home *** CD-ROM | disk | FTP | other *** search
Text File | 2003-06-11 | 81.2 KB | 1,882 lines |
- PLAYER'S GUIDE
-
- 1992 ORIGIN Systems, Inc.
- Electronic Form DocumentCreated and Produced by Boba Fet.
- Converted to ASCII by Beamer
-
- STARTING THE GAME
-
- 1. First, install ULTIMA Underworld on your hard disk.
- If you haven't already done this, refer to the Install Guide
- included in this package for instructions.
-
- 2. Select the drive on which the game is installed. (For
- example, if you installed the game on your C-drive, type "C:"
- and [ENTER].
-
- 3. Select the ULTIMA Underworld directory. (If you selected our
- default directory, type "CD \UW" and [Enter]). 4. Start the game
- (by typing "UW" followed by ENTER].
-
- The "ORIGIN Presents" screen appears, followed by another
- reading "A Blue Sky Productions Game." As the game finishes
- loading, this screen is replaced by a title screen ("ULTIMA
- Underworld: The Stygian Abyss"). If you have not played the game
- before (or have never "saved" your previous adventures), the
- game proceeds to the Introduction. This provides background
- information you need to complete your subterranean adventure.
-
- If you are in a hurry, or you have already seen the
- Introduction, press [ENTER] to cancel anypreliminary screen and
- bring on the following screen. If you have "savedgames" on your
- hard disk, the game automatically skips the Introduction and
- goes directly to the main menu. (If you do not know what "saved
- games" are, see "Save Game," )
-
- Afterward, you are presented with several choices:
-
- Introduction. Repeats the introductory sequence you just saw.
-
- Create Character. Allows you to set up a brand-new
- player-character.
-
- Acknowledgments. Lists the names of the people who created the
- game.
-
- Journey Onward. When you have a character, select this option to
- begin playing. You will not see this option unless you have a
- saved game.
-
- Select an option by clicking on the option you want or by using
- the cursor keys to change the highlighted selection and pressing
- [ENTER]. If this is your first game, you must select "Create
- Character" before you can begin play.
-
- CREATING YOUR CHARACTER
-
- Through the choices which you make at this time, you fashion the
- type of hero you wish to guide through this adventure. Each
- option is represented by button. To make a choice, use the mouse
- to move the cursor onto the option button you want to select and
- click either mouse-button. (You may also use the cursor keys to
- highlight the option you want -- a highlighted option appears
- raised -- and then press [ENTER] to select the option.)
-
- In order, the choices you must make are:
-
- Choose Player Sex.
-
- Male or female. Controls whether your Avatar is a man or a
- woman, and which portraits you may select later. Gender has no
- effect on your character's strength or abilities.
-
- Select Handedness.
-
- Right or left. Determines which hand you use to hold your
- primary weapon, and which is your shield-hand.
-
- Class
-
- Fighter. A warrior, trained in the military arts since youth.
-
- Mage. One born with the ability to cast spells.
-
- Bard. A traveling entertainer, perhaps a storyteller or a
- musician.
-
- Tinker. A skilled craftsman, particularly with weapons and
- armor.
-
- Druid. A guardian of the woodlands, able in both combat and
- magic.
-
- Paladin. A warrior who also has some grasp of the art of
- spellcasting.
-
- Ranger. A woodsman, skilled at tracking, hunting and fighting.
-
- Shepherd. A resourceful sheep-tender, often a jack-of-all-trades.
-
- Pick Skills.
-
- Your character description includes several skills -- abilities
- you have honed and tasks you have practiced. Many of these
- skills come automatically, as a result of the character class
- you choose. (For instance, all Mages can use magic so they all
- begin with casting and mana skills.)
-
- In addition to innate skills, you are asked to select some
- skills unique to your character. For instance, you may give your
- Fighter sword skill, or you might choose axe, mace, missile
- weapon or the unarmed combat skill. When the skill selection
- list appears on the right-hand side of the screen, simply click
- on the skill you want for your character.
-
- For now, pick skills that sound useful and interesting. Later,
- you can consult the skill list on page 30 and create carefully
- honed characters.
-
- Portrait.
-
- Select the appearance of your character by clicking on one of
- the five pictures that appear on the right-hand side of the
- screen.
-
- Choose Difficulty.
-
- Standard or Easy. In easy mode, monsters and hostile characters
- are less dangerous and are easier to defeat than in standard
- mode. (Note that you can't change this after you begin playing
- -- to change the difficulty level, you must begin a new game.)
-
- Name.
-
- The last step in creating your character is to give him or her
- a name. Type in the name of your choice, then press the [Enter}
- key when done.
-
- Keep This Character.
-
- Finally, the game asks you whether or not you want to play the
- game with the character you have just designed. If this
- character is acceptable, answer "yes." Otherwise, select "no"
- and you can design another character.
-
- IN THE UNDERWORLD
-
- (NOTE: This tutorial walks you through the beginning of your
- adventure in the Abyss. It assumes you have a mouse. To play
- without a mouse, consult your Reference Card for keyboard
- equivalents of the commands described.)
-
- Once you finish designing your character, you automatically
- begin the game.
-
- The Main Game Screen.
-
- This is the screen you will see most of the time. In the center
- is the View Window -- the Stygian Abyss as your character sees
- it. To the right of this is a Character Panel which usually
- displays a picture of your character and any items he or she is
- carrying. At the bottom of the screen is a Message Scroll where
- text is displayed. On the left side of the screen are six
- Command Icons which allow you to look at and interact with
- creatures and objects you encounter in the underworld. Other
- elements of the game screen -the Compass, the Rune Shelf, the
- Power Gem, the Vitality Flask and the Mana Hask -- will be
- explained later.
-
- Try moving your mouse around the screen -- but don't press any
- of the buttons yet. As you move the mouse in the view window, an
- arrow-shaped cursor mimics your mouse movements. Outside the
- view window, the cursor takes the form of a yellow cross.
-
- SAVING YOUR CHARACTER
-
- Before you do anything else, save the game. If you die before
- saving, you will have to go through the character creation
- process again.
-
- 1. First, click on the "O" icon (for "Options") on the left side
- of the screen.
-
- 2. When the option list appears, click on "Save Game."
-
- 3. Click on the roman numeral "I" icon.
-
- 4. When the words "<not used yet>" appear in the message scroll,
- type in a name for your saved game (something like "Start") and
- press [ENTER] or either mouse-button.
-
- 5. You return to the game automatically and can now begin
- exploring.
-
-
- LOOKING AROUND
- First, examine your surroundings. Move the cursor into the view
- window, and notice how the shape of the arrow changes depending
- on where it is. Near the middle of the screen, the arrow changes
- into cross-hairs. Moving to the right makes the arrow point to
- the right; moving to the left makes the arrow point left.
-
- In the view window, the shape of the arrow controls which
- direction your character moves. To move, press and hold the left
- mouse-button. Your character moves as long as you hold the
- button down.
-
- For instance, move the arrow to the right side of the screen,
- then move it up or down until the arrow bends and nearly forms a
- circle -- this allows you to turn in place, without moving
- forward or backward. With your cursor in this position, press
- the left mouse-button and hold it down.
-
- The view in the window shows what you see as you turn around. If
- you're just starting a game, you see a dark corridor ahead of
- you and a bag to your right. Behind you are the closed (and
- locked) doors through which you entered the Abyss. To your left
- is a skull and, on the wall, a carved message.
-
- As you spin around, note that the compass below the view window
- spins too. The compass shows which direction you are facing --
- the red-tipped point of the compass indicates north.
-
- Occasionally, looking at or using objects calls up a scene that
- temporarily replaces the view window. When you 'refinished
- looking at one of these scenes, click either mousebutton or
- [ENTER] to return to the view window.
-
- MANEUVERING
- Now you're ready to try moving around. Two rules govern movement:
-
- Rule 1. While vour cursor is inside the view window, its shape
- determines the direction i'n which you move if you press and
- hold down the left mousebutton. If it points right, you'll move
- to the right; if it points upward, you'll move forward, and so
- forth.
-
- Rule 2. The speed at which you move depends on how far your
- cursor is from the center of the view window. When the cursor is
- exactly centered, it changes into a cross and you don't move at
- all. As you move the cursor closer to any edge of the view
- window, you move faster.
-
- To practice setting speeds, turn until you are again facing down
- the long corridor leading deeper into the Abyss (the corridor
- opposite the huge double doors at the entrance). Remember, you
- turn by using the nearly-circular cursor arrows, as you did
- before -- this pivots you in place, without moving you forward.
- Then release the mouse-button to stop your turning motion. Now,
- move the mouse until the cursor turns into an upward-pointing
- arrow, and then press and hold the left mouse-button. This moves
- you forward. Shift the mouse so that the cursor moves toward the
- top of the screen and you will move faster and faster until you
- release the mouse-button. When the arrow points downward (toward
- the bottom of the view window), you will move backward.
-
- Try clicking the right mouse-button while you're moving forward
- -- this causes you to jump. The faster you're moving, the
- farther you jump.
