Ultima I FAQ version 1.1.0
by Andrew Schultz(This email address is being protected from spambots. You need JavaScript enabled to view it.)
This FAQ is copyright Andrew Schultz 2000-2001. This FAQ is not associated
with Origin in any way. It's part of my attempt to expand awareness of
classic games(and I seem to learn something out of the process too!) Please
do not use it for profit without my explicit consent.
AD SPACE:
Home page http://www.geocities.com/SoHo/Exhibit/2762
Games page http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Page with Ultima I overworld and town maps
http://members.fortunecity.com/cartographics
********************************
Outline
INTRODUCTION
STARTING OUT
IMPROVEMENT
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
BAR TALK
WALKTHROUGH
MAPS
OUTSIDE
TOWNS AND CASTLES
QUESTS
CHEATS
FOR HISTORY BUFFS
CREDITS
********************************
INTRODUCTION
Mondain has taken over the world and holds it in thrall with an evil gem.
You must go back in time and defeat him(no-one explains why a bad guy can't go
back in time too and undo what *you* did, but oh well,) solving in the
meantime various quests on four different continents and even going into outer
space, in one of the strangest side-excursions in computer gaming. Except for
when you go back in Ultima II. This game is the second Ultima I, the first
being Akalabeth, which Garriott wrote in basic in his spare time. While not
perfect, it's better and takes up less memory than those text adventures
polluted with IF-THEN statements that I used to write.
STARTING OUT
There are four character classes and four races in Ultima I. You are given
an initial allotment of thirty points to add to your original traits, which
consist of STRENGTH, AGILITY, STAMINA, CHARISMA, WISDOM, and INTELLIGENCE.
They all start at 10. You cannot manually improve characteristics over 25,
but race/class choices can bring an attribute over that mark. Your character
class/race options and how they further change your statistics are charted
below.
A character's gender does not affect statistics in any way. How P.C.
Human: +5 intelligence
Elf: +5 agility
Dwarf: +5 strength
Bobbit: -5 strength +10 wisdom
Fighter: +10 strength, +10 agility
Cleric: +10 wisdom
Wizard: +10 intelligence
Thief: +10 agility
My recommendation is to make a fighter, just because you get ten extra points
that way compared to everyone else. If you feel you don't need strength or
agility, just improve everything else first. Getting 25 charisma might be
useful as well because you want as low a price as you can get. A dwarf or elf
should be the best choice, because you want to fight your way off the
continent--once you do that, the rest of the game is much easier for reasons I
will discuss below.
IMPROVEMENT
Below are ways to improve cash flow, hit points, and attributes.
You can find gold in dungeons and when you kill a monster outside. This
happens even when you shoot a monster from a frigate or an aircar. A bit of a
bug, that. You also get gold for rescuing a princess.
Experience occurs in the natural order of killing monsters or when you
rescue a princess or shoot a spacecraft.
Various signposts(usually off the mainlands) will improve your abilities IF
1)you aren't visiting the signpost twice in a row and 2)you're not already
maxed out at 99. Solving a quest to find a signpost also grants you extra
strength when you return to the lord in question. If you jump between two
signposts, you can improve two attributes rather quickly. Without question,
it's important to get off the mainland, as visiting the signposts can provide
an immediate boost.
Hit points are gained when you exit a dungeon safely based on the monsters
you defeated. You can also buy them off a lord at any castle at two gold
pieces per three hit points(rounded down if you give an odd amount of gold.)
The first few levels of dungeons are the best way to improve rapidly. The
main barrier to progress while outside is how much food you eat. In a
dungeon, you don't use up food as quickly, but there are still plenty of
monsters. They're just tougher on the lower levels.
Buying armor is great insurance against dying. If you die and need cash for
food/hit points, just sell some extra equipment. Fortunately, your transport
doesn't disappear if you die.
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
You can acquire the following ITEMS from a store:
ARMOR
1. Leather armor
2. Chain mail
3. Plate mail
4. Vacuum suit
5. Reflect suit
The cost is the above number of the item times an index determined by your
charisma.
WEAPONS
No one shop sells all weapons--in fact, each sells about exactly half of
the total.
