1f7,168,0 Valor (island S of Jhelom)......................9f,3b1,0 Justice (tip of land NE of Yew).................127,28,0 Sacrifice (desert E of Minoc)...................33f,a6,0 Honor (SW of Trinsic)...........................147,339,0 Humility (Isle of Avatar).......................397,3a8,0 Spirituality....................................????????? (Note: Maybe a bug; I can't go here under the full moon.) "Old Shrines": Moonglow........................................383,1f4,0 Britain.........................................1b3,18c,0 Jhelom..........................................93,374,0 Yew.............................................e3,84,0 Skara Brae......................................4b,1fc,0 Trinsic.........................................183,314,0 Minoc...........................................29b,44,0 New Magencia....................................2e3,2bc,0 Cities: Britain (Sundial)...............................133,1a3,0 Buccaneers Den..................................23c,215,0 Cove............................................223,163,0 Empath Abbey....................................83,db,0 Jhelom (Main Dock)..............................a0,36b,0 Lycaeum.........................................37b,1a4,0 Library (Ladder Down).........................37b,1b4,0 Minoc (Sundial).................................254,63,0 Baskets.......................................246,5c,0 James (Armorer)...............................259,6b,0 Moonglow........................................383,203,0 Penumbra......................................39a,1f3,0 New Magencia....................................2e3,2ab,0 Paws (dock).....................................198,264,0 Marissa.......................................186,257,0 Trinsic (at Rune)...............................19b,2e,0 Brandon (Armory)..............................1ad,2e8,0 Serpents Hold...................................22e,3bc,0 Skara Brae (Well)...............................54,203,0 Sutek's Island..................................316,3d4,0 Ladder down...................................313,3ad,0 Man (Balloon Plans)...........................b4,dc,4 Yew (Sundial)...................................ec,a7,0 DUNGEONS Hefitimus Cave: Entrance .......................................84,35b,0 Wrong: Entrance........................................1f4,53,0 Map Room........................................93,3,3 Covetous: Entrance........................................273,73,0 Map Room........................................93,3,3 Ant's Cave: Entrance........................................365,bb,0 Mushroom Lake...................................e4,2b,2 Object stores...................................ad,15,3 Hole down to map................................a4,2b,3 Map.............................................f7,27,4 Destard: Entrance........................................120,29d,0 Dragon Eggs (To North)..........................2c,2b,4 Hythloth: Britannia Entrance (Isle of Avatar).............384,3a4,0 Captain John....................................ea,ef,4 Gargoyle entrance...............................dc,db,5 Shame: Entrance (at Lost Lake).........................eb,19b,0 Skeleton's house................................2c,5b,1 River (gold nuggets)............................37,93,1 Magic Bow.......................................63,6,3 Ybarra (Map)....................................53,1f,4 Buccaneer's Cave (Sewers under LB's Castle): Entrance on Buccaneers Isle.....................234,253,0 Entrance in LB's Castle Sewer (1 of 4)..........44,4b,1 Daros...........................................43,7a,1 Glass Sword, Magic Bow..........................9c,7e,2 Spider's Cache..................................81,dd,3 Isle in Lake S of Pheonix.......................83,8c,3 Pheonix (Thief).................................76,46,3 Pirate Cave: N End of Island (safe area).....................2bc,333,0 Entrance @ Isle S of New Magencia...............2c3,342,0 Pirate's Treasure Room..........................9b,e4,4 GARGOYLE WORLD Valkadesh.........................................cf,ac,5 Hall of Knowledge.................................7f,af,5 Temple of Singularity.............................7f,37,5 Temple of Kings...................................7f,50,5 Shrine of Passion................................bc,2c,5 Shrine of Diligence...............................6c,dc,5 Shrine of Control.................................43,2c,5 Tomb of the Kings.................................7f,9,4 Now, all I ask for all these coordinates is for someone who has been to the Shrine of Spirituality to do an Alt 213 on it and tell me the coordinate. I seriousally think I have a bug since I can't get there by normal means. You can leave me a message on Candyland, Elm Street or the Fatal Society. Beamer ---------- ^ ^ ULTIMA VI 1 Introduction, Shrines 2 Map, Tablet, Gargoyles 3 Balloon, Beh Lem, Shrine of Singularity, Dungeons of Diligence, Control, Passion 4 Lenses, Codex, Endgame ULTIMA VI Part 1 INTRODUCTION Avatar, you're being called on once again to save Britannia! A mysterious