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- Ultima VII - The Black Gate
- Player Reference Card
-
- To load Ultima VII, go to the drive that contains your game. (If it is in C
- type drive, type 'C:<Enter>') Then go to the subdirectory containing your
- game. (If you choose our default directory, type 'CD\ULTlMA7<Enter>')
- Finally, type 'ULTIMA7' to begin the game.
-
-
- MAIN MENU
-
- After the game loads, an introductory sequence automatically begins, but it
- may be skipped by pressing <Esc>. Then the main menu appears, listing four
- options:
-
- ∙ View Introduction,
- ∙ Start New Game,
- ∙ Iourney Onward, and
- ∙ View Credits.
-
- To select one of these options, single-click it with the mouse or use the
- arrow keys and press <Enter>.
- To exit the introduction, character creation or credits, press <Esc>.
-
- VIEW INTRODUCTION
-
- The introduction reveals how and why the AvatarTM has returned to Britannia.
- Information presented here is very relevant to your quest. This scene is the
- same one that you see the first time you run the game.
-
- START NEW GAME
-
- This is where character creation takes place. it must be selected the first
- time you play the game. When you are asked to name your character, type the
- desired name (up to 14 letters) at the flashing cursor and press <Enter>.
- Next, you determine the gender of your character. With the mouse or space
- bar, select the gender of your choice and press <Enter>.
-
- JOURNEY ONWARD
-
- After you first create a character, this option takes you to the beginning of
- the actual game. In future sessions, this option returns you to your last
- saved game.
-
- VIEW CREDITS
-
- This option lists all of the many people who worked on Ultima Vll.
-
-
- INTRODUCTORY WALKTHROUGH
-
- This section guides you through the first few minutes of Ultima Vll. It
- doesnt reveal any deep secrets, but it does introduce you to all of the basic
- actions you may perform in the game. It assumes you are using a mouse, which
- is highly recommended by both lolo and Lord British.
- The scene opens as you, the Avatar, step out of a red Moongate into the
- Britannian town of Trinsic. Before you stand your old friend lolo and the
- stable master, Petre.
- Conversations. When lolo addresses you, read each line of text and then
- click the left mouse button ('left-click'). Continue until lolo has finished
- speaking, at which point he automatically joins your party.
- Next, Mayor Finnigan approaches you. Again, left-click after each line of
- text. Finnigan asks you to investigate the Trinsic murder. Position your
- mouse cursor (represented by a green arrow) over the word 'Yes' and left-
- click to answer him.
- Finnigan asks if you've visited the stables. Put the cursor on the word
- 'No' and left-click. He suggests that you visit the stables and you can begin
- moving around.
- Moving. You (the Avatar) are always in the center of the screen. The
- stables are through the doorway to your north (i.e., toward the top of the
- screen). Position the cursor so that it points upward (northward) and right
- click. You step to the north. Continue moving the cursor and right-clicking
- until you enter the building.
- Examining Things. When you (the Avatar) enter the stables the roof
- disappears, allowing you (the player) to see inside. A horrible murder has
- occurred! You can look at each object in the stables by left-clicking on it-
- Place the cursor over the gold key (lying just west of the body) and left-
- click. The word 'key' appears (to identify it, if you couldn't tell what it
- was).
-
- Perhaps the key will provide a clue. Move the cursor to the left of the
- key and click the right mouse button twice ('double-right-click'). You walk
- to that location. Notice that moving around is accomplished by right
- clicking, and all other actions, like talking and examining objects, are
- accomplished by left-clicking.
- Using Things. You don't want to be disturbed during this investigation, so
- close the door by placing the cursor on it and double-left-clicking.
- Taking Things. The key may be a clue. Place the cursor so that the tip of
- it overlaps the key. Click and hold down the left mouse button ('left-click-
- and-hold'). As you continue holding, move the cursor around. If the mouse was
- properly positioned, the key is attached to the cursor. Don't let go yet!
