Ultima II(Apple/Commodore/PC) FAQ/Walkthrough version 1.1.0
Copyright 2002 by Andrew Schultz
[email protected]
This FAQ is copyright Andrew Schultz 2002/2007. 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.
I recently submitted graphic maps to GameFAQs. So look there for them. I
pretty much have everything there even the insignificant/non-game-critical
stuff.
AD SPACE:
Home page
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================================
OUTLINE
1. INTRODUCTION
1-1. WHAT THIS FAQ'S ABOUT
1-2. EMULATION VS. THE WINDOWS APP
1-3. I VS. II VS. III
2. THE PLOD-THROUGH
2-1. GETTING STARTED
2-2. GETTING A BOAT
2-3. DRUDGIN' THROUGH A DUNGEON
2-4. HOW TO USE THE TIME PORTALS?
2-5. FLYING A PLANE
2-6. OUTER SPACE AND PLANET X
2-7. MINAX'S PLACE
3. DETAILS
3-1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM
3-2. ITEMS, COST, ATTRIBUTES NEEDED
3-3. TIPS AT THE BAR
3-4. TOWN DIALOG
3-5. WHAT'S ON WHICH WORLD
3-5.1. EARTH'S TIME PERIODS
3-5.2. OUTER SPACE
3-5.3. LUCKY SPECIAL XYZ CHART
3-6. USING THE GATES
4. IMPORTANT MAPS
4-1. GREENLAND DUNGEON
4-2. NEW SAN ANTONIO
4-3. PIRATES HARBOR
4-4. OZY'S PALACE[CASTLE BARATARIA]
4-5. MINAX'S PLACE
5. CHEATING
5-1. HEX OFFSETS
5-2. ! WARNINGS !
5-3. WINNING QUICKLY
5-4. WINNING RIGHT
6. BUGS AND NUISANCES
7. VERSIONS
8. CREDITS
================================
1. INTRODUCTION
1-1. WHAT THIS FAQ'S ABOUT
There are other Ultima II FAQs floating around on the 'web. This one
looks at the more technical aspects and tries to get into the details of
what you have to do. It even allows you to run through the game
quickly(or to get in a position to do so) with a bit of cheating. Ultima
II contains a shocking amount of tedium and is clearly the worst of the
early series. However if you get sick and think 'Gee, I won't let a dumb
game like this stump me,' then this walk- or rather cheat-through is for
you.
Once your character gets rather good there's substantially less to
worry about. However it's a few random events that this game turns on,
it's understandable most people get frustrated early on. It took me
several tries to get anywhere. And I still cheated.
Getting through the game honestly requires some generally shady gaming
techniques, in fact. Stuff like retrying something that has a random
chance of working until you get it right.
1-2. EMULATION VS. THE WINDOWS APP
I cannot recommend the original Windows application unless you have much
more patience than I do. The Ultima Collection contains Moslo, which does not
work well enough.
What does, however, work well enough is DosBox(dosbox.sourceforge.net). I
fully recommend it. It allows you to slow the game down or speed it up as
necessary. Slowing down is critical for landing while orbiting a planet as
some planets have very few spaces where you can land.
AppleWin, downloadable from zophar.net, works well especially since it
doesn't take time like the Apple did for disk loading functions. It also
allows save states. It bounces around a bit but you should be ale to google
AppleWin Emulator. Then you can go to
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/ultima_II/ and
download the following files:
u2prog.dsk.gz
u2master.dsk.gz
u2galaxy.dsk.gz
Decompress them and I like to rename them
u2prog -> u21
u2master -> u22(the blank player disk the program asks you to insert)
u2galaxy -> u23
If you want to remake a character you'll have to decompress u2master.dsk.gz
again, which kid of sucks, but oh well.
For AppleWin you can change the emulator speed(F8) to get through the
dreary parts.
Also you don't quite use the arrows for controls; you use
up : return
down : /
left : left arrow
right: right arrow
The Commodore version should be OK as well.
ftp://arnold.c64.org and
you can use the VICE emulator.
The Windows application also appears to have the first four non-earth planets
cut out. They are sent to the different Earth time periods.
1.3. I VS. II VS. III
Stub to replace later: II kinda stunk, I and III didn't.