1. Dagger
3. Axe
5. Sword
7. Bow/Arrow
9. Wand
11. Triangle
13. Light Sword
15. Blaster
[0. Hands]
2. Mace
4. Rope and spikes
6. Great sword
8. Amulet
10. Staff
12. Pistol
14. Phazor
The weapon cost increases triangularly. For instance, a dagger may cost
5, an axe costs 7 more, the sword costs 14 more than that, the bow/arrow 21
more than that, etc.
Selling armor and weapons: with your charisma at 99 you can buy/sell at
only a 4% margin. below that the margin is approximately one minus
(charisma/100).
TRANSPORTATION
You can only buy one shuttle at a time, and frigates/rafts are only
available in coastal towns.
1. horse
2. cart
3. raft[no weapons, travels over water]
4. frigate[weapons, travels over water]
5. air car[weapons, travels over water and ground]
6. shuttle[leads to space scenario]
Cost = (some index) * (item number) ^ 2. So a shuttle costs 36 times what
a horse costs. You can only buy one shuttle at a time.
The following SPELLS can be cast(arranged in order of power/cost/spell
points used, with magic words the game puts out on the screen):
1. Prayer "APERTUS!" or "POTENTIS-LAUDIS!"
2. Open "PECUNIA!"
3. Magic Missile "VASTO!"
4. Steal "NUDO!"
5. Ladder Down "INFERUS"
6. Ladder Up "ASCENDO"
7. Blink "DUCIS-EDUCO!"
8. Create "STRUXI!"
9. Destroy "INTERFICIO!"
10. Kill "DELIO!"
The cost is (spell number - 1) * (index determined by charisma).
Wisdom affects the chance a spell will work, while Intelligence determines
its force.
MONSTERS
DUNGEON MONSTERS (IN ORDER OF DIFFICULTY, EASIEST-->HARDEST)
Ranger
Skeleton
Giant rat
Bat
Spider
Viper
Cyclops
Gelatinous cube
Ettin
Chest[a mimic, actually]
Lizard man
Minatour
Carrion creeper
Tangler
Gremlin
Wandering eyes
Wraith
Lich
Invisible seeker
Mind whipper
Zorn
Daemon
Balron
OUTDOOR MONSTERS
[SEA]
Ness creature
Giant squid
Dragon turtle
Pirate ship
[LAND]
Hood
Bear
Hidden archer [FOREST]
Dark knight
Evil trent
Orc
Knight
Necromancer
Evil ranger
Wandering warlock
BAR TALK
The bartenders in this game help you with hints if you buy beer(watch out
for getting drunk, though!) Here are the things they can say.
All conversations begin with "Thou hadst best know"...
about space travel!
Thou must destroy atleast 20 enemy vessels to become an ace!
to watch the jester.
that the princess will give great reward to the one who rescues her, and an
extra gift to an 8th level ace!
thou must go back in time.
thou should destroy the evil gem!
that many lakes and ponds~ have strong magical powers!
this is a great game!
that over 1000 years ago, Mondain the Wizard created an evil gem. With this
gem, he is immortal and cannot be.
The quest of --Ultima-- is to traverse the lands in search of a time machine.
Upon finding such a device, thou should go back in time to the days before
Mondain created the evil gem and destroy him.
WALKTHROUGH
This walkthrough assumes you do not use sector-editing. The biggest
barrier to winning this game is improving your person. When you die, you lose
all weapons and come back with 99 HP, 99 food, and zero gold. This takes a
long time to rebuild. So expect to get killed a lot at first(you get
resurrected in a random location on the continent where you died,) and make
your first purchase(outside of necessary food) armor. I also recommend
fighting one monster in a dungeon and then exiting, because that gets you hit
points. Save up for a frigate. Once you have it you'll be able to knock out
land monsters and get gold at no risk.
More importantly, your attribute build-up starts here. Alternate between
the two pillars/signposts in the same map sector to build up attributes
quickly and without risk. You can also complete quests to find the signposts
more than once to build strength--do so. This will allow you to damage
monsters more easily.
OK, now you're ready to go into the lower reaches of the dungeons. I
recommend buying a lot of "ladder up" and "ladder down" spells. No town sells
them both so it'll take some shopping. In the meantime, be sure you've gone
for all the four kill-quests(in the castles by the mountains): gelatinous
cube, carrion creeper, lich, and balron, in order of easiest to toughest. And
get some backup armor, since gelatinous cubes can eat armor, and you'll want
to do everything in one swoop. The best sort of dungeon to go to is the one
surrounded by water in any of the four continents. It has ten levels, so
you'll be able to fight a balron. Gelatinous cubes are on levels 3-4, carrion
creepers on 5-6, liches on 7-8, and balrons on 9-10. Make your way up quickly
with ladders; it's not worth messing about with dungeon maps.