- To give yourself the key, move the cursor (and key) over your character
- and release the left button. The key will vanish.
- Examining Yourself (and other things). Find out if you have the key by
- double-left-clicking on your character. An image of your character appears
- (your Inventory Display) with blue lines indicating the locations of
- equipment and clothing. The key is in your right hand.
- Put the cursor on the large red check mark and left-click-and-hold. This
- lets you move your inventory window; move it to the upper right corner of the
- screen by dragging it in that direction. Release the button when you are
- satisfied with the new position.
- You can remove your Inventory Display by left-clicking on the red check.
- Talking to People. Perhaps your companion lolo knows more about the
- murder. To speak with him, double-left-click on him. His portrait appears,
- along with speech. Responses you may select appear in the center of the
- screen. Left-click 'Murder' to discuss the murder with him.
- When you are finished talking to lolo, left-click on 'Bye' to end the
- conversation.
- Further Investigations. There are other things you might try while
- inspecting the stables. It's a good idea to examine everything. Be sure to
- check out the dead gargoyle at the north of the stables, as well as the bag
- Iying on the ground. You can see the bag's contents by double-left-clicking
- on the bag. Iry removing items from the bag, such as the torch. Once the
- torch is on the ground, you may double-left-click; on it to light it. Double-
- left-click; on it again to extinguish it. (Note that while the torch is lit
- you cannot move it into any container.) In general, open the inventory of
- everyone in your party and both single- and double-left-clich on every
- object. You may discover all sorts of handy things .
- When you've finished here, you'll want to leave. You can walk continuously
- by right-click-and-holding. You always walk in the direction the cursor
- points. The farther the cursor is from the center of the screen, the faster
- you travel. Luck be with you as you journey onward!
-
-
- COMMANDS
-
- Ultima VII is an entirely mouse-driven game. All action commands are
- controlled by the two mouse buttons. However, for those who do not have a
- mouse, all commands may also be performed from the keyboard.
-
- USING THE MOUSE
-
- The key point to using the mouse is knowing that the left button is used to
- perform actions involving the hands, and the right button is used to perform
- actions involving the feet. The mouse will generally appear in one of two
- forms: a green, straight arrow for normal activity or a red, jagged arrow for
- combat.
-
- Left Button Righl Button
-
- Click Look Take One Pace
-
- Double-Click Use/Talk/Attack Find a Path
-
- Click-and-Drag Move Items Walk Continuously
-
-
- MOVING YOUR CHARACTER (RIGHT-CLICKING)
-
- To make yourself walk, simply point the arrow in the direction you wish to
- travel and right-click-and-hold. The farther the arrow is from you, the
- longer it gets, and the faster you travel. To stop moving, release the right
- button.
- When danger is near, your speed is limited in proportion to your dexterity.
- Double-right-clicking on a point on the screen makes you walk to that
- location, providing no obstacles bar the way (e.g., a locked door).
-
- MANIPULATING OBJECTS (LEFT-CLICKING)
-
- The left mouse button is used to look, move, use or attack.
-
- Look
-
- To bring up a short description of an object, left-click; on it.
-
- Move
-
- Many objects may be moved from one location to another. To move something
- that is portable, left-click-and-hold on the object. The cursor changes to a
- hand to indicate that you are holding an object. Move the cursor over the
- desired destination and release the mouse.
- Releasing the item over a character places the item inside that character's
- inventory. If his Inventory Display is open, dropping the item on a container
- within the display places the item inside of that container (see Inventory
- Display).
- If a container is not in anyone's inventory, it must be open (its display
- visible) to drop an item into it.
- If an object is too heavy or too large to fit inside a container, or if you
- can't reach it, a message saying so appears in red above the object.
-
- Use
-
- To use an object, double-left-click on it. Each type of item functions
- uniquely when used. For example, using an unlit lamp will light it; using a
- lit lamp will extinguish it.