Moongate has appeared and you have stepped into the world of Britannia. It appears that the Shrines are being overrun by Gargoyles, and the entire land is under attack. Lord British wants you to put a stop to this immediately. So, you're off to prove your worth as the Avatar one more time. ULTIMA VI has had a major face lift. Compared with all the other ULTIMAs, it is graphically the best. It also sounds the best. ULTIMA VI takes advantage of 256 color VGA graphics, which almost makes the game come alive. This walkthru will attempt to help you in difficult places. I try not to go into too much detail, because I think you need to discover things by yourself. Remember, if you have problems not covered in this walkthru, you can stop by The Gamers' Forum. The bad thing about this game are all the bugs. As of this writing, the current version of ULTIMA VI is 4.2 (IBM users type CTRL-V to get the version number). If you have noticed strange things happening (people and objects disappearing, things being where they shouldn't be), contact Origin Systems immediately. They should provide you with the latest version free of charge. One more thing before we get into the walkthru: I would like to thank Greg Ellsworth (a/k/a "Venger"), co-author of this walkthru. He helped me almost every step of the way through ULTIMA VI; without his guidance and help, I would have been playing for another year! THE SHRINES Being a non-linear CRPG, ULTIMA VI doesn't really require you to do things one way to progress through it. A good way to start developing your characters is by saving the various Shrines. This part of the walkthru will lead you to all the Shrines on the surface of Britannia. (NOTE: With some experimentation, you can use the Orb of the Moons that you received at the beginning of the game to get to all the Shrines.) The first Shrine to free is the Shrine of Compassion. In order to liberate the Shrine from the hold of the gargoyles, you need the rune and the mantra. To get the rune, go to where the three musicians are playing (they're located in the museum building). Speak with the child named Ariana and ask her about the rune. She will tell you she has it but that you must go ask her mother for permission to use it. Go speak with her mother. Her mother is the barmaid in the Blue Boar. Say RUNE to her and she will say it is okay for you to have it. Go back, talk with Ariana, and tell her you have her mother's permission. She will now give you the rune. The mantra for the Shrine of compassion is MU. Now, you're ready to liberate the Shrine. To get to the Shrine of Compassion you must follow the eastern road out of town. Follow the road until you get past the second stream. Head straight east and you should see the Shrine Pillars. Located in the center of this circle of pillars is the Shrine. After you dispatch the gargoyles, walk up to the Shrine, and use the rune. When you are asked for the mantra, enter MU, and the Shrine will be free. Take the Moonstone from the altar. The next Shrine to free should be the Shrine of Honor. The rune can be found in Trinsic. It's on an altar in the middle of town. Just take it (you're the Avatar, after all). You can get to the Shrine by following the road leading south out of town. Just keep following the road and you should make it to the Shrine. Go to the altar, use the Rune of Honor and the mantra SUMM, then take the Moonstone. Now, you can free the Shrine of Justice. To get the rune you need to go to Yew. Enter the tavern and move the plant by the south door. Under it you will find the rune of Justice. Head east out of town. The road should finally turn north. Keep following the road north; don't take the road that branches off to the east. The north road will finally bring you to the Shrine of Justice. Go up to the altar and use the Rune of Justice and the mantra BEH, then take the Moonstone. While close to Yew, you should visit the woodcutter. He is located in the forest to the west of Yew. He shouldn't be hard to find. Go up and ask him for a piece of wood. Buy the wood and prepare to save the Shrine of Sacrifice. Go to the sawmill in Minoc (east of the city). Follow the road leading out of Minoc and head east to get there. Have the miller turn your log into a board. Now, you must find Julia (she has a shop in the northern part of Minoc). Ask her about Panpipes. Have her make some Panpipes out of your board. Take the board to Selganor. Ask him about the rune and tell him you have panpipes. He will take a look at the pipes and ask you to recite stones for him. Enter 6789878767653 and he will give you the rune. The Shrine of Sacrifice is located to the east of Minoc in the desert. It is the circle in the center of the desert that is located on your map. Go up to the altar and use the rune and the mantra CAH. To save the Shrine of Spirituality, go to Skara Brae. Find Marney (her house is located next to the boat dock north of town). Look in the chest in her house. You should find the rune there. There are two ways I know of to reach the Shrine of Spirituality. First, you can