In this interlude, you should be able to use the spaceships. With your
charisma in the stratosphere, you won't have to pay so much, but after
fighting in the dungeons you should have enough anyhow. You'll also only be
able to have one spaceship at a time. Once you blast off, you'll want to view
the grid. Find out where an "H" is, and warp there. Combat is not so bad;
just use the arrow keys, and the dot that is the enemy ship will bounce
around. You can slowly box it in(using space key will re-center and can be a
handy trick) and then fire. Just try not to let the enemy go off the screen.
Once the sector is cleared, warp somewhere else. If you're low on fuel, warp
to a "+" sector. You'll need 500 gold to recharge and probably some spare
fuel; go to the 2-d view and get your ship parallel with a docking port.
Approach it cautiously and make sure your ship's nose is linked pixel-by-pixel
to the base's port, or you will crash and lose some of your shield. If your
ship is aligned, you can re-charge and go back to shooting bad guys. It might
even be worth returning to earth and going back up, as that replenishes the
enemy, and you don't have to go gallivanting about. You'll probably suffer a
nuisance death or two, but you should be so strong now that getting back into
space shouldn't be a problem. Kill twenty enemy pilots, and you are a "space
ace."
Go back to the castles and receive your gems. Then go to Shamino's castle
and rescue the princess as follows: kill the jester, and use the key south of
the princess's cell. This may be annoying in case you've picked up the wrong
key, but it seems to work more than half of the time. Bust through the guards
and escort her out. She'll tell you about a time machine to the northwest.
It's annoying to look for it, but it is not too hard to find.
Mondain is not too tough once you're in the time machine--I mean, he
doesn't require a lot of creativity to kill. Use a blaster to shoot at him--
eventually he'll go to the left-hand corner, where you beat him up some more
until it looks like he's had it. Then go right and take the gem, and you have
won. But do be sure to have 9999 hit points in reserve.
This walkthrough may seem short, but it cuts out a lot of the constant
fighting you need to do to develop a decent character. The fighting is made
easier by boarding an aircar and shooting the you-know-what out of every
monster you find. You even get gold for that!
MAPS
OUTSIDE
Key for outside maps:
v = dungeon
T = town
C = castle
* = forest
x = mountain
**NOTE** the size of each continent map is actually 84x78. I cut the width by
6(3 on each side) because I wanted the text to fit on a screen with under 80
columns.
General notes about the maps are as follows:
You start out on Lord British's Continent, and movement is not completely on
a grid.
Here is how each map connects to the other--actually, you can travel
boundlessly in any direction, but this covers all possibilities.
3 -- 4 -- 1 -- 2
| | | |
| | | |
1 -- 2 -- 3 -- 4
All co-ordinates of places are relative to the maps I have written, from the
upper right, which is (0,0).