-
- Don't worry if you slam into a wall -- you can't hurt yourself
- by walking into walls. Flying (or jumping) into a wall will
- cause injury.
-
- When you feel comfortable walking, running, turning and jumping,
- turn around and walk back to the double doors.
-
- Easy Move Mode. If you have difficulty maneuvering in 3-D space,
- try using the arrow keys on the base of the compass below the
- view window. The curving left and right arrows turn you 45
- degrees in the direction of the arrow you click. The up arrow in
- the center of the compass moves you forward four feet. Press [X]
- to move back (two feet with each keypress). There is no mouse
- equivalent for the [X] command. Though less realistic than
- "normal" movement through the dungeon, using the arrows might
- make it easier to maneuver through the dungeons.
-
- INTERACTING WITH THE WORLD
-
- The first thing to do when beginning the game is to find some
- equipment a weapon, armor, food and so forth. Fortunately the
- bag close at hand holds several useful items. To find out what's
- in the bag, use the command icons on the left side of the
- screen. In order from the top of the screen, these icons are:
-
- Options
-
- Talk
-
- Get
-
- Look
-
- Fight
-
- Use
-
- Selecting these various icons (only one of which can be active
- at a time) allows your right mouse-button to perform different
- tasks. We'll address each of these as the need arises. (For an
- explanation of the "Options" icon, see page 16.)
-
- Advanced tip: The icons are easy to use and give you a good
- understanding of the way ULTIMA Underworld works, but if you are
- an experienced game-player and mouse-user, you can access many
- commands without using the icons! If none of the icons are
- highlighted, you enter a very useful shortcut mode called
- "Default Mode."
-
- If you're just learning to play ULTIMA Underworld, we recommend
- using the icons for a while (and this tutorial assumes you will
- do so). Eventually, however, perhaps even before you complete
- this tutorial, you will want to try the icon-less default
- interface. For an explanation of Default Mode, see page 16.
-
- LOOKING AT THINGS
-
- Click on the Look icon with either button, then move the cursor
- over the bag, and click the right mouse-button. (Don't press the
- left mouse-button -- that will cause your character to move.)
- Pressing the right button in Look Mode causes your character to
- Look at an object -- what you see is printed on the message
- scroll. Turn until you are facing the bag and Look at it. The
- words on your message scroll read, "You see a bag."
-
- Looking Up and Down. You might have trouble seeing the bag on
- the floor, unless you tilt your character's head and look down.
- To do this, press [1] at the top of your keyboard -- each time
- you press this key, your character's head tilts a little further
- downward, until it finally reaches its maximum. To look up
- again, you can either press [3] (which lets you look up a little
- more, every time it is pressed) or [2] (which returns your head
- to its normal viewing angle).
-
- Note that [1], [2] and [3] on the numeric keypad control cursor
- movement and can't be used to look up or down.
-
- GETTING THINGS
-
- Now, pick up the bag and examine its contents. First, make sure
- that the inventory side of your character panel is displayed.
- This is the side with your character's picture on it. (If this
- picture isn't visible, click either button on the chain below
- the right-hand panel.)
-
- The circles at the bottom of the character panel are for
- inventory -- objects your character is carrying but which aren't
- necessarily ready for immediate use. The circles surrounding the
- picture of your character are for objects your character is
- wearing or holding -- armor, weapons, rings, lit torches and so
- on.
-
- To pick up the bag, change to Get Mode by clicking on the Get
- icon (the third one from the top) and move your cursor until it
- is on the bag. (Look down, using if you have trouble seeing the
- bag.) Now, press and hold the right mousebutton and move the
- mouse. You now have the bag "in-hand." The cursor assumes the
- shape of the bag and, as long as you keep the right mouse-button
- pressed, moves around the screen as you move the mouse.
-
- Move the bag over to one of the empty circles at the bottom of
- your character panel. Release the right mouse-button and the bag
- settles into place in your inventory.
-
- Manipulating Your Inventory. To open the bag, click on it with
- the left mouse-button. The contents are now displayed on the
- inventory panel. If you don't recognize any of the items, you
- can find out what they are by Looking at them. For instance,
- click on the Look icon, then move the cursor over the object
- that looks like a stick and press the right mouse-button -- the
- message scroll now reads, "You see a somewhat used torch."
-
- Looking at a n object may tell you the nature and condition of
- the item you are looking at. Right-clicking the sword-like
- object, for instance, reveals that it is a dagger, and that it
- is in "badly worn" condition. However, it is the only weapon you
- have, so place it in your weapon hand. If your character is
- right-handed, your weapon hand is your right hand - otherwise,
- it is your left hand. (Note that your character's "right" hand
- is not the hand to the right on the screen, but thefigure's
- right hand.) To move the dagger from the bag in your inventory
- to your weapon hand, place the cursor on the dagger, press and
- hold down either mouse-button, and drag the dagger to the
- inventory circle nearest your weapon hand. When you release the
- button, the object will settle into place.
-
- The torch will make the Abyss a much brighter place. You already
- know how to move items within your inventory, so move the torch
- to the circle above your character's right shoulder. Now you
- want to light it. Click on the Use icon and then on the torch.
- Notice the difference this makes in the view window. (If you Use
- a lit torch, you snuff it out.)
-
- The food in this bag -- an apple, a fish and a loaf of bread --
- can be ignored for now, but your character will eventually
- become hungry. Always make sure you have food available.
-
- Perhaps the most important item in the bag is the square
- parchment, which a Look will tell you is a map. The game
- automatically updates this map as you move about the Abyss.
- Place the cursor on the parchment and click the left
- mouse-button -- a full-screen map appears.
-
- The Auto-Map. There isn't much on your map at this point, since
- you haven't gone anywhere yet -- the wails of your current room
- and the bit of corridor you explored are sketched in brown ink,
- your position is noted by the yellow pushpin, and the cursor is
- a quill pen. If you want, you can write notes to yourself
- directly on the map.
-
- For instance, mark your starting location for future reference:
- Move the quillpen cursor to your current location on the map and
- press either mouse-button. The quill pen shifts into writing
- position - whatever you type will now be added to the map. (Try
- typing, "START.") When you are done with the comment, click
- either mouse-button (or press either [Enter] or [ESC] to return
- the quill pen to its non-writing position.
-
- To erase a remark, click on the eraser symbol in the lower right
- corner of the map. This turns your cursor into an eraser. Move
- the eraser to the comment and click either mouse-button. The
- comment goes away.
-
- To call up maps of levels other than the first, click on the
- dog-eared corners on the right-hand side of the map. The upper
- corner allows you to examine higher levels while the lower
- corner allows you to examine deeper levels. Since you haven't
- explored any levels other than the first yet, you will have to
- wait to experiment with this feature.
-
- To return from the map to the game, press [ESC] or move your
- cursor to the "Close" symbol at the lower right, and click
- either mouse-button.
-
- You'll want to use the map often, so you shouldn't keep it
- inside a bag. Rightclick-and-hold on the map symbol on your
- character panel, drag it over the bag symbol above the lower
- inventory circles, and release the button. (This takes the map
- out of the bag, but keeps it on your person.) Now left-click the
- bag symbol to close the bag and return to the main inventory
- screen. The closed bag and the map should be side-by-side.
-
- (Note that if you had all of your inventory slots full, dragging
- the map to the bag symbol would have had no effect -- to move
- the map out of the bag, you would have had to empty an inventory
- slot to make room for it.)
-
- You can click on the map any time you want to get a fix on your
- location.
-
- Dropping Objects. Now, you know how to pick things up and
- manipulate your inventory, but what if you want to get rid of
- something? At this point, you want to keep everything you've
- found, so we'll have to fudge a little -- there's a skull around
- here somewhere. It'll do.
-
- Turn until you are facing the wall to the west -- the wall with
- the carved message on it. (When the red "North-point" on the
- compass below the view window points to the three o'clock
- position, you are facing west.) Now, move forward. You may
- accelerate right into the wall, but don't worry -- running into
- walls doesn't hurt you in ULTIMA Underworld. Back up a bit so
- you can see the message carved into the wall. (Read the message
- by clicking on the Look icon and right-clicking on the carving.)
-
- The skull is just below the graffiti on the wall. Click on the
- Get icon, then use the right mouse-button to click and drag the
- object into your inventory. (If you are too far away to get the
- skull, move closer.)
-
- You certainly don't need to carry this skull around, so drag it
- out of your inventory and put it back on the ground. (Remember,
- when you drag an item, the cursor assumes the shape of that
- item.) To rid yourself of the skull, you can either drop it or
- throw it.
-
- To drop the skull on the ground, drag the skull-shaped cursor to
- anywhere in the bottom third of the view window, and then
- release the button.
-
- To throw the skull, release the button while the skull is in the
- top two-thirds of the view window. (The skull is pretty tough,
- but some objects break or bounce upon impact.) If there is an
- obstacle in front of you, a thrown object falls to the ground in
- front of you.
-
- If you're too close to an obstacle (the wall, for example), you
- may not be able to drop the skull at all. Any time you find you
- are unable to drop or throw an object because you are too close
- to a wall or door, try backing up a bit.