wait for two full-moons to appear, and take a moongate; or you can use the Orb of the Moons that you received at the start of the game. The orb is much easier to use; here's what to do. First, USE the orb. You should see a set of cross hairs targeted on your character. Move the cross hairs down one (to the bottom of screen), and two spaces to the left. Press "ENTER," and a red gate should appear. With luck, this will get you to the Shrine. At the Shrine, use the rune, the mantra OM, and take the Moonstone. Head to New Magincia to get the Rune of Humility. Find Antonio (located in the building with blue government flags in front). Ask him about the rune and tell him Conor is the most humble man in New Magincia. The Shrine of Humility is located on the Isle of the Avatar. You should be able to identify it on your map. A quick way to get there is to use the orb. Move the cross hair up one, then two spaces to the left. Use the rune and the mantra LUM, and take the Moonstone. To save the Shrine of Valor you must go to Lord British's castle. Go into the kitchen and get some cheese. There will be a mouse running around the castle. At night the mouse will be with Lord British in his room. Talk with the mouse and ask it to join. Give it some cheese and let it join. Now, go to Jhelom and enter the tavern (located in the northern part of town). At the back of the tavern is a small mouse hole. Put Sherry (the mouse) in solo mode, and take her through the hole. Get the rune and give it to the Avatar (do what you want with Sherry). The Shrine of Valor is located to the south of Jhelom. To reach it, you can use the raft by the southern dock in Jhelom. Use the rune and the mantra RA, then take the Moonstone. The last shrine to free is that of Honesty. Go to Moonglow and find Beyvin's cousin. He is usually located at the southern end of the island in the tavern. Ask him about Beyvin, tell him you have visited the tomb, and you want the key. He should give you a key and some flowers. Now, go to the sawmill located on the northern end of the island. Xiao lives there. In the back of the sawmill you will find a magically locked room. Unlock the door and take the stairs down. Wander around a bit to find more stairs leading down to the tombs. Search around the tombs until you find the one with flowers in front of it. Place the flowers you're carrying next to the door and unlock it with the key. Search the bones to find the Rune of Honesty. The Shrine of Honesty is located on an island just to the north of your present location. Look on the map to the north of Moonglow; you should see the circle that depicts the Shrine. Go to the Shrine, use the rune and the mantra AHM. That's it for the Shrines. If you have trouble finding one, just look at the map. The Shrines are the circles of stones scattered about the land. ULTIMA VI Part 2 MAP, TABLET, GARGOYLES NOTE: This part of the walkthru is not necessary for finishing the game. If you complete it, though, it will enhance your understanding of the game. After the Shrines are free and all of Britannia is throwing parties for you, it's time to tackle a new puzzle. You should have shown the book that Iolo has to Nystul, Lord British's mage. He will tell you to take it to Mariah at the Lycaeum. She will tell you that she is missing part of a tablet that will help to decipher the book; you need to find the other part of the tablet. From the hint Mariah gives you, you should locate Zoltan. He usually hangs out around the Blue Boar in Britain. Zoltan will tell you the missing part of the tablet was stolen by pirates. He will tell you to go to Buccaneer's Den. Before you do, there is something that you must do in the sewers of Britain. You won't find out much in Buccaneer's Den unless you join the Thieves Guild. To do this you need a guild belt. Use the ladder in Nystal's work room (located in Lord British's castle). You can recognize the room by all the potions that line the table. There will be a ladder in the middle of the room. Go down into the sewers. There are other ladders leading down, but take the one located 8S-11E. Use the Locate spell to find your way. After you go down another level, you can find the next ladder at 0N-7E. The person you're looking for is north. So, proceed north to 12N-19E. The woman here is a member of the Thieves Guild. You need to get her belt. You can either kill her or use the Pickpocket spell to get the belt. Now, go to Buccaneer's Den. Buccaneer's Den is almost in the center of your map. If you translate the runes, you will be able to pinpoint the exact location. It's to the east of the Village of Paws. Once you are there, go to the tavern. There are two or three people who will join with you here, but remember: You're looking for a map. The first thing you should do is join the Thieves Guild. Behind the tavern there's a room. To enter it, move the cauldron in the kitchen, then use (or look at) the wall that the cauldron used to conceal to find a secret door. Go through the door. You will find another door a few steps away. Pick the lock or blast it