********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Ultima II manual. Extracted from the MANUAL.TXT file obtained from the Origin Ultima I-VI Series CD-ROM. Converted by the Basic Bombardier. Some of the information in this etext is assumed to be close enough to the original hardcopy version until an orginal can be converted, which is likely to be called ULT210B.TXT. ULT210A.TXT, February 1996, etext #11 ********* Ultima II -- Revenge of the Enchantress Note: Please see page 1 for instructions on installing and running this game on your CD drive. User's Information CREATING A CHARACTER 1. After you have started the game, select C from the Main Menu to create. 2. Follow the screen prompts for distributing your 90 attribute points among the five available attributes. The attributes affect the following : Strength -- Determines the damage you can inflict on a foe in a fight. Naturally, each foe's attributes influence the relative success of your attack. Agility -- Influences your skill at wielding a weapon; some weapons require a considerable amount of agility in order to use them at all. Good agility also increases your success at stealing, if your turn to crime to survive. Stamina -- Reflects your ability to defend against attack. Armor adds to your stamina. Attack from extremely strong monsters makes it relevant. Charisma -- Governs your success inbargaining with merchants. Prices may be lower when you are fun to have around. Wisdom -- Required to cast spells successfully. Intelligence -- Increases both your bargaining skill and your spell casting ability 3. Specify Male or Female. Note that each has special advantages, based on the following point values automatically assigned to your character's attributes. Male +5 Strength Female +10 Charisma 4. Select a race. Note that each has specific advantages, based on the following point values automatically assigned to your character's attributes. Human +5 Intelligence Elf +5 Agility Dworf +5 Strength Hobbit +5 Strength points; +10 Wisdom 5. Specify a profession for your character. Once again, the following point values will be automatically assigned to your character's attributes. Cleric +10 Wisdom Fighter +10 Strength Thief +10 Agility Wizard +10 Intelligence 6. Name your character and press Return/Enter. Press Y if you want to keep this character. 7. When you return to the ULTIMA II menu, press P to play the game. MOVEMENT When traveling in the countryside, the arrow keys correspond to the directions of a compass: Direction Key on your keyboard North (upward arrow key) [ @ -- "at" sign ] South (downward arrow key) [ : -- colon ] East (rightward arrow key) [ ; -- semicolon ] West (leftward arrow key) [ / -- slash ] When moving in towers and dungeons, the arrow keys correspond to: Direction Key on your keyboard Forward (upward arrow key) [ @ -- "at" sign ] Backward (downward arrow key) [ : -- colon ] Right (rightward arrow key) [ ; -- semicolon ] Left (leftward arrow key) [ / -- slash ] SPECIAL INSTRUCTIONS-KEY COMMANDS Escape key Acknowledges disk swap or exits demo mode. Ctrl + S Toggles sound on and off. Ctrl + (left arrow) Slows game down. Ctrl + (right arrow) Speeds game up. KEYBOARD COMMANDS Key Command Function A : Attack -- Lets you fight someone or something. Command must be followed by a direction, unless you're in a tower or dungeon. B : Board -- Mount a horse or board a plane, ship, or other form of transportation. See X-it to leave a mode of transport. C : Cast -- Cast a spell. A spell must be readied using the M (Magic) command. Spells can be cast only in dungeons and towers. D : Descend -- Go down a level in a dungeon or tower. E : Enter -- Enter a town, castle, dungeon or other landmark or read a sign. You must be standing on the entrance before entering. F : Fire -- Fire your ship's guns at a foe. G : Get -- Pick up items (for example, treasures, weapons). You must be standing on the item you wish to get. H : Hyperspace -- Catapults your spaceship to the specified coordinates. I : Ignite -- Lights a torch. J : Jump -- Lets you jump up and down-a good way to release frustration. K : Klimb -- Climb up a level in a dungeon or tower. L : Launch/Land -- Toggles takeoffs/landings (on grass only) in a plane or rocket. M : Magic -- Readies a magic spell you know for casting. N : Negate -- Stops time for all things farther than one square away from you -- if you possess a specific magic item. O : Offer -- Offers gold as payment or bribe. P : Pass -- Allows one game turn to pass without any action. Same as Spacebar. Q : Quit (and save) -- Use this command to stop playing your press to disk. You can resume the game from this point. Available only while on foot in the Earth's countryside. R : Ready -- Equip yourself with a weapon your own. S : Steal -- Attempts to take items from stores without paying for them. May or may not work for weapons, armor, food, transport. Be sure to plan an escape route. T : Transact -- Initiate conversations or conduct business with townspeople, merchants, and royalty. Must be followed by a direction command. U : Unlock -- Open doors if you possess the keys. You must indicate direction of door. V : View -- Toggles between normal view and bird's-eye view of town or planet. You must possess the correct magical item to use this command. W : Wear -- Put on a suit of armor that you own. X : X-it -- Leave behind or dismount your current transport and travel on foot. Y : Yell -- To yell anything you can type. Often used in combination with Jump. Z : Ztats -- Displays your vital statistics, possessions, and spells. Also used to temporarily stop the passage of time in the game. WEAPONS & ARMOR The skillful use of weapons, combined with the proper armor, can spell the difference between success and failure in your quest. Armor and weapons can be purchased at shops in the towns. The cost of weapons increases with their effectiveness. The cost of armor increases according to the amount of protection it affords. The following abbreviations are used by the shopkeepers when you attempt to purchase weapons and armor. Weapons DA Dagger SW Sword MA Mace GR Great Sword AX Axe LI Light Sword BO Bow PH Phasor QU Quick Sword Armor Cloth Plate Leather Reflect Chain Power ********* End of the Project 64 etext of the Ultima II manual. *********