-
- OPENING DOORS
-
- Turn until you are facing north (i.e., until the red point on
- the compass is in the 12 o'clock position) and walk down the
- corridor again. This time, stop and look at all the objects you
- see. As you walk, you come across an axe (a Look will reveal
- that it is broken), ashes, bones and other rubbish. Mid-way down
- the corridor, in a recess in the right-hand wall, you'll find a
- door. Right-click to look at it and read the description on the
- screen's message scroll.
-
- Click the Use icon and then the door to try to open it. You'll
- discover that it is locked, and you don't have a key. But
- there's another way to open this door-turn to face the door and
- back up a bit. There, on your right, is a pull-chain. Right
- click on the chain to Use the chain to pull it and open the door.
-
- Walk through the doorway and bear a little to the left --
- there's another bag! Using the bag spills the contents onto the
- ground so you can examine the items without adding them all to
- your inventory.
-
- In this bag, you find a cudgel, a mushroom and a candle. First,
- pick up the now empty bag. Leave the candle, for the moment, and
- pick up the mushroom and the cudgel. (Click the Get icon,
- right-click and drag each object into your inventory and release
- the button over an inventory circle.)
-
- SELECTING WEAPONS
-
- Now you have a decision to make -- should you leave the dagger
- in your hand or move that out of the ready position and replace
- it with the cudgel? To make this decision, you need to know more
- about your skills. Click on the chain below the character panel
- and the panel flips around to your statistics panel.
-
- This panel contains a great deal of information about your
- character, but right now we're concerned with the skill list at
- the bottom of the panel. To scroll through the list, click on
- the up- or down-arrows below the skill list.
-
- If your character has the mace skill, you probably want to use
- the cudgel rather than the dagger. If your character's mace
- score is zero, check the sword skill. If you have that skill,
- stick with the dagger (and go looking for a better dagger or
- sword D. If you have neither skill, ready whichever weapon you
- prefer -- the dagger does less damage than the cudgel, but you
- will be able to attack more frequently with it.
-
- Now click the chain below the stat panel to flip back to the
- character panel. Move whichever weapon you want into your
- character's weapon hand.
-
- DEALING WITH GROUPED ITEMS
-
- There is still a candle on the ground. Since your torch won't
- last forever, you should pick it up. (Candles don't provide as
- much light as torches, but they burn longer and some light is
- better than none at all...)
-
- When you try to pick up the candle you find there's something
- different about it -- it's actually several candles! When you
- click the Get icon and then the candle, the message "Move how
- many? 1" appears in the message scroll. To take just one of the
- candles, click with the left button. The right button would take
- all of them if clicked, or you could type in a number from the
- keyboard, then press [ENTER]. Now you can move the candle(s)
- just as you would any other object.
-
- Items of the same type can usually be stacked within a single
- circle on your inventory panel -- for instance, five torches are
- generally shown as one torch symbol, with the numeral "5" above
- it. The only time you can't stack identical objects is if their
- "quality" is different. For instance, you can't stack a
- "somewhat used" candle in the same circle with "halfway used"
- candles.
-
- FURTHER EXPLORATION
-
- Turning left and right, you see two doors in this room. Trying
- to open them (by clicking the Use icon and then right-clicking
- the door), you find that they're both locked -- and this time,
- there are no pull-chains. Without a key, there's nothing more
- you can do here short of "attacking" the door repeatedly to
- batter it down. This is possible, but it takes time and could
- damage or destroy your weapon. For now, go back out into the
- main corridor and head west.
-
- Keep going until the east-west corridor ends, then turn to the
- right (north). Here, in an alcove, you find a torch, a bowl and
- an axe. Look at each of these items, note their condition, and
- get them. (If you have the axe skill, put the axe in your weapon
- hand.)
-
- Now check the compass and head south. Beyond the east-west
- corridor that brought you here, you'll pass the remains of an
- adventurer and come upon some strange blue and gold objects.
- These are rune stones -- the stuff of magic. Pick these up and
- put them in your inventory. There isn't much you can do with
- them right now, but they'll come in handy later.
-
- Continue on until the corridor tums to the right (west again)
- and you enter a room with a large stone block in the center. Go
- around the block -- it doesn't matter whether you go to the
- north or the south.
-
- Past the block, you find a pack. Put it in your inventory and
- click on it to examine its contents. Inside, you find a scroll,
- a red key, a rune bag and some runes.
-
- Read the scroll (by right-clicking it in Look mode) and then
- leave it behind or carry it, at your discretion (it doesn't
- weigh much). The red key should open some of the locked doors
- you've encountered. The magic items are very important. The rune
- bag allows you to cast magic, but only if you have the proper
- rune stones inside. Pick up each rune stone and drag it on top
- of the rune bag -- this actually puts the stone inside the bag.
- (You can use this method to place anything inside of any bag or
- pack.) Be sure to put in the stones you found earlier, too.
-
- You want your rune bag to be accessible, especially if you're a
- mage, so drag the rune bag onto the pack symbol above the lower
- inventory circles, moving it to a more convenient inventory
- location.
-
- MAGIC
-
- With a rune bag and some rune stones, you may be able to cast
- spells -- even if you aren't a mage. The amount of Mana you have
- and your casting skill level determine how successful you can be
- with magic.
-
- Preparing a Spell. Before you can cast a spell, you must prepare
- it. Try to anticipate your needs and have a spell (like Resist
- Blows) ready for use in an emergency or keep a common spell
- (perhaps Light) ready simply because you expect to use it
- repeatedly.
-
- To prepare a spell, open your rune bag. Go to the inventory
- section of your character panel, and left-click the rune bag --
- this causes the character panel to flip, revealing the Rune
- Panel. The rune stones are shown here in alphabetical order,
- with empty squares representing stones you haven't yet collected.
-
- Now take note of the empty rectangle just to the right of your
- compass -- this is the Rune Shelf, where your readied spell is
- displayed. Left-clicking on any stone on the rune panel causes
- that stone to appear on the shelf. When all of the stones
- necessary to cast a spell are on the rune shelf, the spell is
- considered prepared.
-
- Necessary Rune Stones. The rune stones you find in the pack are
- Bet, In, Lor and Sanct (B, I, L and S). The spell tables in this
- guide reveal that these stones can be used to cast three spells:
- Light (using I and L), Resist Blows (B, I and S), and Conceal
- (B, S and L). However, Conceal is a spell of the Third Circle,
- so it is beyond the ability of a beginning mage -- the other two
- spells, being of the First Circle, are possible.
-
- In addition to the Bet, In, Lor and Sanct runes, you already had
- Ort and Jux (O and J). With these, you may also be able to cast
- the Magic Arrow spell (OJ) and, when you reach a higher level,
- the Rune of Warding spell (IJ) and the Strengthen Door spell
- (SJ).
-
- Casting a Spell. All that is necessary to cast a prepared spell
- is to left-click on the runes on the rune shelf, regardless of
- whether your rune bag is open or closed. If you have the
- required Mana, and the correct runes on the shelf, the spell
- will eventually work -- but the number of attempts required will
- depend on your character's casting skill level. The higher your
- level, the better your chance of succeeding at a spell.
- Characters with lower casting ratings may have to try over and
- over in order to get a spell to work. Fortunately, there is no
- penalty for a casting failure unless the spell backfires -- a
- rare occurrence.
-
- (If you make a mistake in laying out your runes, you can erase
- the rune shelf by clicking on the symbol at the bottom of the
- rune panel. This represents the rune stones being replaced in
- the rune bag.)
-
- Once a spell is successfully cast, the blue Mana Flask drains to
- reflect the amount of Mana used up.
-
- PLAYING IT SAFE
-
- You're about to embark on a journey -- it may seem like you're
- going out of your way and retracing your steps, but it will pay
- off in the long run.
-
- First, go to your auto-map and write yourself a note indicating
- your current location. Then, go back to the main corridor and
- the door you opened by pulling the chain. It's to the east --
- refer to your automap, if you lose your way. Go through the door
- and find the locked door to the south in the room beyond.
-
- Now use the red key you found in the pack. First, approach the
- locked door. Then open the pack in your inventory, click on the
- Use icon and then click on the key to put the key in-hand. You
- will be asked what you want to use the key on. Move the
- key-shaped cursor to the door and right-click. Since the key
- fits the lock, it unlocks the door. Use the door and it will
- swing open.
-
- (Many usable objects -- keys, anvils, poles, lockpicks, rock
- hammers, even bones you wish to bury -- require specific
- targets. All are used in the manner described above.)
-
- Proceed straight ahead through the door. On your right is a
- message carved in the wall. Look at the message to read it. Now,
- turn to face the plant at the far end of the room -- this is the
- Silver Sapling. Get the plant and it will wither, leaving you
- with a seed. Plant the seed somewhere in this room. To plant the
- seed, place it in your inventory, then click on the Use icon and
- then the seed. If there is floor space in front of you, the seed
- will take root. (If you have trouble planting the seed, back up
- or turn around until there is more room in front of you and try
- again. Make sure there is dirt ahead of you or the seed won't
- grow.)