open. Talk to the man inside, and ask him about the Guild. If you are wearing the belt, he will let you join. Now, go back into the tavern. Sitting in the northeast corner at a small table will be a man named Homer. Ask him about the map. He will give you some information about where to find the different sections of the map. Keep in mind that talking to some of these people may not be necessary; I just don't know which ones you can bypass. Once you have an idea where to look, it's off to the Dungeon Destard. Before you talk to the cook in Trinsic, you need a Dragon's Egg. Destard is located northwest of Trinsic at 37N-3W. Enter the Dungeon and head north. Be careful: There are dragons everywhere. The way leading to the next level is at 37N-20E. (There may be other ways down.) Once you are on the next level, go to 44S-9W. That will take you to the next level. Now, go to 52S-17W. You should find the last way down. On this level you will find Dragon's Eggs. Keep going north. You will run into a whole bunch of dragons and you will find their eggs. Take a Dragon's Egg to Sandy, the cook in Trinsic. Ask him about pirates. He'll tell you a number of places to go, and that the Mayor is a pirate. Go find the Mayor of Trinsic (at the dock on the east side of town). Ask him about Alastor Gordon, which is supposed to be his real name. Ask him about pirates. Ask him about the map. He will break down sooner or later. Promise him you won't tell anyone about the map, and he'll hand the map over to you. North of Trinsic, along the King's Way, there is usually a band of three gypsies. The one named Arturos has a piece of the map. Ask him about the map, and he will offer to sell it to you for 100 gold. After you're done here, you need to get a ship, and head for Serpent's Hold. Also, make sure you have a gold nugget, a magic gem, and a curved heater (the shields with the snake-like emblem). On the way to Serpent's Hold, stop by the shipwreck located on the little islands between Britannia and Serpent's Hold, at 71S-15E. Search this ship to find another part of the map. Continue to Serpent's Hold (use the map). When you get to Serpent's Hold, go into the Government Building. Korunada will be in the main hall around noon. Talk to him, and ask him about the Guild and Shield. Go directly south from the Government Building, enter the Smithy's Shop, and talk to Gherick. Ask him about the Shield, and give him the items necessary to make it. Now, go north to the road, and travel east. When you get to the fork in the road, take the northern path. From here, continue east until you reach Morchella's house. Ask her about the map, and pursue your line of questioning until she offers to trade you the map for the Shield. Give her the Magic Shield (you can make another one if you need it). Okay, for a bit more sea travel, head to Dagger Isle. It's north of the island on which Moonglow is located. Notice on your map the ring of mountains at the north end of Dagger Isle? In this ring there lives a hermit with another part of the map. Find his house using gems. Once you get inside the house, move his piano and go down the ladder. Search through everything and you will find the yet another part of the map. It will be in the southeast corner in a bag which is stuck in a chest. From Dagger Isle, you can make an easy jaunt over to the big desert where the Shrine of Sacrifice is located. The Shrine is the circle of stones in the center of the desert. Go south from the Shrine to an anthill at 20N-67E and enter it. Once you enter, go north, and look through the big clearing. At 32N-55E is another hole leading down. (Remember: There is usually more than one way to go between levels in the Dungeons.) Up around the north, you will find another way down at 40N-64E. After you go down another level, go southwest to another downward passage at 23N-44E. Go north, and when you get to it, take the east path. Follow this path until you get to the open area. Keep going east across this area to an opening into another large area. Find the queen ant (she will be the one with all the ants around her). Go south and you will find a body around 25N-85E. Search the body to find another part of the map. After you have finished with the anthill, return to Minoc. West across the bay you will find the Dungeon Wrong. It is hidden in the mountains at 37N-24E. Enter the Dungeon. The ladder leading down to the next level is in the room directly to the east at 36N-31E. Go down, exit the room, and go east until you reach the end of the hallway. In this room you will see a lever. Cast Telekinesis on it, go back west until you get to the ladder at 40N-19E, and climb down. Go south and enter the first room to the east. There will be a hydra in the room. There is also a secret door on the north wall at 37N-27E. Use the door and follow the corridor until you reach the room at the end. Enter it and get the map at 43N-36E. Travel to the Dungeon Shame. Shame is located at the end of Serpent's Spine which surrounds Britain. Shame is in the area of water surrounded by mountains to