1. Lord British's Continent
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Locations:
****CASTLES****
(32, 24) The Castle of the Lost King
(40, 35) The Castle of Lord British
****SIGNPOSTS****
(36, 6) The Pillars of Protection[agility]
(69, 7) The Tower of Knowledge[protection]
****TOWNS****
(39, 36) Britain
(66, 38) Moon
(25, 58) Fawn
(42, 33) Paws
(52, 60) Montor
(18, 31) Yew
(52, 70) Tune
(64, 19) Grey
****DUNGEONS****
(18, 10) The Dungeon of Perinia
(13, 40) The Lost Caverns
(59, 26) The Mines of Mt. Drash
(39, 57) The Mines of Mt. Drash II
(29, 34) Mondain's Gate to Hell
(48, 8) The Unholy Hole
(62, 46) The Dungeon of Doubt
(53, 19) The Dungeon of Montor
(38, 65) Death's Awakening
2. Rondorlin Continent
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Locations:
****CASTLES****
(30, 26) Castle Rondorlin
(41, 34) Castle Barataria
****SIGNPOSTS****
(12, 30) The Pillars of the Argonauts
(13, 63) The Pillar of Ozymandias
****TOWNS****
(42, 33) Arnold
(44, 60) Linda
(64, 19) Helen
(31, 40) Owen
(66, 46) John
(37, 12) Gerry
(66, 64) Wolf
(25, 58) The Snake
****DUNGEONS****
(16, 12) Scorpion Hole
(46, 7) The Savage Place
(63, 33) The Horror of the Harpies
(32, 53) The Horror of the Harpies II
(40, 23) Advari's Hole
(14, 42) The Labyrinth
(52, 56) The Gorgon's Hole
(25, 47) Where Hercules Died
(71, 32) The Dead Warrior's Fight
3. Black Dragon's Continent
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Locations:
****CASTLES****
(41, 37) The Black Dragon's Castle
(30, 45) The Castle of Olympus
****SIGNPOSTS****
(13, 8) The Sign Post[Stamina]
(12, 41) Southern Sign Post[charisma]
****TOWNS****
(42, 38) Nassau
(44, 11) Clear Lagoon
(64, 52) Stout
(31, 31) Gauntlet
(66, 25) Imagination
(37, 59) Ponder
(66, 7) Wealth
(25, 13) Poor
****DUNGEONS****
(16, 59) The Metal Twister
(46, 64) The Troll's Hole
(32, 18) The Viper's Pit
(63, 38) The Viper's Pit II
(40, 48) The Guild of Death
(14, 29) The End...
(52, 15) The Tramp of Doom
(25, 24) The Long Death
(71, 39) The Slow Death
4. White Dragon's Continent
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===============* xxxx===========xxx===== x======================= =========
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Locations:
****CASTLES****
(51, 24) The Castle of Shamino
(43, 35) The White Dragon's Castle
****SIGNPOSTS****
(47, 6) Eastern Sign Post
(14, 7) The Grave of the Lost Soul[Stamina]
****TOWNS****
(44, 36) Gorlab
(17, 38) Dextron
(58, 58) Magic
(37, 25) Wheeler
(31, 60) Bulldozer
(65, 31) The Brother
(13, 60) The Turtle
(19, 19) Lost Friends
****DUNGEONS****
(65, 10) Spine Breaker
(70, 40) Free Death Hole
(24, 26) The Dead Cat's Life
(44, 57) The Dead Cat's Life II
(54, 34) The Morbid Adventure
(35, 8) The Skull Smasher
(21, 46) Dead Man's Walk
(30, 19) The Dungeon of Doom
(45, 65) Hole to Hades
TOWNS AND CASTLES
There are two types of castles in the game, and there are eight types of town
maps.
Town map key
$ = where you can steal something or transact
X = wall
= = barred(either a table or a locked door--Ultima I recognizes these as the
same.)
Letters=actual letters you see(except X. There are no signs with X on them!)
* = trees
. = footpath
I believe that the listing of the towns in the map above coincides with which
type they are.
CASTLE TYPE # 1(where they give you finding quests)
XXXXXXXXXXXXXXXXXARMOURXXFOODXXXXXXXXX
X X$$$$$$$$X$$$$X X
X * * * * X$$$$$$$$X$$$$X XXX X
X X$$$$$$$$X$$$$X X X X
X * * * * XXXXX XXXX XX X
X X X X X
X ...... X X X X
* . . * X X X X
. . X
. . X
* . . * X X XXXXXXXXX
X ...... X X X X X
X X X X X X
X * * * * XXXXX XXXX XX X X
X X$$$$$$$$X XX=XXX=XX
X * * * * X$$$$$$$$X X
X X$$$$$$$$X X
XXXXXXXXXXXXXXXXWEAPONRYXXXXPRISONXXXX
CASTLE TYPE # 2(where they give you killing quests)
XXXXXXMESSXHALLXXXXXXXXXXXXXXXXPRISONX
X X X X X X X
X | | | | | X X XXX X X X
XX XX | | | | | X X X X X
X X | | | | | X X XX=XXX=XX
X X X X X X
X XXXXXX XXXXXX X X X
XX XX* * * * * *XXXXXXXXX XXXXXXX XXXX
X
X
XX XX* * * * * *X * XXXXXX XXXXXX
X XXXXXX XXXXXX * * X X
X X X ..X X
X X X * . X XXXX XXXX X
XX XX X .. X$$$X$$$X$$$X
X X | | | | | X .. X$$$X$$$X$$$X
X X | | | | | X X$$$X$$$X$$$X
XXXXXXXSTABLESXXXXXXXXXXXXXFXXXWXXXAXX
TOWN TYPE # 1
XXXXXXXXXXXXXXXXXXXXXMAGICXXXXXXXXXXXX
X X X X
X XTRANSPORTX X | X XXPUBXX X
X X X | X X X X
X X (=====) X X | X X (=) X X
X X X X X X X X
X X X XXXXXXX X X X
X XXXX XXXX X XXXX X
X X
X XXXXXX * ...*.X
X XXX XXXXX XXX $$$X * * .X
X X $|$X...... .X
X X$$$$$$X$$$$$$X X $|$X. . .X
X X$(==)$X$(==)$X X $|$X. ..X
X X$$$$$$X$$$$$$X X $$$X. . X
X XARMOURXXWEAPXX XFOODX... .*. X
X ..... X
XXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXX
TOWN TYPE # 2
XXXXXXXXXXXXXXXXX XXXXXXTHEXXINNXXX
X X X
X XARMOURXARMSX * X (========) X
X X$$$$$$X$$$$X * X X
X X$(==)$X$()$X * X X
X X$$$$$$ $$$$X X X
X X X ...... XXXXXX XXXXXX
X XXXXXX XXXX . . X
. .