2. THE PLOD-THROUGH
2-1. GETTING STARTED
I recommend using a Cleric because they have some nice spells that
help get you out of a bind--for instance, it's easier to leave a
dungeon. However, a thief is also good. Spellcasting isn't terribly
important, but thieves get good bonuses early on. I also recommend
getting an Elf for the agility and a female for the charisma. As you get
+10 charisma for females vs. +5 strength for males it's nice to have all
the points you can get at first.
As for allotments before this, I lean heavily towards agility(which
helps you steal stuff early on and wield a good weapon) and
charisma(which gets you lower prices on weapons.) Make strength 12 so
you can wear leather armor but if you're not a mage you shouldn't care
too much about intelligence. Charisma should work well enough to keep
prices low in the short term.
Strength 12
Agility 34
Stamina 10
Charisma 34
Wisdom 10
Intelligence 10
First you need to build your character up. The best place to do this is in
the 1423 BC world(with Towne Linda, etc.) The very start is critical. It's
worth it to head northwest, across Alaska/Russia and AROUND any monsters that
attack you, so that you get to Towne Linda(southwest of this isthmus) ASAP.
Enter it and in the northeast there is an armor shop. Pick up leather armor.
Go west and pick up a bow from the weaponry. (R)eady the bow and (W)ear the
armor. Go outside and start thrashing around.
If there don't seem to be too many monsters to fight then you may want
to circle around the world for a bit and come back. They're dumped
randomly over the world and although they may not be immediately
visible, they should be dumped on the land mass, so there'll always be
some to fight if you look hard enough.
You might not be able to sustain your food supply on fighting monsters
and buying food alone, though. For this I think you will want to take
the moongate in Western Europe in 1423 B.C. which leads to England in
1990 A.D. There's a lot to do here for such a small land mass. Lord
British is here(Lord British hid away on the British Isles--oh the
irony!) and the castle has different conversations than the 1423 B.C.
one--although you may not find this out until you get a ship later. But
if you've piled up enough gold from your adventures, then you might want
to transact with Lord British. He'll give you 300 to start, but that
will go down as you get better.
There's also some treasure for the taking if you have two keys but
it's not worthwhile.
In Port Boniface you can also gain food. However it may require some
trial and error. At McDonall's, go to the right side of the carry-out.
Try to Steal north and often you'll get some food. As you start out you
may only want to steal once at a time, leave and save. One hundred food
versus the twenty you use to get there is a good trade off. Sometimes
you'll get caught, but just boot up and try again if this happens. You can
also use a coin to (N)egate time in an emergency.
As for saving, note the game does so whenever you enter a town or dungeon.
So if you mess up, kill the game immediately.
Once you've got 1000 food that should last you for a while. Unfortunately
you're not strong enough to get a boat in Port Boniface yet(that requires hit
points and--for insurance--a Negate Time spell.) Go back to 1423 BC and stomp
around a bit. Remember to walk all over the place. The more you visit places,
the more you're lucky to stumble on an enemy boat.
Oh--and practical gameplay stuff--push Z for Ztats if you want to pause the
game. Otherwise you'll pass X times in a row and an orc may sneak up and kill
you unless you starve first.
With whatever gold you have, build up your armor, then your attributes in New
San Antonio(1990) in the hotel, and get a quicksword for 500 gold in the
prison(NE corner, middle left.) An advantage of emulation here is you can
pass until the priest in the grove on the top gives you the attribute you
want most to improve. Of course it's best to get a bunch of attributes at
once since you need keys to unlock the place.
2-2. GETTING A BOAT
Well, first of all, boats only seem readily available in 1423 B.C.,
and you'll need a blue tassel first anyway. This informs the game that
you can, indeed, sail a ship. You get random items in combat so after
knocking about you should wind up with one. Save when you get it and
make sure to keep inventory after a thief attacks you--regaining one is
spotty and can put a cramp in your game, but you can win multiple ones
in fights(just watch so that the total doesn't roll over to zero.)
I'd be so paranoid about finding a boat that if one appeared I'd save the
game--JUST in case. And whatever you do don't attack it. Even without a
tassel you can come back to conquer it.
Once you've got a boat you can move around without using up so much food,
pick up levels more easily(for what good that does you) and more importantly
win fights quickly, which leads to more gold and hit points.