the west of Britain. You must take a skiff down the river to reach it. The exact coordinates are 23S-20W. After you enter Shame, follow the corridor until you reach the room filled with skeletons. From here, go south. Take the ladder at 36S-37W, go east, and keep following this corridor. At the first fork, turn south. At the next fork, turn north. Take the ladder down at 28S-3E, go south, and take the eastern passage (it's the only way you can go eventually). Turn north at the fork and keep following this path; you will find Ybarra at its end. Ask him about the map and give him some food to get it. Now, you have all the pieces of the map except one. Go back to Homer and tell him you have all the pieces. Make a deal with him and he will give you the last piece of the map. The treasure is buried on an island southeast of Buccaneer's Den (it looks like it's in the center of Buccaneer's Den, New Magincia, Blackthorn's Castle, and Serpent's Hold). Once you reach the island, locate the three stones to the north. Stand in the center of the stones. Walk south three paces, west nine paces, and south twelve paces. You should be at 59S-50E. Equip a shovel and dig to the south of where you're standing (you did bring a shovel, didn't you?). Now, enter the Pirates' Cave. You will find a sign which reads: "This Way." Go the opposite way. When you get to the next sign that says "This Way," follow it. Keep going until you reach the junction, then head north. When you reach the next junction, go east. Keep following the eastern route which will turn to the north, back west, then south. Take the ladder at 69S-19E down. Go southwest and enter the Maze of Death. Make your way to the center of the maze. You will find a ladder at 73S-4W. Take the ladder down and head west. Pass up all the holes leading down until you find the one at 68S-25W (it's in a larger area than most of the other holes). Go down and follow the corridor until you reach the second set of poison fields. Dispel them and head north. Pick the lock on the door or blow it open. Enter the building and take everything you want, but make sure you get the Tablet and the Storm Cloak. After you are done here, go back to Buccaneer's Den, and find Homer. Give the cloak to him (don't keep it...you're the Avatar!). Go back to Moonglow and find Mariah (she will be in the Lycaeum). Ask her about the tablet and she will tell you to get the other half from her study. Her study is close by, and the other half of the tablet is on a table in plain sight. Get the tablet, take it back to her, and let her decipher the book. You will learn who the false prophet is, and you will get your next lead. ULTIMA VI Part 3 BALLOON, BEH LEM, SINGULARITY Before journeying into the underground gargoyle world, you must build a hot-air balloon. But first you will have to find the plans before you can begin to build it. The plans are located below Sutek's Castle. Sutek has taken up residence in Blackthorn's old castle. It's located on the island between the isle that the Codex is on and Serpent's Hold. Go up to the front door and blow it away: You don't need a key. After entering the castle, you will notice a drawbridge. To lower the drawbridge, cast Telekinesis on the crank. Now, move the sword and the wall mount. Look behind them and you will find a secret door. Enter it and take the eastern path. Once you get out of the small hallway, look around on the western walls for a secret door. Go inside and move the three levers so that the left and middle ones point right, and the right one points left. Go back out and take the door on the right. Enter this room and search the north wall for a secret door. Head west until you reach the Hydra. In the room with the Hydra, you will find a secret door on the south wall. Enter the room and go down the ladder. There aren't many places to go here, so find the switches in the room to the northwest. The levers on the ground will release the Silver Serpents! The switches on the wall open the doors that block the exits; flip the ones on the wall. Now, go south and go down the ladder at 80S-59E. There is a secret door in this room at 79S-59E. After you go through this door, take the eastern path. When you've descended to the next level, follow the corridor until it branches eastward, and follow that corridor. Go down the ladder at 65S-63E. There is a body located on this level at 65S-51E. Search it to get the balloon plans. Now, you're ready to build the balloon. Go to Michelle in Minoc. Ask her about plans, and she will offer to build a basket for you. Accept her offer, go to Arbeth in Paws, and ask for silk. While you're in Paws, visit Mortude, and get some rope. Now, go to Charlotte in New Magincia and have her turn the silk thread into cloth. Go back to Paws and have Marrissa sew the cloth into a bag. Go back to Lord British's Castle and enter the sewers. You're looking for a cauldron. Once you have done all this, use the balloon plans, and you will have a balloon! It's time to journey into the land of the Gargoyles. Use the Moonstone. Move the cross hair