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