. .
X . . XXXXXXXXXXXX X
X ...... *X$|$|$|$$$$X X
XXXXXXX X * * $$$$$$$$|$X X
X * $$$$$$$$|$X X
X X X$|$|$|$$$$X X
X (===) X * * * XXGROCERYXXX X
X X * X
XXMAGICXXXXXXXXXX XXXXXXXXXXXXXXXXX
TOWN TYPE # 3
XXXXXXXXXXXXXXXTHEXXPUBXXXXXXXXXMAGICX
X X X * X X
X XARMOURX X (====) X * * X (=) X
X X$$$$$$X X X* * X X
X X$(==)$X X () () X *X X
X X$$$$$$ * * X X
X X X X () () () X * XXX XXX
X XXXXX XX X X* * * * *X
X XXXX XX XXXX * * * * X
X XXXXXX * * * * X
X X$$$ X * * * X
X X$|$ X ** ** * *X
X X$|$ * * * * X
X X$|$ X * XXXXX XXXXX * * * X
X X$$$ X * X X X X * ** ** X
X XARMSX X X * * * * X
X * X X X X * * X
XXXXXXXXXXXXXXXXXX XXXXXXXXXXXXXXXXXX
TOWN TYPE # 4
XWEAPONSXARMOURXFOODXXPUBXTRANSXMAGICX
X$$$$$$$X$$$$$$X$$$$X X X X
X$(===)$X$(==)$X$()$X () X (=) X (=) X
X$$$$$$$X$$$$$$X$$$$ X X X
X X X=) (=) (=X X X
X X X X X
X X X=) (=) (=X X X
X X X X X X
XXX XXXXX XXXXXX XXXXXX XXXXX XXX
X * . . . . . . . . *X
X ..... ...... ...... ..... X
X * X
XXX* * * XXX
XXXX ...... ...... XXXX
XXXX . . . . XXXX
X XX . . XX X
X XXXXX . . XXXXX X
XXXXX XXXX XXXX XXXXX
TOWN TYPE # 5
XXX XXX
XXXX XXXX
XXX XXX
XX XX
X XX XX XX XX X
XX XX X X XX XX
X X$$$ X X $$$X X
X FX$|$ X X $|$XA X
X O$$|$ $|$$R X
X O$$|$ $|$$M X
X DX$|$ X X $|$XS X
X X$$$ X X $$$X X
XX XX X X XX XX
X XX XX XX XX X
XX XX
XXX XXX
XXXX XXXX
XXX XXX
TOWN TYPE # 6
XXXX XXXX
X XXXXXXXXXXXXTHEXXPUBXXXXXXXXXXXX X
X X X X
XX X XFOODX X | (==) | X XTRANSX X XX
X X$$$$X X | | X X X X
X X$()$X X | | X X (=) X X
X X$$$$X X X X X X
X X X XXXXX XXXXX X X X
X X
X X
X X X X X X
X X$$$$$$X X$$$$$$X X
X X$(==)$X X$(==)$X X
X X$$$$$$X X$$$$$$X X
XX X XARMOURX XX X X XX XWEAPONX X XX
X X X X
X XXXXXXXXXXXX X X XXXXXXXXXXXX X
XXXX XXXX XXXX XXXX
TOWN TYPE # 7
.. ... ....... .. .