Having a boat will also allow you to explore the further reaches of the
Earth. One particularly nice place is Greenland, just north of England but
out of walking range sadly. It's got a dungeon which is great for picking up
Trilithium regardless of what time period you're in; it's the one constant in
the changing world.
You'll also want to check England out in 1423 for kicks. No longer do you
have to wait around for the moongates which whiz you between time periods!
If you're good enough there's a way to get a boat in 1990. Go north
and off to the left you'll see the letters 'Port Boniface.' Now five
thieves guard the entry. Here's a good place to use a 'negate time'
coin. Roast them and use two if necessary--the boat is worth it--and you
can either use another negate time to get past the serpents OR fake them
out so they damage you the least. There's an island that goes like this:
~~XX
~XX~
XX~~
Go to the left of its lower left corner. The serpents won't be lined
up any more. Go just above the island and left. Turn up when you see the
river to leave Boniface. You can do this many times, in fact even
establishing a bridge full of boats from England to America. Through
Greenland if you wish in fact!
This can be done with combats in 1423 BC once you get really good as
well.
Also once you have a boat and some money you may want to use the
attribute gaining trick I detail below in the New San Antonio section.
2-3. DRUDGIN' THROUGH A DUNGEON
You'll need a lot of tools to undo the traps that pop up in a dungeon.
They're pretty random, so you'll want to have at least one per level.
You may even need to take a couple of trips through just to find the
best way. The dungeons are 16x16 and 16 levels tall. I recommend the
Greenland one in my walkthrough, although the tower in North Africa AD
1990 is a great way to build up gold if you can run through the secret
doors and if you just want to see if you can avoid traps.
2S 2E (i.e. right, forward 2, left, forward 2, up stairs) U(this is a
tower not a dungeon.)
4 forward, left, 6 forward, right, 4 forward and you're in a corridor
with lots of gold chests. True, they're only about 5 each, but that adds
up to a lot if you leave/reenter the dungeon a few times.
Not having a compass may be annoying but fortunately the monsters are
always the same--green monsters with red eyes--and you can pause with
ZTATS, so it is not too stressful. And if you die you just have to try
again.
2-4. HOW TO USE THE TIME PORTALS?
Time portals are rather nasty past the simplest levels. Section 3-6
details the flowcharts, but the only really important one to know right
off the bat is W Europe 1423 <-> Britain 1990. Before you get to New San
Antonio and figure it out, 2112 won't be relevant, and there's not much
to see in 9 million BC or the Time of Legends. However once you're in
New San Antonio you'll want to get to 2112. The only problem is that you
need to find gates that are on grass and get you where you want to go. You
can't do anything in 2112 just walking from portals.
Your main objective with the time portals is to get to Pirates Harbor in
2112. This is not easy and requires a two- or three-step in the portals as
well as some special items beforehand. So
we'll continue this thought after we learn about...
2-5. FLYING A PLANE
Before getting the plane you should make sure you're pretty pumped up.
99 in all attributes would not be a bad idea. Be sure you have 4+
trilithiums too. This next circuit will take thought and time.
New San Antonio has an airport and I've detailed the way through it in
section 4-3. The basic idea is to get there, use Negate Time if you have
to, ride the airplane(stopping to get the quicksword by parking the
plane in the doorway to the jail; Santre in the middle left is the one
you want. So you only need two keys, which means killing a guard.) Go
through Customs to leave and if you hit the pool go left.
Once outside you can (L)aunch the plane. At this time here is where DosBox
comes in handy. You will need to slow things down to 100 cycles(for a 2GHz
machine) to be able to land safely, and you may want to push L when you are
one square away from safety. This is particularly tricky on Pluto, which is
the easiest place to get tons of Trilithium, but it only has a few safe
spaces.
For the Apple you can just slow the emulator down. Push L when you're where
you want to be, i.e. close to a gate. Now there are two paths to get where
you want to go, i.e. within walking distance of a moongate. Note that you can
only travel over grass when in a plane and it is not launched. This means
you'll need to find a gate that's in grass(too bad, Argentina in 1990 would
have kicked you right to 2112.)