-
- Now, if you die in combat, you will be resurrected in the spot
- where you planted the seed. If you die without having done this,
- you return to the main menu and must create a character from
- scratch and start all over (or restore a saved game, if you have
- one).
-
- Retrace your steps, using the auto-map if necessary, and go back
- to the room where you found the pack. You're about to pick a
- fight, and the Silver Sapling may prove your salvation.
-
- (At some point you will want to Look around the Silver Sapling
- room carefully, examining walls, objects and everything else --
- there is a secret door in the area, but you'll have to look
- carefully tofind it. This secret door can be seen on-screen if
- you keep your eyes open. Others are too well-hidden to be
- spotted by the naked eye. You're unlikely to find these unless a
- character tells you about them in conversation. Even then, you
- must click on the Look icon and look at the walls. Your search
- skill takes over at this point and, if you're observant, a
- secret door will be revealed.)
-
- COMBAT
-
- Once you're back in the room where you found the stone block and
- the pack, take a look around. There are two doors -- when you
- try to open them you will find that one is locked and the other
- is unlocked. You can try your red key in the locked door, but
- first open the unlocked door -- a Use click will do the job.
-
- Enter and use the Look icon to examine everything in the room --
- the first thing you'll probably notice is a giant rat. The rat
- is agitated, but it's not actively hostile (which means it won't
- leap to the attack). You'll also see some food and some armor.
-
- If you want to, you can just try to take the items (probably
- starting with the armor). If the rat sees you take its food, it
- will get more angry, and since it is already upset, it will
- attack. If, however, you can grab the items while the rat is
- looking the other way, it won't notice, and you can saunter off
- with your newfound goods, none the worse for the experience.
-
- However, in order to find out what combat is like in this game,
- you are about to attack the giant rat.
-
- First, make sure you have your best weapon readied -- the one in
- the best condition and with which you have the highest level of
- skill -- then click on the Fight icon (the sword) on the left
- side of the screen. This readies your weapon. The tip of the
- weapon appears at the bottom of your view window.
-
- (If your weapon does not come into view, and you see your fist
- instead, you may not have the weapon in your weapon hand. The
- large circles near your hands, on the inventory panel, are the
- only places from which you can use a weapon -- the circle to the
- left if your character is righ t-handed, and the right circle if
- your character is left-handed.)
-
- Attacking. To attack, position the cursor over your target, then
- press and hold down the right mouse-button. This causes your
- weapon to disappear from the view window as you pull it back
- into the ready position. Releasing the button launches the blow.
- The location you're attacking is determined by where you start
- your attack -- where the cursor is when you first press the
- button -- not by where you release the mouse-button to unleash
- the attack.
-
- Be sure to hold down the right mouse-button long enough for the
- power gem just left of the compass to begin glowing yellow or
- green -- otherwise, you haven't drawn your arm back yet, and the
- blow automatically fails.
-
- You will quickly notice that you can make several different
- kinds of attack -positioning the cursor high in the view window
- causes a bash, starting the attack in the middle of the window
- causes a slash, a low cursor unleashes a thrust. Some attacks
- prove more effective against certain foes -- in this case,
- you're fighting a rat, and you want to swing middle and low (or
- look down and bash), as high swings go over the rat's head.
-
- If the rat dodges, maneuver to keep it in view, using the left
- mouse-button as you would during normal movement. (You can move
- and attack simultaneously.) You might also want to look down
- (with
-
- Doing Damage (and Taking It). If your attack is successful, you
- will see a splatter of blood -- the bigger the splatter, the
- more damage you did to your foe. (Not all enemies bleed, but
- giant rats do -- if your attack strikes home, you'll know it.)
- If you are lucky, or if your character is particularly skilled
- in attack or if you are skilled with the weapon you are using,
- you might even kill the rat with a single blow -- if so, you'll
- see a puddle of blood on the ground.
-
- You will know if the rat injures you, because the view window
- rocks (as the attack knocks you back). If the attack seriously
- damages you, a sudden flash of red fills the entire window. To
- keep track of your health during combat, watch the red flask --
- if its level falls too low, this may be a good time to run for
- it!
-
- If you defeat the rat, check your character panel -- you will
- find that you've been given several experience points. When you
- have more, your character will grow in skills and attributes.
-
- Collecting Booty. If you vanquish an enemy, his goods -- his
- weapon, armor and other treasures -- automatically fall to the
- ground, and you can claim them. Unfortunately, this rat has no
- treasure, but he does have his hoard: The cheese and the piece
- of meat are probably worth carrying until you need them. As for
- the leggings (armor for your legs), you should put them on.
-
- To don the leggings (or any article of clothing or piece of
- armor), pick them up and release them over your character's legs
- on the inventory panel -- in addition to the inventory circles
- surrounding the picture of your character (which represent
- things your character holds), the picture itself includes
- inventory slots for items you wear on your head, torso, hands,
- legs and feet. Select the Get icon and then drag the leggings
- onto the picture's legs. When you release the mouse-button, the
- armor settles into place there -- your character is then wearing
- them.
-
- And Should You Die .... If you die, you are resurrected where
- you planted the Silver Sapling seed. You can then try to defeat
- the rat again or continue exploring elsewhere.
-
- CONVERSATION
-
- Now that you've engaged in combat, try a little peaceful
- interaction. Use the red key on the west door and venture on.
- After you enter this room, turn to the left and collect the
- bedroll you see. This will help you sleep better. In addition to
- the bedroll, there's a person in the room. Look at him and you
- will find that he is friendly. Click on the Talk icon and then
- position the cursor over the man and press the right
- mouse-button to strike up a conversation.
-
- The Conversation Screen. When you do this, a large conversation
- scroll appears in the middle of the screen. Below the large
- scroll is your message scroll. Above and to the left of the
- large scroll is a portrait of the man with whom you are speaking
- and, above that, the man's name -- Bragit. To the right of
- Bragit's portrait is his "barter area." To the right of that is
- your barter area and your character's portrait and name.
-
- Selecting Responses. Bragit greets you with the words, "Hail,
- stranger! What be thy business? I have not seen thee in this
- place before." (His comments are printed in dark brown on the
- conversation scroll.) Below, on your message scroll, a menu of
- three possible responses appears:
-
- 1. I am merely exploring the Abyss.
-
- 2. I am attempting to rescue an innocent girl.
-
- 3. I was thrown in here as punishment for a crime I did not
- commit.
-
- These are the things you can say to Bragit. The choice you make
- may determine how Bragit feels about you (friendly, angry,
- actively hostile, etc.) and what he says next, if anything. To
- select one of these responses, press the keyboard number of the
- option you want or move the yellow cross onto the option and
- click either button. Select the option you want now.
-
- The response appears in light brown below Bragit's greeting,
- followed by his response to you. (The "[MORE]" at the end of his
- comment is a signal that he has more to say -- click either
- mouse-button or press any key to see the rest of his
- conversation. )
-
- Notice that you now have new response options in the message
- scroll. Continue selecting response options and reading Bragit's
- text until he says, "Good luck in thy travels." This is the
- response he gives when he is ready to end the conversation and
- go about his business. (Other people and creatures will have
- different closing lines... )
-
- To leave conversation and return to the main game screen, click
- either mouse-button or any key.
-
- CONTINUING TO PLAY
-
- These pages have provided enough tips to get you started in the
- underworld. At some point, you should read the Advanced Playing
- Tips for more information about the game.
-
- Now you can venture forth on your own, using your native wits
- and sharp sword to cleave a route through the Abyss. Remember,
- there are plenty of locked doors to unlock and a secret door
- somewhere in the Silver Sapling room, and the man you talked
- with told you things you may want to investigate.
-
- As you play, don't feel like you have to explore levels or solve
- puzzles and quests in any predetermined order. If a puzzle or
- quest has you stumped (or you just want to move on to a new
- level), go ahead -- ULTIMA Underworld is a nonlinear game. You
- can move freely from level to level, solve puzzles in any order
- you want and finish quests whenever you feel you're ready.
-
- Now, if you want to stop playing, exit the game by selecting the
- Options icon, and then choosing the "Quit Game" option. Before
- doing this, however, save your game (see page 17) -- otherwise,
- your progress to this point will be lost.
-
- ADVANCED PLAYING TIPS
-
- DEFAULT MODE
-
- In the tutorial above, you used the command icons to control the
- function of the right mouse-button and interact with the world.
- However, experienced players can perform almost all of the
- functions while in Default Mode -- that is, with no icons
- selected. Any time none of the icons is highlighted, you are in
- default mode. (To "un-select" a highlighted icon, click on it.)
- In default mode, you can:
-
- Look. To Look at a creature or object (whether in the view
- window or in your inventory), right-click on the thing you want
- to examine. In default mode, you can tell what an object is, but
- no more. To search something carefully, you must click on the
- Look icon to enter Look mode.