..... .... .. ... . .
*.. ....... ... ..XTHEXPUBX .
.. XXFOODXX WEAPONS.. X X. .
. X$$$$$$X X$$$$$X X (===) X. .
. ..X$(==)$X X$(=)$X X X.. .
. .X$$$$$$X X$$$$$X .
.. .X X X X X X ..
. .X X XXX XXX XX XXXXX ..
. ..XXX XXX . ...
. . .. * .
.. . . .... .
. * ...... .. .
. .. . . .
. .* ........... .. .. *.
. ....... .. . .. ..... * ....
. ... .. .. .. ..... .
... .. ........... ....
TOWN TYPE # 8
XWEAPONSX XTRANSXXTHEXINNX XMAGICX
X$$$$$$$X X X X X X
X$(===)$X X (=) X (====) X X (=) X
X$$$$$$$X X X X X X
X XXX X X X
X X X X X X X
XXXXXXX X XXX XXXXXX XXX XX XXXX
X
XXX
XXXXXXX
A$$$ XX XX XXXXX
R$|$ X X X
M$|$ X
O$|$ X$$$$$$X
U$|$ X .................. X$(==)$X
R$$$ XX . .. . X$$$$$$X
XXXXXXX . .. . XXFOODXX
QUESTS
There is no limit on the number of times you can fulfill any one quest.
Lord British[1] asks you to find the Grave of the Lost Soul[4].
The Lost King[1] asks you to kill a gelatinous cube. Reward=white gem.
Castle Barataria[2] asks you to find the Southern Sign Post[3].
Castle Rondorlin[2] asks you to kill a carrion creeper[3]. Reward=green
gem.
Castle Olympus[3] asks you to find the Pillar of Ozymandias[2].
The Black Dragon[3] asks you to kill a lich. Reward=red gem.
The White Dragon[4] asks you to find the Tower of Knowledge[1].
Shamino[4] asks you to kill a balron. Reward=blue gem.
You must rescue the princess from Shamino's, and she will reveal that there
is a time machine to the NW.
For finding landmarks, you receive 100-[x/10] strength where x is the tens
part of your strength.
CHEATS
If you have a hexidecimal editor, this is a relatively easy game to modify.
If you've never used a hexadecimal editor, www.kahei.com is a good one and
you'll learn more and waste less time than if you just mindlessly bashed
monsters.
In DOS, there should be a file called player1.u1. If not, perform a file
search including the text of your character name. There should be a small
file--820 bytes or so. Edit that file.
Find where your character name starts at, and the following byte offsets will
allow you to modify different characteristics(each takes up two bytes in
low/high byte format, and the maximums are either [63 00] or [0F 27], which
turn out as 99 or 9999 in decimal:
0x16 Hit points, in low byte-high byte format. Maximum is [0F 27], or 9999.
0x18 Strength
0x1a Agility
0x1c Stamina
0x1e Charisma
0x20 Wisdom
0x22 Intelligence
0x24 Coin(# of copper pieces)
0x26 Experience
0x28 Food
A similar cheat works for Apple and Commodore as well, but I'm not sure of the
exact locations. You can just create a character with distinctive stats and
then search for the sequence of hex values (strength, agility, stamina,
charisma, wisdom) with and without 00-byte spaces between them.
FOR HISTORY BUFFS
Lord British and Shamino, of course, reappear in later reincarnations of
Ultima. A few towns are also brought over from Ultima I--Paws and Yew and
Britain. It may be a bit surprising that the size of the overworld is 156 by
168, which is almost exactly two-fifths of the size of the Britannian
overworld of Ultima IV(256 by 256) and V, which each took a disk as well.
*****************************
CREDITS/VERSIONS
1.1.0: 4/9/2001 added monster names and space walkthrough, re-formatted as
text(1st version was badly spaced)
1.0.0: 10/4/2000 submitted to GameFAQs.com after original idea conceived
9/25/2000
Credit to Plaid Dragon's original walkthrough for reminding me how to complete
the game.
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Files : 1, NeW:10.04.01, oLD:10.04.01
uL Node : 1, NFo:NONE, D?Z:NONE