So what you need to do is fly to Australia--east of south Africa. Around
where the sign post is. Land there and while in the plane go through the time
portal. From there you'll note you're in the Time of Legends. Which is easy
to map but hard to fight through. Go over to the right edge and in the middle
square there you can go left into the rightmost gate when it opens. You are
now in 2112 AD, the Aftermath. You should fly the plane east to what was
Russia. Land in the center and note the town to the north: Pirates' Harbor.
Note you may only want to go through this once as planes get stranded in
2112 unless you bring them back through a time gate. Although they can be
handy in earlier eras ships should be more than good enough. You should go to
2112 with the objective of getting the blessing on Planet X.
2-6. OUTER SPACE AND PLANET X
It's pretty easy to get the space shuttle in Pirates' Harbor--the best
exact technique related in section 4-4. Enjoy the amusing knock off of
Communist propaganda and (B)oard then (L)aunch the space ship into orbit.
NOTE: YOU CANNOT SAVE YOUR GAME AWAY FROM PLANET EARTH. FRUSTRATION MAY
ENSUE FROM THIS AS LANDING THE SPACE SHIP, FOR LACK OF A BETTER WORD, SUX0RZ.
USE SLOW EMULATION TO COMPLETE THIS TASK. WHILE THE GAME LETS YOU TRY AGAIN
LANDING A PLANE, YOU ARE KILLED IF YOU LAND A SHUTTLE ON NON-GRASS.
Now the chart for the XYZ of each planet is listed in 3-5.3; note you
use one tri-lithium for each launch.
Futz with the others if you want but rememeber that Planet X is the one
with what you ultimately want(9,9,9 is easy to remember, too.) It should be
an uneventful trip--speed up the emulator to get through with it.
(L)and and now slow down the emulator. The game isn't too clear on this
until it's too late, but you need to land the spaceship where there is just
grass. Your ship generally goes ESS with each step but you may want to wait
until there's a huge grass patch around. This is the toughest part of the
game--along with landing back on Earth. If you get killed there you have to
start over.
There's a huge chunk of grass space in the center of Planet X so wait
until you're around that and land--you can't miss. To the north you'll
see a mountain range, probably a bit to the west. The entrance is to the
south and you'll find Ozy's Palace aka Castle Barataria there.
There are two ways through there; Route One is to go left from the
entry(well, go north and get hit points from Ozy on the left if you need
'em first,) defeat the guard, and go north along the wall to the 4-way
intersection. Beat guards away as necessary and go west at the
intersection. Hidden in the southwest you'll find Father Antos. He'll
bless you.
The other way involves using keys, for which you probably had to kill
guards some time anyway, but there you go. I don't recommend it, but
maybe it'll make you feel honest and all ahead of Ultima IV. Unlock the
door above the throne room, stopping to transact for more hit points if
you're in three digits or worse. Go to the left and unlock the door
below. Go south through the jail. Walk across the swamp--hold your nose
and take the damage. Southwest, east, south. Le Chapel is off to the
left. Enter it and go to the lower left. Exit how you entered.
Now you can return to the Earth. It'll still be 2112 but all you have
to do is land in North America or Asia and then hit a time warp. Any one
will kick you back to familiar pastures--EXCEPT the one in Texas. If you
can land in Asia, great(you can reuse the shuttle more easily) but USA
should be OK as you can go to Alaska. Back to 1990/Argentina. You may
want to build yourself up a bit before this next part. Of course you'll
want to stop in New San Antonio for the quicksword(offer the man in the
grove in the north of town 500 gold--since you're blessed he'll give it
to you--and then ready it.) It's the only thing that can damage Minax.
Then fly/row to Australia and enter the gate there for the final battle.
You'll want 30+ negate times if possible for this part. The first one
is to run up, around the mountains, up and back to enter the canyon
through the northern pass. There's a palace there and even with Negate
Time you may have to hack through baddies. Enter if you have 4000+ hit
points; otherwise, try again. Saving with all these monsters around can
be hurtful. This next place is a doozy.
2-7. MINAX'S PLACE
The basic strategy is this; go to the northeast room, bop Minax, go
southwest, bop her again, then NE/SW/NE until she conks out. Should be only 5
times. The details are in 4-5 if you want to see how to lose as few hit
points as possible. They'll get drained faster than you think. I'd recommend
20+ negate time coins before you go on.