-
- Get. To Get an object you see in the view window, put the cursor
- on the object, press and hold the right mouse-button and drag
- the object wherever you want. The game detects whether an object
- is "get-able." If the object is one you can't get,
- right-dragging will generally try to Use it. If it is
- "get-able," it will be put in-hand, and you can throw it, drop
- it or move it into your inventory (simply release the right
- button). In default mode the cursor is always arrow-shaped, so
- if you need to Get a small item it may be more convenient to
- enter Get mode (which gives you a cross-shaped cursor).
-
- Use To Use an object in your inventory, left-click it. To use an
- object in the view e.window, position the cursor on the object
- and right-drag it. If the object is "usable," you automatically
- Use it, as you would if you had clicked the Use icon. Note,
- however, that in default mode, the Get command takes a higher
- priority than the Use command, so you can only Use objects you
- can't Get (doors or levers, for instance). To Use a "get-able"
- object, click the Use icon and then the object.
-
- Talk. To Talk to a person or creature, position the cursor on
- the person or creature and briefly right-drag the mouse. The
- game detects whether the person or creature is interested in
- conversation. If so, the conversation screen appears (as
- described in the tutorial above) and you proceed normally. If
- the person or creature isn't interested in conversation, you are
- informed of that fact and can proceed as you wish.
-
- Fight. To toggle in or out of Fight mode, simply click on the
- weapon in your weapon-hand.
-
- THE OPTIONS ICON
-
- Default mode allows you to do almost everything you will ever
- need to do within the game. However, to access the save or
- restore game features, toggle sound and music on or off,
- increase or decrease the level of graphic detail, or quit the
- game, you must use the Options icon. (For a list of the keyboard
- equivalents of these options, consult your Reference Card).
-
- When you click the Options icon, boxes appear on the left side
- of your screen, replacing the icons usually found there. Text in
- the boxes describes what each box does. To select an option,
- click on the appropriate box.
-
- Save Game. Whenever you consider doing something you might
- regret later, it is a good idea to save your game. "Saving the
- game" is like placing a bookmark in something that you are
- reading, except that in this case it causes the game to store
- your current position and status. Once this has been saved, you
- can always go back and start again from the position you saved.
-
- If for example, you're about to begin combat and there is a
- possibility your foe will kill you, save the game and you can
- always start over from the point at which you chose to fight.
- Then you can fight him again, hoping for a better outcome, or
- this time make the decision to leave him alone!
-
- To save your game, click with either mouse-button on the Options
- icon (the uppermost icon). Click on the "Save Game" box, and new
- options will appear in boxes: I, II, III or IV. Each of these is
- a possible save-game, or bookmark, from which you can resume
- playing the game. The message scroll provides a description of
- each of the save-games. (The description for an unused saved
- game slot reads "<not used yet>."
-
- It makes no difference which save-game you select. Click on any
- empty box (or a box representing a saved game you don't mind
- replacing). Now the game asks you to type a description of this
- save-game. You want to enter something that will remind you
- where this bookmark is, and you can write as much as there is
- room for in the message scroll. When you are done, click either
- mouse-button (or press [ENTER], and your game is saved.
-
- Note that you can't save a game when you have an item "in-hand,"
- or you're in the middle of some action (casting a spell, for
- example).
-
- Restore Game. During the course of play, your character may die
- or you may do something you wish you hadn't. You may just want
- to pick up where you left off in an earlier play session. This
- can be accomplished by restoring the game to a point at which
- you saved it.
-
- Do this by clicking the "Restore Game" box, then the roman
- numeral which matches the save-game you wish to restore. When
- the game is ready, a notice appears on the message scroll, and
- you can resume play.
-
- You can also restore a game from the main menu by selecting
- "Journey Onward" and then clicking on the name of the saved game
- you wish to play.
-
- Music. This toggles music on and off, but has no effect unless
- you installed the game with music and sound effects.
-
- Sound. This toggles sound on and off, but also has no effect
- unless you installed the game with music and sound effects.
-
- Detail. The level of graphic detail in ULTIMA Underworld has a
- direct effect on game speed. If your game seems to be running
- too slowly, click on the Options icon and then on the Detail
- box. The default detail level is "Very High." To speed up game
- play, decrease that to "High," "Medium" or "Low." The game won't
- look quite as good, but it will run more smoothly, and faster.
- Experiment with this option until you achieve a pleasing balance
- of speed and graphic appeal.
-
- Return to Game. When you click on the Options icon, the game
- pauses (combat stops, creatures freeze, time stops). When you
- want to exit the Options menu and restart the game, click on
- this box.
-
- Quit Game. This returns you to DOS. Be sure to save your game
- before you do this, or anything you accomplished after your last
- save will be lost.
-
- YOUR CHARACTER
-
- To the right of the view window is your Character Panel.
- Generally, this displays a picture of your character surrounded
- by small circles. Each circle is a place you can store or carry
- an object.
-
- Encumbrance. At the right center of the panel, look for the gray
- circle with glowing yellow numbers -- this number represents how
- much more weight (in stones) your character can carry. This
- weight-limit number (in the gray circle) changes when you pick
- up an object, to reflect the fact that you now are carrying
- something.
-
- The more you carry, the slower you move. Encumbrance also
- affects how far you can jump, and how long you can swim before
- you begin to drown.
-
- If the weight-limit number ever reaches zero, then you are
- carrying your maximum load, and must drop something before
- picking up something new.
-
- The Statistics Panel. Note the chain hanging from the bottom of
- the panel. Move the cursor to the chain, then click either
- mouse-button. This causes the character panel to flip over (or
- to flip back, when you click again). The side of the character
- panel which you are now viewing lists your character's stats:
- his or her name, class and level ("lst" for beginning
- characters, and higher numbers for more experienced
- adventurers), and other measurements which you previously saw
- when creating your character.
-
- To become a more powerful character in the game -- and thus,
- more capable in combat or with magic, for instance -- you must
- accumulate EXP (experience points). These points are scored for
- exploring the Abyss, for slaying creatures which oppose you, and
- for accomplishing other noble tasks. When you start, your EXP
- score is very low, but this will change as you play.
-
- Two other important measurements are your VIT (Vitality) and
- MANA. (Mana is like health, except that it is a measure of your
- magical energy. When you are out of Mana points, you can't cast
- spells.)
-
- Both Vitality and Mana are represented by two numbers -- the
- first is your current score, and the second is your maximum
- score at the present time. These scores will be different for
- every character, but if your Vitality score is 34 / 34, this
- means that you have 34 points out of 34 possible (in other
- words, you are in perfect health).
-
- Attributes. The three primary measurements on every character
- panel are ST (your strength), DX (your dexterity or quickness),
- and INT (how smart your character is). The maximum score for any
- attribute is 30, and the minimum (for player characters) is 12.
-
- Each character class (fighter, mage, etc.) has its own level for
- each attribute. For example, the scores for a fighter are a high
- Strength, medium Dexterity and low Intelligence. In addition,
- each character class has its own advantages and disadvantages.
- Try creating characters of various classes to determine which
- combination of attributes and skills suits you.
-
- Skills. Each class comes with its own required skills (which you
- receive automatically), and most also have optional skills (from
- which you may select a limited number).
-
- YOUR CHARACTER'S CONDITION
-
- As you explore the underworld, you will grow hungry and tired.
- To learn your character's condition, get a status report. To do
- this, move the cursor until it is over the compass below the
- view window, and then click the right mousebutton. Your
- character's status appears on the message scroll.
-
- At the start of the game, the message reads something like this:
-
- "You are currently well-fed and wide awake.
-
- You are on the first level of the Abyss.
-
- It is the first day of your imprisonment.
-
- You guess that it is currently early evening."
-
- Being "well fed" means that you are not hungry; therefore, you
- don't need to eat anything right away. The second sentence clues
- you in to your location -the Abyss is divided into levels in
- much the same way a building is divided into stories. The first
- level is the uppermost portion of the Abyss. The last sentences
- give you an idea of what time it is -- your first day, early
- evening.
-
- Eating and Sleeping. If the message tells you your character is
- hungry or tired, you should consider sleeping or eating. When
- you sleep, you regain lost Vitality and Mana points. However, if
- you sleep on an empty stomach, your rest will be uneasy and you
- will recover fewer points. Therefore, it is wise to check your
- condition before sleeping -- and if you are hungry, eat
- something (Use a piece of food in your inventory, or simply drag
- it over to your character's mouth on the character panel and
- release the mouse-button). You will also sleep poorly if too
- close to the lairs of beasts, and they might surprise you in
- your sleep.
-
- To sleep, press [F10] or better yet, Use a bedroll (your sleep
- will be more restful). Extinguish light sources when you go to
- sleep. Otherwise, they may burn out and be useless to you when
- you awaken. Remember that spells fade after a time and may have
- to be re-cast when you wake up.
-
- The Vitality and Mana Flasks. To determine your current Vitality
- and Mana, check the score on your stat panel or click on the
- flasks on the right, below the character panel portion of the
- screen. One flask holds a red fluid -- the amount of fluid in
- the flask represents the fraction of Vitality which you possess.
- At the start of the game, the red flask is full; if you fight a
- battle and lose half your Vitality points, the red flask will
- then show half-full. The flask with blue liquid serves the same
- purpose, except that it is a measure of how much Mana you have.