one space down and one left, and enter the gate. Once you arrive, the first thing to do is let Beh Lem join your party. You will find him outside the entrance to Hythloth in the underworld at 65S-71E. Let him join your group, then go speak with his father. (He will give you directions to his father.) After you speak with Beh Lem's father, go talk with Lord Draxinusom. Tell him you surrender. Then, when he says he doesn't believe you, say the word "Sacrifice." He will ask if you will wear an amulet. Answer "Yes." Now, you can talk with the Gargoyles without them being afraid of you. Go to the Shrine of Singularity. Find the altar where you entered the land. There will be a path leading northeast which ends at some mountains. Change the wind so that it's coming from the south. Use your balloon and fly over the mountains; the Shrine of Singularity is located on the other side. When the Shrine asks you who you want to help, say "Everyone." Now, you must go to the Catacombs where Control, Passion, and Diligence are located. The Shrine of Singularity will tell you the locations of each. (They're really easy to find if you stay close to the shore.) DILIGENCE After entering Diligence, go south through two doors. Open the door leading west and enter that room. There is a secret door at 73S-13E. Enter it, go down, and talk to the altar. CONTROL This one will be harder to get through. Upon entering it, you will see switches and levers. The following diagram shows how they will have to face in order for you to get through: D U -> -> <- -> -> <- -> <- -> <- <- <- -> <- <- Put the levers and the switches up and down like I have shown, and you should be able to make it through. Talk to the altar. PASSION In this dungeon, just go talk to the altar. After you have talked to each altar, go talk to the Shrine of Singularity again. The mantra is "UnOrUs." Now you have a Sacred Quest. Go to the Codex of Ultimate Wisdom. You can get there by using your moonstone and moving the cross hair one space down and one right. Talk to the Codex to learn how to save the land. ULTIMA VI Part 4 ENDGAME Before you'll be ready to tackle the endgame, there are a few things you'll need to gather. After you have everything, you can go back to the Codex. First, get the Vortex Lens from the Hall of Knowledge in Gargoyle land. Make sure you read all the books, then go see the Gargoyle Seer. He will tell you that you need to repair the Lens and have another one made. The Gargoyle Lens Maker is northeast of the Seer's house. Go to him and he will repair your Lens. Now, return to the Seer, and he will give you further instructions. After you are done in Gargoyle land, go to Minoc. There, you will find a Glass Maker. Have him make you a glass sword. Now, you must go to StoneGate (south of Minoc in the mountains). To reach StoneGate, you can take a skiff from Minoc and head south. Use gems to find your way. There is usually a child waiting on the shore. You can also locate StoneGate on your map: It's very close to Cove, and just a bit to the north. Once you get to StoneGate, go inside the castle, and find a fishing pole. Take the pole to the shore and use it until you catch a fish. Take the fish to the papa Cyclops and he will give you a key in exchange. Go back into the castle and look for a secret door at 10N-37E. (This coordinate is also the castle's, so you can use it if you are having trouble getting to StoneGate). Enter the secret door and go down. There will be levers all around you. Move them all. Go back up and take one of the four visible ladders leading down. Once you are downstairs, go to the room in the southeast corner, and go down the ladder at 4N-43E. Find the ladder at 8N-39E and go down. Now, search for 10N-39E. Here, you will find a secret door. Go in the room the secret door leads into and flip the switch. Go to the room that was closed off before you flipped that switch. There, you will find another secret door at 13N-35E. Go in the little room and unlock the door with the key the Cyclops gave you. The Vortex Cube is at 16N-35E; take it. Go to Moonglow, find the Lens Maker (east of the Lycaeum), and ask him about Lens. He will look your Vortex Lens over, and offer to make you a concave Lens for a glass sword. Give him the sword and get the Lens. You're almost ready! Use your Moonstone to get to the Codex. (Move the cross hair down one, and right one.) Go up to the Codex, drop the Britannia Lens halfway between the left flame and the Codex, and you will see rays of light if you have the Lens placed correctly. Then, place the Vortex (Gargoyle) Lens to the right of the Codex. Again, you will see rays of light coming out of this Lens if you have it in the correct place. Make sure the Lens is halfway between the flame and the Codex. Now, drop the Vortex Cube in front of the Codex, drop all eight Moonstones into the Cube, and use the Cube! Congratulations! You've saved the land! ULTIMA VI is published and distributed by Origin Systems. This walkthru is copyright (c) 1990 by Randy Snow and Greg Ellsworth and Rygar All rights reserved.