3. DETAILS
3-1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM
First of all, don't attack anyone in the town unless you're REALLY
good. Folks there do 100 damage each. It's not funny. Also guards move
diagonally towards you when possible so they can get to you in a hurry.
And they can attack diagonally too so if they're next to you you better
not have to turn too much. There's another problem with monsters in
general too--even if they're stunned by Negate Time, if you run away
from them they'll take a free shot at you.
Monsters will run away from you if you attack them. So often you have to
beat them twice. Beware that if they start running away you may wind up with
them running back at you without warning, thus getting a free shot in(the
computer treats invalid moves as actual moves.)
There are only seven monsters outside and they are:
Goblin
Devil(freezes legs, you need boots--and freezes arms, you need cloak)
Fighter
Thief(steals valuable items but never weapons/armor)
Orc
Ship(board it if you have a blue tassel)
Balron(can cast sleep spell)
They generally give 0-20 gold and 0-5 experience, completely randomly.
Guards tend to do 200 damage each and can move diagonally. If you need to
kill your first few to get keys, use a Negate Time coin and whack one a few
times. The trade off is worth it. You get negate time coins randomly but once
you get very good you can wipe out enemies on the outside.
Outside, I find it's nice to be able to sucker monsters into a culdesac--or
to where they'll retreat into one--so you don't have to run too far to kill
them off(which takes food.) Fortunately they never turn direction either.
Towne Linda or the square right of it are good retreats in this vein of
thought.
3-2. ITEMS, COST, ATTRIBUTES NEEDED
3-3. TIPS AT THE BAR
These correspond roughly to the money you give(0..9) but sometimes you
get a 'lower' tip than for what you give.
CAUGH...
ISN'T THIS A GREAT GAME?
HHMMM...
SOME FIGHTERS WEAR MAGIC HELMS!
AVIATORS USE SKULL KEYS!
SAYLORS WEAR BLUE TASSLES!
MAGES CARRY WANDS OR STAFFS!
GUARDS CARRY KEYS!
ANKHS OPEN SPACE!
PLANES NEED BRASS BUTTONS!
3-4. TOWN DIALOG
There are some spoilers here so don't say I didn't warn you if you want to
avoid all that.
Baradins Town dialog:
AN ASTRONAUT CLAIMS:
THERE IS A PLANET 'X'!
AN ASTRONAUT CLAIMS:
FATHER ANTOS LIVES ON 'X'
THE DRUID: ANOL NATHRAC UTH
DAS BESSOD DIEN DOCH DIENTES!
THE PHYLOSOPHER THEORIZES:
SHE'S GOT TO BE AT 9-9-9!
[The upshot of this town is that Father Antos is on X and you need the
shuttle--and locations 9-9-9--to get there.]
Le Jester dialog:
GRENDEL THE BUM SAYS: MASTERS
OF RIDDLE ARE MASTERS INDEED!
ANDY GREENBERG COMPLAINS:
WHAT? NO SOFTWARE?!?
ROBERT WOODHEAD EXCLAIMS:
COPY PROTECT! COPY PROTECT!
[Note: there's an allusion here to Wizardry, which Garriot felt(as I read in
an interview) never really tried to introduce anything new. Greenberg and
Woodhead wrote Wizardry, you see. Putting them in BC is also -not- nice!]
THE CHASTE NUBILE NYMPH ASKS:
VISIT THE HOTEL CALIFORNIA!
Towne Linda dialog:
LADY SHERRIE CRIES:
GAG ME WITH A SPOON!
RONALL MC DONALL SINGS:
TRY OUR NEW RIDE THROUGH!
THE SIGHTLESS SAGE SAYS: FIND
THE FATHER EARN THE RING!
LADY MARY ELLEN PLEADS:
BEAT ME KICK ME TELL ME LIES!
WANDERING BARD ASKS: DO
YOU KNOW THE WAY TO SAN JOSE?
Pirates Harbor dialog:
WAREN BEATTY ASKS:
HAVE YOU SEEN DIANE KEATON?
CHUCKLES THE BUMBLE CRIES:
CAN I LOOK YET, IS IT OVER?
THE VILLAGE IDIOT SUGGESTS:
OFFER THE HOTEL CLERC GOLD!
[in New San Antonio]
RED THE PIRATE BOASTS: I'VE A
BROKEN ULTIMA ]I[, WANT ONE?