- Clicking on either flask will cause the message scroll to
- display the exact number of points you have remaining.
-
- The flasks are important for another reason -- if you are
- poisoned, the red Vitality flask changes from red to bright
- green. This might happen if you eat something bad for you, are
- struck by a poisoned weapon, drink a poison potion, receive a
- bite from a diseased animal, etc. Being poisoned gradually saps
- your vitality, so you want to take care of it quickly. One
- solution is to find an antidote potion, but the resourceful
- adventurer can find other solutions.
-
- IMPROVING YOUR CHARACTER
-
- You are not limited to the abilities with which you start the
- game -- they may improve as you advance further into the Abyss.
- All of this is controlled by Experience Points. You gain points
- for exploring the Abyss, slaying hostile creatures and
- performing heroic deeds. Points can be taken from you for
- lessthan-heroic actions.
-
- Gaining Levels. The most obvious way in which your character
- progresses is through gaining levels. At the start of the game,
- you are a first-level character. As you gain experience,
- however, you will rise to second level, third level and beyond
- (to a maximum of 16th level).
-
- As a higher-level character, you become harder to kill (your
- Vitality rises) and you qualify to cast more powerful spells.
- Increases in character level are automatic with sufficient
- increase in experience points. Notice of the level increase
- appears on the message scroll.
-
- Improving Skills. Another way in which you progress is through
- raising your skill scores. Such increases only come as the
- result of study and deep reflection, and so you must visit an
- ankh shrine and recite the proper Mantra. Ankh shrines are
- located throughout the Abyss.
-
- Reciting a Mantra is not enough to receive the skill bonus --
- you must first qualify for it by having accumulated enough
- experience points. You always qualify for a skill bonus after
- you gain a new character level, but you can sometimes receive
- skill bonuses between level increases.
-
- Whenever you come upon a shrine, Talk to it. The words "Chant
- the Mantra:" appear in the message scroll. Type in a Mantra
- followed by [ENTER]If you are not yet ready for a skill
- increase, the shrine will respond by saying "You are not ready
- to advance." If you are ready for an increase, the shrine tells
- you which of your skills improves.
-
- The amount and nature of the skill increase is determined by the
- Mantra you choose to recite. Three Mantras are commonly known:
-
- Summ Ra Improves some of your attack skills.
- Mu Ahm Improves some of your magic skills.
- Om Cah Improves some of your other skills.
-
- Speak one of these Mantras and you increase in a few of the
- skills affected by that Mantra. However, as you explore the
- dungeon, you will learn Mantras that apply not to categories of
- skills, but to specific skills. Chant one of these Mantras and
- you will improve dramatically in the skill affected by the
- Mantra.
-
- MOVEMENT
-
- Jumping. You climb stairs and mount objects up to two feet tall
- by walking onto them. To climb onto an object higher than that,
- you must jump (or fly).
-
- To jump, click the right mouse-button while the left
- mouse-button is down. If you press both mouse-buttons
- simultaneously, you will jump in place. To jump across a chasm
- or over an obstacle, make sure you get a running start. Press
- the left mouse-button and move the cursor to the upper edge of
- the view window. When you've built up speed (and you've reached
- the lip of the chasm), press the right button and you'll leap
- forward. How far you jump is determined by your forward momentum
- when you click the right mouse-button.
-
- As a player convenience, the game will not let you walk off a
- precipice if you are moving slowly -- so if you really mean to
- jump off a cliff, move swiftly to the edge. Note that you can't
- jump while in Fight mode.
-
- Swimming. When you walk (or fall) into water you begin to swim.
- In ULTIMA Underworld, swimming is just like walking. However,
- you can't jump or attack while swimming. To leave the water, you
- must find a bank that is no higher than two feet above the water
- level. When you reach such a bank, you can automatically begin
- walking (or running) normally.
-
- All characters can swim, but only for a limited time (the actual
- amount of time is determined by your character's swimming skill
- and encumbrance level). As your character tires, the screen
- blinks blue as you sink and begin to drown. Your Vitality level
- will begin to drop; when it reaches zero, your character dies.
-
- If you drop an item into the water or onto lava, it will
- probably sink out of sight and, since you can't swim underwater,
- you won't be able to retrieve it.
-
- Flying. In addition to walking, running, jumping and swimming,
- you may learn to fly, either by casting the Fly spell or by
- using a magic item that gives you this ability. The direction of
- movement is determined by the position of the mouse in the view
- window (or the standard keyboard movement keys). Movement up and
- down requires the use of the keyboard. To move up, press until
- you reach the desired altitude. To move down or land, press
-
- Lava and Movement. The Abyss is a volcano and sooner or later
- you will find lava flows. Generally, it is best to leap across
- molten lava if you want to cross it. You can walk on lava, but
- you take damage while doing so.
-
- INVENTORY
-
- Finger Slots. Notice the two small inventory circles near your
- character's hands. These are the finger inventory slots. One
- ring can be readied in each of these positions. In general,
- magical rings are only effective when worn (i.e., when they are
- readied in a finger slot).
-
- The Four Upper Circles. Of the four upper circles, only the one
- near your primary hand can be used for your weapon. Only the one
- near your "off" hand can be used for a shield. The other two,
- your "shoulder" slots, are good places to put torches, your map
- or other items you want to carry around while keeping a weapon
- ready.
-
- If one of the top four circles is empty and a torch is in one of
- the lower circles, clicking to Use the torch automatically
- lights it and moves it to an upper slot.
-
- Combining Objects. In general, it is not possible to combine
- objects of different types. However, it is sometimes possible to
- make a new object by dragging an object in-hand on top of an
- object in your inventory. (For instance, you can drag a torch
- over an ear of corn to make popcorn.)
-
- Bags and Packs. Keep the bags and packs you find, since you can
- use them to keep your goods organized. A typical adventurer
- might carry five or more bags -- a food bag, a bag of keys, a
- bag of items to barter with, a bag of torches and candles, and a
- rune bag. You can also place bags inside of other bags. To take
- an item out of your bag but keep it in your inventory, drag it
- to the symbol of the opened bag. (Note that you can't take rune
- stones out of your rune bag).
-
- COMBAT
-
- The Elements of An Attack. Every time you attack, you must make
- three choices: Where to aim, the type of attack and the strength
- of the attack.
-
- To aim, place the cursor on the creature or object you wish to
- attack. It is not necessary to pin-point a specific part of your
- foe -- just pointing at the middle of his body is generally good
- enough for the purposes of this game. (But you wouldn't want to
- accidentally strike a door or a chest, instead of your enemy.)
-
- Only one type of unarmed attack exists -- the jab. Similarly,
- there is only one form of attack for each missile weapon (bow,
- sling, etc.). Other weapons -swords, daggers, maces and so on --
- can be used in a variety of ways. You determine the type of
- attack you make by where the cursor is located when you first
- press the right mouse-button.
-
- If you start in the top third of the screen, your attack will be
- a bash from overhead. Pressing in the middle third of the screen
- will begin a sideways slash, and pressing while in the bottom
- third will cause a thrust. The three forms of attack inflict
- different amounts of damage, depending on the weapon used.
-
- The power gem on the screen, just below the icons to the left of
- the view window, indicates the strength of your attack. When you
- press the right mousebutton to begin an attack, the gem
- gradually turns red, then yellow and finally green. The longer
- you prepare an attack, the more damage it does if it hits its
- target. If the gem is still red when you launch your attack, the
- attack is aborted. A yellow gem indicates a quick, low-strength
- attack. When the gem is green and sparkling, your attack is at
- maximum strength.
-
- Your Foe's Condition. This is indicated by the gargoyle at the
- top of the view window. When you hit a creature in combat,
- glance at the gargoyle's eyes. If they glow green, your opponent
- is still in good shape. If they glow yellow, he is injured and
- if the eyes glow red, you've injured him badly.
-
- Using Missile Weapons. Bows and similar weapons work differently
- than other weapons. Ready a missile weapon by placing it in your
- hand on the inventory panel, making sure you have the
- appropriate type of ammunition in your inventory. If you don't
- have the right type of projectile for the weapon, you can't
- attack. (Bows use arrows, crossbows use bolts, and slings use
- bullets.)
-
- Press the right mouse-button to initiate an attack (screen
- location doesn't matter), then wait for the power gem to glow
- green. When it is green, your missile weapon is ready to shoot
- -- unlike other attacks, there is no bonus for delaying your
- shot further. A red, circular cursor appears. Move the cursor to
- your target, and release the mouse-button to unleash the attack.
- (Remember you have to lead a moving target... )
-
- Some projectiles are destroyed on impact. You may be able to
- recover others after combat.
-
- Attacking Inanimate Objects. In general, inanimate objects are
- not worth attacking -- you can't do much damage to stone walls.
- However, some objects can be affected by repeated attack -- you
- can bash open locked chests and batter down locked doors, for
- example. This is time consuming and may damage (or destroy) your
- weapon, but if you lack a crucial key or don't feel like taking
- the time to find one, it may be worth your while.