- Some objects may be used on other objects (e.g., a bucket on a well).
- Double-left-clicking on such an item turns the cursor into green cross-hairs.
- Moving these to the target item and left-clicking uses the first item on the
- second.
- Double-left-clicking on many usable objects brings up a display that
- provides more information about that object. For example, double-left-
- clicking on a chest brings up a display that reveals the contents of the
- chest. The contents may then be moved and manipulated like any other object
- within the world. The bodies of fallen foes are treated like chests for these
- purposes.
- In addition, the displays themselves may be moved in the same manner as
- moving an object--left-click, drag, release. Single-clicking on the red check
- at the left side of the display or pressing <Esc> will close that display.
- 'Using' a person has several meanings. Double-clicking on a person while
- not in combat will initiate a conversation with that person. (For more
- information on how conversations work, see Screen Display.) However, doing so
- while in combat mode indicates that you wish to attack that person. If you
- are clicking on a member of your party while in combat mode or while your
- Inventory Display is up, that member's Inventory Display will appear.
- 'Using' the Avatar will bring up your character's inventory (see Inventory
- Display).
- To use a cart, double-left-click on a chair in the cart. Once all of the
- characters are seated, move the cart as if you were moving the Avatar.
- A boat operates under the same principle, but you must double-left-click on
- the sails instead of a chair. To stop using a cart or boat, double-left-click
- again on the chair or the sails, respectively.
-
- Attack
-
- While in combat mode, double-left-clicking the cursor on another person who
- is not in your party or on an object initiates an attack on that person or
- object. If you are in combat mode, and in any attack mode other than Manual
- Mode (see Combat) you automatically attack any nearby hostile foes.
-
-
- KEYBOARD HOT KEYS
-
- Key Function
-
- <C> Turns combat mode on ond off
- <I> Opens up the Inventory Display of each party member beginning with
- the Avatar
- <Z> Opens up the Statistics Display for each party member beginning with
- the Avatar
- <S> Opens up the Save/Load Window.
- <R> Turns all audio effects on ond off.
- <U> Displays a scroll showing the version number of your copy of Ultima
- VII
- <ALT><X> Exits Ultima VII and returns to DOS.
- <H> Changes the handedness of the mouse by swapping the functions of the
- left and right mouse buttons. The left button is now used to move
- around and the right button to manipulate obects. This H toggle
- affects only the mouse not keyboord commands.
- <Esc> Closes Save/Load window if it is open If Save/Load is not open
- closes all open displays and windows
-
-
- USING THE KEYBOARD
-
- Though using a mouse is highly recommended, the keyboard may be used as a
- substitute if you have no mouse installed.
-
- Walking
-
- The arrow keys may be pressed to walk one step in the desired direction.
- Holding the shift key down while pressing an arrow key will allow the Avatar
- to take three steps instead of one. If <Num-Lock> is on during play, every
- step will be a triple one.
-
- Manipulating Objects
-
- Press <Spacebar> to make the hand cursor visible. Now the arrow keys will
- move the cursor instead of the Avatar. Holding down <Shift> will increase the
- rate at which the cursor travels.
- Treat <Ctrl> as if it were the left mouse button. For example, a single
- 'click' identifies an object, while a 'double-click' uses it.
- If you are in any attack mode, there is no red cursor to remind you, but
- 'double-clicking' still initiates an attack.
-
-
- DISPLAYS
-
- In Ultima VII, the entire screen is devoted to displaying the map. Any
- messages or other relevant information appear over the game map, at various
- places.
- During conversations, a portrait of the character you are speaking to
- appears in the upper left corner of the screen, with all of his text
- appearing to the right of the portrait. If any other characters interject,
- their portraits appear in the lower left corner of the screen with their text
- just to the right of their portrait. During conversations, your portrait
- appears in the center of the screen, with your word options appearing to the
- right of your portrait. Selecting a word or phrase from your options
- initiates a response from the character you're talking to.