New Jester dialog:
THE SWAMP JESTER LAUGHS:
YOU LOSE, CADET!
THE COURT JESTER SAYS:
ISN'T THIS A SILLY PLACE?
THE FRENCH JESTER BEGS:
MANGER MOI!
THE STONED JESTER COMPLAINS:
ROCKS HAVE SPIRITS, TOO!
Computer Camp dialog:
DEBBIE THE LIFEGUARD YELLS:
GET A BIG GRIP!
RICHARD GARRIOTT PROMISES:
TOMORROW--FOR SURE!
[the author--of course! Note there seems to be no Shamino in this game, so he
makes up for it here I guess.]
HOWIE THE PEST HOUNDS:
ISN'T ULTIMA ][ FINISHED YET?
[I bet this is an inside joke.]
JOHNATHON BEN ASKS:
THIS EVER HAPPEN TO YOU?
Tommersville dialog:
MARGOT TOMMERVIK EXCLAIMS:
TALK SOFTLY TO ME!
AL TOMMERVIK INQUIRES:
DO YOU READ ME?
BIG BOB JAWS:
GIVE BILL 300 GOLD!
BILL BRUISER DEMANDS:
GIVE BOB 600 GOLD!
[Nice racket there.]
New San Antonio dialog:
SANTRE THE SWASHBUCKLER WARNS:
BEWARE, I'VE A QUICK BLADE!
[Offer him 500 gold and he gives you a quicksword.]
AN OLD MAN MUMBLES:
I'M AN OLD MAN.
[Offer him 500 gold and he gives you a ring if you've been blessed.]
THE FLOPY FIGHTER BRAGS:
I OWN ONE OF EVERYTHING!
[by the Serpents' pool.]
A CLERK STATES: WELCOME
TO THE HOTEL CALIFORNIA!
[HEY! We're in Texas not California...I think. But offer him gold for
something cool.]
Towne Makler dialog:
THE SEAWORTHY PIRATE SAYS:
SEE THE CLERK IN NEW SAN. [Antonio, cut off so the advice would fit, I
guess.]
THE BURLY PIRATE SAYS:
NEW SAN. IS FULL OF MAGIC!
THE UGLY SMELLY PIRATE SAYS:
ANTOS IS THE ANSWER!
[Brother and Father Antos...]
THE BIG BOUNCER STALLS:
WHERE THE HELL IS YOUR I.D.?
Towne Basko dialog:
UGLY IRVING STATES:
NO MAGES ALLOWED!
KIETH ZABALAOUI SAYS:
I'VE NEVER DONE THIS BEFORE!
AN EXPERIENCED WARRIOR SAYS:
FIND ANTOS, EARN THE RING!
A WIMPY WARRIOR SQUEALS:
ANTOS IS ON 'X'!
Minax's Castle dialog:
THE SHE CREATURE BEGS:
TAKE ME I'M YOURS!
HOMER THE SALESMAN ASKS:
YA WANT SOME LIFE INSURANCE?
[Good place to sell it.]
DAVID ALPERT WHIMPERS:
I'VE DONE A BAD THING...
MINAX CRIES: A COWARD DIES A
THOUSAND DEATHS, A HERO ONLY
ONE. EITHER WAY, YOU LOSE!!!
[She only dies five times actually.]
Lord British's Castle(1423 B. C.) dialog:
BROTHER ANTOS ORDAINS:
SEARCH THE STARS FOR MY KIN!
BISHOP BOB PREACHES:
CONFESS TO BROTHER ANTOS!
ANDRE THE FRENCH CHEF BURPS:
I DRINK THEREFORE, I AM!
COMMANDER DECKER SCREAMS:
IS IT SOUP YET!!!
THE WANDERING BARD ASKS: DO
YOU KNOW THE WAY TO SAN JOSE?
Lord British's Castle(1990 B. C.) dialog:
BROTHER ANTOS INQUIRES:
HAVE YOU FOUND MY FATHER?
SISTER SLEDGE SINGS:
WE ARE FAMILY!
ANDRE THE FRENCH CHEF SAYS:
HIC, WAN SOM COLDUCK, HIC?
THE MERCHANT ORDERS:
GIVE THE KING A TRIBUTE!