-
- WEAPONS 8 ARMOR
-
- To make the most of combat, you must understand the benefits and
- drawbacks of the various weapons and armor-types found in the
- Abyss. You should also pay attention to the condition of your
- equipment.
-
- Weapon Types. There are four classes of weapons. Larger weapons
- usually do more damage, but take longer to ready between blows
- than smaller weapons.
-
- Swords include daggers, shortswords, longswords and broadswords.
- Daggers can be readied swiftly, but inflict only light damage.
- Daggers are best used as thrusting weapons, while swords excel
- at slashing.
-
- Axes include hand axes, pole axes and battle axes. Axes do more
- damage than swords, but take longer to ready. They are slashing
- weapons -- only the pole axe is effective when thrusting, and no
- axe can bash very well. The battle axe is the most damaging
- weapon in the game (excluding enchanted or special weapons).
-
- Maces include cudgels, light maces and maces. All maces are best
- used as bashing weapons.
-
- Missile Weapons include slings, bows and crossbows. Missile
- weapons allow you to attack most creatures before they can
- attack you. The problem is that each shot requires ammunition,
- and it can be hard to find arrows (for bows) or bolts (for
- crossbows). Slings fire projectiles which are slow, easy to
- dodge and which don't do much damage...but sling bullets are
- easy to find. (You can always make more by breaking a boulder.)
-
- Armor. There are three types of armor: leather (the least
- protection), chain and plate. As you find various pieces of
- armor, your character might soon be wearing protection of many
- kinds (leather leggings, a chain shirt and a plate helm,
- perhaps).
-
- Armor degrades in quality as it suffers damage through combat,
- and eventually is destroyed (unless a talented smith can be
- found or you repair it yourself, using an anvil). Also, note
- that armor provides less protection as it deteriorates. Keep
- armor in good repair whenever possible.
-
- Armor is also heavy -- a complete set of plate armor may be too
- heavy for you to wear, especially if you want to carry anything
- else with you!
-
- Shields. These are only effective when carried in the hand
- opposite your weapon hand -- if your character is right-handed,
- the shield must go in the inventory circle nearest his or her
- left hand. From least to most protective, the shields are:
- buckler, small shield, wooden shield and tower shield.
-
- CONVERSATION
-
- Many of the people and creatures you meet in the Abyss have
- tales to tell. Listening to them and helping them with their
- problems is an important part of the game.
-
- Unless a person or creature seems obviously hostile, it is
- always in your best interest to try to engage him, her or it in
- conversation -- attacking everything in sight will lead to
- failure in your mission and, in many cases, quick death.
-
- You can talk to most of the humanoid inhabitants and may hold
- conversations with certain creatures in the dungeon. In general,
- you cannot speak to someone who is fighting you, but there are
- exceptions.
-
- Characters often remember and react to how you treat them in a
- conversation. Intimidation may work on some, but may anger
- others. An angry creature may attack you.
-
- In some conversations, you will see the response "Other," "What
- about..." or something similar. If so, you can type in a name,
- word or phrase.
-
- Bartering
-
- Many inhabitants of the underworld have equipment and food they
- are willing to part with in exchange for things they need --
- bartering is an important skill, one you will want to hone as
- you explore the depths.
-
- Barter Areas. Sometimes in a conversation a character may ask to
- see items or you may want to show items. This is what the barter
- areas are for. The barter areas -- the tables upon which traders
- display their wares -- look just like normal inventory slots. If
- you want a potential trading partner to see an item you wish to
- trade, you must put it in one of the circles in your barter area.
-
- Placing an item in the barter area automatically lights the dot
- next to the item. A lit dot indicates an item that is available
- for trade. Clicking on the item toggles the lit dot off,
- removing the item from consideration in a trade. No character
- can see what another has in his or her inventory. Put an item or
- items in your barter area and your trading partner will see it.
-
- Procedure. Either you or the person you are talking to may
- initiate a barter sessi on. When this occurs a number of items
- that the character is offering to trade will appear in his
- barter area. You may move any items you wish to trade into your
- barter area. Then, click on the items in the character's barter
- area that interest you to light their dots, and do the same for
- the items you are offering to trade for them in your barter
- area. You can then offer this deal to the character by clicking
- on a menu line that says something like "I offer you this trade."
-
- If the character accepts your deal, the items you offered will
- disappear into his inventory, along with any items of his you
- did not bargain for. You may move the items you traded for from
- his barter area into your inventory. If he declines, you may
- change the highlighted items in either barter area and try again.
-
- Giving and Showing. The same procedure is used to give or show
- items. For example, you may want to offer someone a gift. To do
- this, you must have a highlighted item in your barter area. When
- you click on a menu line like "I wish to give you this gift,"
- the character may take the item from your barter area. When a
- character decides to give you something, the cursor will become
- that item. You should place it into your inventory.
-
- Appraisal. Some characters in the dungeon are patient with
- bartering. Others lose interest quickly and may tire of it after
- a few unsuccessful offers. Some may require more profit for
- themselves before accepting a deal. Characters also may have
- different ideas about the values of items than you do. To avoid
- making bad offers, or getting a really bad deal, you may wish to
- evaluate the relative values of the items being offered. To do
- this, click on a line that says something like "I must think
- about this deal." A line evaluating the deal will appear in the
- big scroll. For instance, you may see the words, "You think you
- are getting a good deal." The accuracy of the evaluation depends
- upon your appraise skill.
-
- Demands. One final option in bartering is to simply demand items
- from the other character. Once the character has agreed to
- barter and you can see what he is carrying, you may demand that
- he give you certain items, by selecting the appropriate option
- in your message scroll. This is a very hostile act. Even if the
- character agrees to give you the items, his attitude towards you
- will worsen. If he thinks he is stronger than you, he will
- refuse, and he will attack you. You must be very careful of whom
- you demand things.
-
- Repairing Items
-
- Some characters in the Abyss may offer to repair items as part
- of their conversation. To have an item fixed, place the broken
- item in your barter area before you select the conversation
- option requesting the repair.
-
- You can also try to repair damaged weapons or armor yourself,
- but you must first find an anvil. Success depends upon your
- repair skill level -- it is possible to ruin something by
- attempting to repair it! Repairs also take time, and the noise
- attracts attention. To repair an item, you use the anvil as you
- would any item. Your cursor tums into a small anvil, which you
- then must click on the item you wish to repair. A message
- appears in the message scroll telling you how difficult the
- repair will be and asking if you want to continue. Select the
- "Yes" option and you attempt to repair the item.
-
- Ending Conversations
-
- To end a conversation or bartering session, you must say
- "farewell" (or the equivalent) by selecting it from your
- conversation options. Any items left in your barter area or in
- the character barter area that belong to you at the end of a
- conversation appear on the floor in front of you.
-
- MAGIC
-
- Successful Spellcasting. In order to have any chance to cast a
- spell successfully, your character must be of high enough level
- and you must have sufficient Mana.
-
- Required Mana. The cost of a spell, in Mana points, is equal to
- triple the level of the spell -- for example, a spell of the
- First Circle costs 3 Mana points to cast. Your character's
- current Mana level is the first of the two numbers which follows
- "Mana" on the character panel. lf you currently have at least 3
- Mana points, you can cast a spell.
-
- Your Level and Spellcasting. To cast a spell, your character
- level, halved and rounded up, must equal or exceed the Circle of
- the spell. If you successfully cast a spell, your level comes
- into play again -- before you can cast another spell, you may
- have to wait an amount of time determined by your level and the
- level of the spell cast.
-
- Unsuccessful Spellcasting. Whenever you cast a spell, there is a
- chance you will fail. The higher your character's casting skill
- level, the less likely this is. In general, a failed attempt to
- cast a spell has no effect. You don't use up Mana points -you
- just waste some time. However, a failed spellcasting attempt may
- backfire (especially if your casting level is low). A backfire
- damages the caster.
-
- SPELL TYPES
-
- Spells come in three varieties. Some spells are instantaneous,
- taking effect as soon as they are cast. Many spells last for a
- period of time after they are cast -for instance, the duration
- of a Light spell is several minutes. Still other spells must be
- targeted -- directed at a specific point. These last two
- spell-types require a bit of explanation:
-
- Duration Spells. When you cast a duration spell, its symbol
- appears to the left of the compass. It is impossible to maintain
- more than three duration spells at the same time. If you want to
- cast a fourth duration spell, you must dispel one of the
- existing spells (by left-clicking its duration symbol).
- Right-clicking on the symbol of a duration spell causes the
- message scroll to display the name of the spell, and whether the
- spell will continue much longer ("stable" means time remains,
- "unstable" means the spell will expire shortly).
-
- If you expect to use magic in a battle, ready a useful spell
- prior to combat, not during it. Remember that you can leave a
- spell on the rune shelf, to be used at any time. Bear in mind
- that powerful spells (such as Flame Wind), may destroy valuable
- artifacts near the spell's target.