- Text that identifies an object appears just above that object. Text that
- appears just above a character icon means that that particular character has
- spoken.
-
- INVENTORY DISPLAY
-
- When you double-left-click on yourself your Inventory Display appears. This
- is also true of any character in your party, As long as you have first
- brought up your own Inventory Display.
- Dove/Flaming Sword. At the left of the Inventory Display is either a dove
- (non-combat mode) or a flaming sword (combat mode) icon. Left-click on this
- icon to switch from one mode to the other. During play, the color of the
- cursor arrow indicates whether you are in non-combat mode (green) or combat
- mode (red).
- Containers. Double-left-clicking on any container in your inventory reveals
- the contents of that container.
- Disk. On the right side of the Inventory Display is a disk icon. Left
- clicking on this brings Up a window that permits you to load or save a game,
- turn sound and music on and off, or exit the game.
-
- Heart. Below the disk is a heart. Left-clicking on this icon reveals the
- Status Display.
- Numbers. At the bottom of the Inventory Display is a number next to another
- number (e.g., '24/36'). The number on the left is the weight that the
- character is carrying expressed as stones. The number on the right is the
- maximum number of stones that the character can carry. When buying items from
- shopkeepers, you are told if an item is too heavy for you to carry.
- In addition to weight, items also have volume. Sometimes you are told that
- you cannot carry an item because your hands or your packs are full. By
- rearranging your equipment (e.g.,putting a weapon in your pack or buying
- another back pack), you may be able to carry the new item.
- Current Attack Mode and Protected Holo are described in Combat.
-
- SPELL BOOK
-
- Double-left-clicking on the spell book in your Inventory l)isplay brings up
- its display. To cast a spell, double-left-click on that spell's icon. To
- select a spell without casting it, left-click on its icon in the spell book.
- The buckle on the bookmark moves to that spell. There are six spells (Fire
- Blast, Paralyze, Lightning, Explosion, Death Bolt and Sworai Strike) that may
- be cast in combat by double-left-clicking on a target as if attacking it. If
- the spell book is in vour hand and the book was closed while that spell was
- selected (the bookmark's buckle was on that spell), using the mouse to attack
- causes you to cast that specific spell (as long as you have the spell points
- and reagents neceessary) Also, if you (the Avatar) are not in Manual Mode and
- have your spell book ready (in hand), you cast spells automatically.
-
-
- Status Display
-
- The Status Display lists a character's current attributes, both primary and
- secondary, and whether that character is unconscious, poisoned, charmed,
- hungry, protected, cursed or paralyzed.
-
- PRIMARY ATTRIBUTES
-
- Strength, Dexterity and Intelligence are the primary attributes, with values
- ranging from range from I to 30. The higher an attribute is, the better. The
- remaining attributes are secondary statistics. Strength determines several
- things, including how much you can carry, how much (if any additional damage
- you do with a hand-to-hand weapon, and how many Hits you can take before
- dying. Dexterity affects such things as how fast you are and how well you
- pick locks. Faster characters can move and attack more often than slower
- ones. Dexterity determines your Combat skill.
- Intellegence determines several things, including your Magic skill and how
- well you cast certain spells.
-
- SECONDARY ATTRIBUTES
-
- Combat. Your base combat skill is derived directly from your dexterity. It
- determines how likely you are to hit in combat with normal weapons.
- Magic. Your base magic skill is derived directly from your intelligence.
- It determines the maximum number of Mana points you can have.
- Hits are derived directly from your strength. They are reduced by damage,
- poison and hunger. When your Hits reach 0, you are unconscious.
- Mana records the current number of Mana points you have at that moment.
- The less active you are, the greater the rate at which Mana points return.
- Level indicates your overall prowess. As you gain experience (see below),
- your level increases. As your level increases, you have the opportunity to
- raise one or more of your primary attributes. In addition, Hits usually
- increase as your level does.