THE SUBDUED BALRON WHIMPERS:
LITHIUM PACKS THE 16TH LEVEL!
[Go to 16th level to get Lithium.]
Ozy's Castle(on Planet X) dialog:
FATHER ANTOS CHANTS:
YOU HAVE EARNED MY BLESSING.
RETURN AND CLAIM THE RING!
[Cleric in the lower right corner, above the kitchen]
[Go back to New San Antonio now.]
SING LEE THE COOK YELLS:
KICHEN CLOST, COM BAC LATO!
JUSTIN THE JAILER WARNS:
I WOULDN'T GO IN THERE!
QUEEN SUSAN SAYS:
FATHER ANTOS AWAITS YOU!
3-5. WHAT'S ON WHICH WORLD
3-5.1. EARTH'S TIME PERIODS
9 million B.C.: it's all congealed. To get around you generally want to
walk along the outside of this C-shaped continent. There'll be passages
to the inner parts where monsters may build up if you've been waiting
around a bit. The only town is Baradins Town. It's found at the pass
north of the swamp and contains some information. No ships, but you can
run a plane through a time portal here to move around. Portals in the
northeast(two) and southeast and also northeast of Baradins.
1423 B.C.: where you start. You're in the US with a tower in Venezuela
by swamp(not worth it) and Towne Linda, which should be your base,
across Alaska and in what would make Italy. Lord British's Castle isn't
available until you get a boat. Portals in west Europe(best to shuffle
between here and 1990,) east Europe, Argentina, and northern Ontario.
The world is still connected.
1990 A.D.: the world is still connected but you won't benefit from that
at first. The first you'll likely see of here is on the British Isles,
which still have Port Bonifice and Lord British's. Steal food at the
second, get HP at the first. There's a time portal back to 1423 here but
also there's one in Argentina to 2112 and one in Australia. One's in
Greenland too. The time portals aren't connected by land, though.
2112 A.D.: hard to make it around here without air transport. Asia,
where you need to get, is locked off as are all the other major
continents. You'll probably wind up in America at first where there are
portals back to 1990(NW) and also to the Time of Legends(SE.) Two
portals from Asia go to Western Europe 1423 BC(northern) and Iceland 9
million BC(southern.) But at least there's not much to do.
Time of Legends: lots of monsters here so you'll find Negate Time very
useful. Only one real location here other than the time portals(this
time period is great for a certain game furthering transition you need)
but it's Minax's.
3-5.2. OUTER SPACE
Mercury: no towns, but one dungeon I think.
Venus: no towns, but one dungeon.
Mars: one town, Towne Mary.
Jupiter: one town, New Jester. It contains nothing.
Saturn: no towns, but pretty to visit, I guess.
Uranus: branching, cycling grass paths through forest lead to one town.
It's called New Jester.
Neptune: one irrelevant town, Computer Camp. Nothing else.
Pluto: Very mountainous so it's tough to land. But once you do planes are all
over. You need them for transport. Towne Makler is by a very lucrative
dungeon where level 16 is a straight shot and tri-lithium abounds. In another
area with very little room to land you have Tommersville.
Planet X: Towne Basko is a town, south of the enclosed Castle Barataria.
This world also cycles NE/SW foreshadowing Sosaria(NW/SE) perhaps.
3-5.3. LUCKY SPECIAL XYZ CHART
You get kicked to x=6 y=0 z=7 once you blast off so you can't (L)and
right after getting in a shuttle. However, any one of these(besides the
Sun) is a viable place to land, although some are much much harder than
others due to the lack of grass.
X(1st #) Y(2nd #) Z(3rd #)
Sun 4 4 4
Mercury 5 4 5
Venus 3 3 4
Earth 6 6 6
Mars 6 2 3
Jupiter 1 3 4
Saturn 2 8 5
Uranus 9 4 6
Neptune 4 0 5
Pluto 0 1 4
Planet X 9 9 9
3-6. USING THE GATES
Unfortunately I can't really include stuff like detailed time travel
charts or a handy map and so forth. That's covered extensively in other
FAQs--and much more prettily in the game's instruction manual--and
besides if you really want to cheat you don't need any of that. The
other FAQ on GameFAQs works quite well, so I'm happy just to cover the
annoying details they didn't.
Although a short analysis might be useful.