-
- Targeted Spells. Several of the spells in the game must be
- targeted like missile weapons. When you cast a targeted spell by
- right-clicking on the rune shelf, your cursor changes to a
- targeting cursor. For combat spells (e.g., Fireball), the
- targeting cursor is a red circle. For non-combat spells (e.g.,
- Strengthen Door), the cursor is a blue cross. Position the
- cursor on the target and press the right mouse-button to let the
- spell fly. These spells do not require Mana until they are
- released. And it may not be possible to release the spell if
- there is an object directly in front of you.
-
- Area Spells. In addition to the spell-types described above, be
- aware that some spells affect individuals (your character or
- another creature) while others may affect entire areas.
-
- Before casting an area effect spell, make sure there is some
- open space in front of your character -- obstacles close by can
- interfere with the casting.
-
- Some area effect spells affect all creatures and/or objects in
- an area; some affect just one creature and/or object; still
- others will affect an unpredictable number of creatures and/or
- objects. Experiment with area effect spells to learn which ones
- have which effect.
-
- Enchanted Items. As you explore the dungeon you will find
- powerful magic items. These give the user amazing magical
- abilities, unrestricted by level or amount of Mana.
-
- Some enchanted items (crowns and rings, for example) are meant
- to be worn. These take effect as soon as you put them on. Other
- magic items take effect only when they are Used.
-
- For example, when you put on a Ring of Invisibility the effect
- lasts as long you wear the ring. However, to cast a spell
- inscribed on a magical scroll, you must Use the scroll.
-
- Note that enchanted items don't look any different than ordinary
- ones. If your lore skill is high enough, you may be able to
- determine an item's magical function when you Look at it. If you
- suspect an item is enchanted, but don't learn much the first
- time you Look at it, try again when your lore skill goes up.
-
- THE EIGHT CIRCLES OF RUNIC MAGIC
-
- THE 1ST CIRCLE
-
- Create Food (In Mani Yfern) Causes a fine bounty of food to
- appear (permanent spell).
-
- Light (In Lor) Illuminates a darkened area (duration spell).
-
- Magic Arrow (Ort Ju;c) Fires a magic arrow at your opponent
- (targeted spell).
-
- Resist Blows (Bet In Sanct) Has the same effect as wearing a
- suit of head-to-toe armor (duration spell).
-
-
- Stealth (Sanct Hur) Briefly prevents you from making any noise,
- making it less likely that creatures will notice you (duration
- spell).
-
- THE 2ND CIRCLE
-
- Cause Fear (Quas Corp) May cause an opponent to lose heart
- and flee (instantaneous spell).
-
- Detect Monster (Wis Mani) Reveals the presence of hidden
- or unperceived enemies (instantaneous spell).
-
- Lesser Heal (In Bet Mani) Heals your minor wounds (instan-
- taneous spell).
-
- Rune of Warding (In Jux) Places an enchantment in an area which
- will report if anything disturbs it (permanent spell, until
- disturbed).
-
- Slow Fall (Rel Des Por) Briefly allows you to float in the air
- like a feather (duration spell).
-
- THE 3RD CIRCLE
- Conceal (Bet Sanct Lor) Briefly obscures you, so you might
- remain unseen (duration spell).
-
- Lightning (Ort Grav) Hurls a bolt of arcane energy at your
- opponent (targeted spell).
-
- Night Vision (Quas Lor) Allows you to see without benefit
- of torch or candle (duration spell).
-
- Speed (Rel Tym Por) Slows down your enemies relative to
- your speed (duration spell).
-
- Strengthen Door (Sanct Jux) Spikes a door (permanent spell).
-
- THE 4TH CIRCLE
-
- Heal (In Mani) Heals you of grievous wounds (permanent
- spell).
-
- Levirate (Hu r Por) Briefly allows you to rise vertically into
- the air (duration spell).
-
- Poison (Nox Mani) Poisons your opponent with toxic venom
- (permanent spell).
-
- Remove Trap (An Jux) Negates the targeted snare (targeted
- spell).
-
- Resist Fire (Sanct Flam) Briefly grants a partial resistance to
- damage from flame (duration spell).
-
- THE 5TH CIRCLE
-
- Cure Poison (An Nox) Acts as an antidote to any poison
- (permanent spell).
-
- Fireball (Por Flam) Hurls a mighty flaming missile at your
- opponent (targeted spell).
-
- Missile Protection (Grav Sanct Por) Renders you invul-
- nerable to missiles (duration spell).
-
- Name Enchantment (Ort Wis Ylem) Reveals the true nature of the
- object on which you cast the spell (permanent spell).
-
- Open (Ex Ylem) Unlocks a locked door or chest (permanent spell).
-
- THE 6TH CIRCLE
-
- Daylight (Vas In Lor) Provides bright illumination for
- extended periods of time (duration spell).
-
- Gate Travel (Vas Rel Por) Allows you to travel instantly to a
- moonstone (instantaneous spell).
-
- Greater Heal (Vas In Mani) Brings you back to your
- original vigor (full Vitality) (permanent spell).
-
- Paralyze (An Ex Por) Prevents target from moving (instan-
- taneous spell).
-
- Telekinesis (Ort Por Ylem) Allows you to pick up a single
- item and use it from a distance (duration spell).
-
- THE 7TH CIRCLE
-
- Ally (In Mani Rel) Causes the ensorcelled being to fight the
- last enemy he or she saw you attack (permanent spell).
-
- Confusion (Vas An Wis) Causes foes to act as if drunk
- (instantaneous spell).
-
- Fly (Vas Hur Por) Allows you to fly through the air for a time,
- and then glide gently to the ground (duration spell).
-
- Invisibility (Vas Sanct Lor) Causes you to become nearly
- impossible to see (duration spell).
-
- Reveal (Ort An Quas) Reveals hidden objects and concealed exits
- from current location (instantaneous spell).
-
- THE 8TH CIRCLE
-
- Flame Wind (Flam Hur) Casts multiple flaming missiles
- into the area (instantaneous spell).
-
- Freeze Time (An Tym) Stops the flow of time for all but you
- (duration spell).
-
- Iron Flesh (In Vas Sanct) Greatly increases your resistance
- to damage (duration spell).
-
- Roaming Sight (Ort Por Wis) Allows you to see the world
- from a bird's-eye view (duration spell).
-
- Tremor (Vas Por Ylem) Causes the ground to quake and
- rocks to burst (instantaneous spell).
-
- SKILL LIST
-
- Acrobat (DX) The ability to move with grace. This skill reduces
- damage taken from falls and collisions.
-
- Appraise (DX) Training in perceiving the value of goods. This
- skill aids you in correctly evaluating a deal offered you in
- barter. Attack (ST) Your general fighting ability. This skill
- provides a bonus to your chance to hit when attacking.
-
- Axe (ST) Training in the use of axes. This skill increases your
- ability to defend against attack and provides a bonus to hit
- when attacking with any form of axe.
-
- Casting (INT) The study of spells. This skill improves the
- likelihood of a spell being successfully cast.
-
- Charm (DX) Knack of making friends. This skill increases your
- chances of obtaining a good deal when bartering.
-
- Defense (ST) Your ability to defend yourself in combat. This
- skill provides a penalty to foes who are trying to strike you.
-
- Lore (INT) The ability to correctly identify an item. This skill
- improves the accuracy of the information gained by Looking at an
- object.
-
- Mace (ST) Training in the use of blunt weapons. This skill
- increases your defense against attacks, and gives a bonus to hit
- when using a mace or cudgel.
-
- Mana (INT) Your ability to manipulate magical energy. This skill
- increases your maximum number of Mana points.
-
- Missile (ST) Training in the use of missile weapons. This skill
- increases the
- damage you inflict in attacks using bows, crossbows, and slings.
-
- Picklock (DX) The ability to use lock-picking tools. This skill
- increases your chances of using a lockpick to open a locked door
- or chest.
-
- Repair (DX) The ability to fix weapons and armor. This skill
- increases your chance of using an anvil to repair items
- successfully.
-
- Search (DX) Training which heightens your perceptions. This
- skill increases your chance of detecting hidden doors and traps.
- This skill is applied automatically whenever you Look at
- something.
-
- Sneak (DX) The ability to move quietly. This skill automatically
- reduces the noise you make, making it less likely that creatures
- will notice you.
-
- Swimming (DX) Training in endurance swimming. This skill
- postpones drowning.
-
- Sword (ST) Training in swordsmanship. This skill increases your
- chance of defending against attack and provides a bonus to your
- chance to hit when striking with swords and daggers.
-
- Track (DX) The ability to perceive animal tracks. This skill
- tells you when creatures are near.
-
- Traps (DX) The ability to disable a trap. This skill disarms
- traps you find.
-
- Unarmed (ST) Training in unarmed combat. This skill provides a
- bonus both to your chance to hit and to damage when attacking
- with only your fist.
-
- Ultima and Lord British are registered trademarks of
- Richard Garriott. Underworld, The Stygian
-
- Abyss, Avatar and the distinctive ORIGIN logo are trademarks of
- ORIGIN Systems, Inc.
-
- We Create Worlds is a registered trademark of ORIGIN Systems,
- Inc.
-
- Player's Guide by Boba Fet
-
- 1992 ORIGIN Systems, Inc. All Rights Reserved.
-
-