- Experience points (Exp) are a measure of your accomplishments. Every time
- you solve a quest or slay a monster, each member of your party gains
- experience points. After earning the required number of points, a character's
- level increases.
- Training points are accrued with experience points. To increase strength,
- dexterity, intelligence, combat or magic, you must find a trainer who teaches
- expertise in that specific attribute. If you pay the trainer's fee and 'trade
- in' training points (representing your study and practice with the trainer),
- the attribute you are concentrating on increases.
-
-
- COMBAT
-
- In the lower left corner of each character's Inventory Display is an icon
- representing the attack mode for that character when he is in combat. The
- following attack modes are available:
-
- ------+--------+---------------+----------------+--------------------------
- Icon | Avatar | Other Members | Attack Mode | Description
- ------+--------+---------------+----------------+--------------------------
- * * * | Yes | No | Manual | You may direct each
- ? ? | | | | combat action.
- O | | | |
- ------+--------+---------------+----------------+--------------------------
- o | Yes | Yes | Attack Weakest |The Character will attack
- ^ | | | |the weakest opponent.
- O | | | |
- ------+--------+---------------+----------------+--------------------------
- * | Yes | Yes |Attack Strongest|The Character will attack
- ^ | | | |the strongest opponent.
- O | | | |
- ------+--------+---------------+----------------+--------------------------
- * | Yes | Yes | Defend |The Character will be less
- \|/ | | | |effective at hitting more
- O | | | |effective at dodging.
- ------+--------+---------------+----------------+--------------------------
- * * * | Yes | Yes | Attack Nearest |The Character will attack
- ^ | | | |the nearest opponent.
- O | | | |
- ------+--------+---------------+----------------+--------------------------
- * | Yes | Yes | Flee |The Character will flee
- O | | | |any opponent.
- \/ | | | |
- ------+--------+---------------+----------------+--------------------------
- * * * | No | Yes | Bezerk |The Character will never
- \|/ | | | |flee, regardless of wounds
- O | | | |
- ------+--------+---------------+----------------+--------------------------
- * * | No | Yes | Random |The Character will attack
- >O< | | | |a random foe.
- * * | | | |
- ------+--------+---------------+----------------+--------------------------
- * | No | Yes | Protect |The Character will attempt
- /- | | | |to protect the party
- O o | | | |member in protect mode
- ------+--------+---------------+----------------+-------------------------
-
- If the Avatar's attack mode is anything but Manual Mode, he selects targets
- on his own (according to the rules of his attack mode) and fights those
- opponents without any further input from the player. The player may override
- control at any time (by double-left-clicking on a specific target to attack
- it, right-click-and-holding to lead the Avatar in a certain direction, etc.).
- When not in Manual Mode, the Avatar does not select fleeing or disabled
- (sleeping, paralyzed or unconscious) targets on his own, and breaks off an
- attack once any of these eonditions are met. To make the Avatar pursue an
- enemy to the death, double-left-click on the opponent after it has already
- fled or been disabled.
-
- Flee Mode
-
- If a party member is seriously injured, he may flee. Neither the Avatar nor
- party members in Berserk Mode will ever flee. Normally, fleeing characters
- might drop some of their possessions. Party members who have been set to Flee
- Mode will make an orderly retreat and will not drop any of their possessions.
-
- Protected 'Mode' and Protect Mode
-
- You may designate a party member to be protected by clicking on the 'halo'
- just above that character's attack mode icon. It turns gold, indicating that
- this party member is to be protected. Only one person in the party may be
- protected at any one time.
- Note that if if you have not designated any party member to be protected
- ('turned his halo on'), an injured party member may turn his own halo on and
- call out to other party members for protection. Any party members that are in
- Protect Mode will follow this injured character around and attempt to protect
- him. Effectively, any protecting character's main concern is for the welfare
- of the protected individual, and he will fight anyone who attacks the
- protected character until there is no longer a threat.