First note that each gate stays up for eight moves, and there are four
in each time period on Earth.
Many are two way and some gates are obvious 'feeders' and others are
locations you want to get to.
I include the chart here with the stipulation that the walkthrough
covers how best to use it.
Siberia 2112 ------+ Time of Legend(3)
| v
+-> W Europe 1423 <-> Britain 1990
| ^
Central Asia 2112 -+ Australia -9mil
Argentina 1990 <-> Alaska 2112 < Africa -9mil
1990's gates are all unconnected without boats.
2112's requires planes to get from the main gates(Alaska and Texas) to
the others.
Note that I define continents in 9 million BC by what land areas would form
them. Back then the continents-to-be were divided by mountains. So if the big
mass is in the shape of a C, then you would find Africa on
the southwest part of the inner part of the C. Also Iceland is at the tip
just above the right inlet and Greenland is a bit north of that. Australia is
in the southeast. In fact there's always a sign where Australia is(type
E(Enter) to see the year.)
4. IMPORTANT MAPS
I don't want to include all the maps here. That would be a waste of
time and space for you and me. Rather, I'll just write in the important
ones that contain game-critical puzzles or people so that you can see
conclusively how to navigate them.
Note that if you just want tri-lithiums the dungeon on Pluto is a rather
easy one for piling them up. It goes straight up to level 16. But it is
rather hard to find. And you need cleric spells to get out(on the PC.)
4-1. GREENLAND DUNGEON
Below is the map for the Greenland dungeon. It's the same no matter
what time period you're in. It seems every other level is too simple or
very twisty. Pay attention for secret doors here.
I recommend a surface spell to get out.
Level 1
XXXXXXXXXXXXXXXXX
X $X
X:XXXXXXX:XXXXX:X
X X : X : X
X X XXX:X XXXXX X
X : X^ : X
X XXXXXXX X:XXX X
X : X : X
XXX XXXXX:X:XXXXX
X S X
X XSXXXXXXXXX X X
X S vX X X
X X XXXXXXXXX X X
X S S X
X XXXXXXXXXXXSX X
X X
XXXXXXXXXXXXXXXXX
It's important to find secret doors to help make things a lot shorter
here.
4E 4W 6W 2S 8E D
NOTE: you can also rip off the chest in the NE corner repeatedly if
you want to cheat and pile up gold that way, i.e. enter, get gold, exit,
repeat, etc.
Level 2
XXXXXXXXXXXXXXXXX
X X : X
X XXXXX X XXX X X
X X$S X X : X X
XXX:XXX X X X X X
X vX X X : X
X X 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
XXX X:XSX XXX X X
X S^ X X
X X:XXX:XXXXXXX:X
X X X : X X
X XXX X X X XXX X
X : : X : X
XXXXXXXXXXXXXXXXX
6W 4N 2W 2N 2E D
Level 3
XXXXXXXXXXXXXXXXX
X X
X X X X X X X X X
X X
X X X X X X X X X
X ^ X
X X X X X X X X X
X X
X X X X X X X X X
X X
X X X X X X X X X
X v X
X X X X X X X X X
X X
X X X X X X X X X
X X
XXXXXXXXXXXXXXXXX
6E 6S D
Level 4
XXXXXXXXXXXXXXXXX
X X S S X
X XXXXX X X X:X:X
X X X X X X
XXXXX X:X X X X X
X$ XvX X X X X
XXX XXX:X X X:X:X
X X X X X X X
X X X X X X:X X X
X S X S S S X
XXXSX XXXSX XSXXX
X X : ^ : X
XXX XSX XSX XSXXX
X X S S S X
X X X X X X:X X X
X X X X X X X
XXXXXXXXXXXXXXXXX
2N 4W 8N 6W 2S 4E 2S D
Level 5
XXXXXXXXXXXXXXXXX
X X : : : : X
X:X XXX X:X:X:X:X
X X : : : : : X
X XXXXXXXXXXXXXSX
X ^ X
X XXXXXXXXXXXXXXX
X X X
X:XXX XXXXXXXXX X
X X X X X
XXX XXX X X X X X
X : : : X v X X
X X X X X X X X X
X : : : X X X
X X X X XXX XXX X
X : : : : X X
XXXXXXXXXXXXXXXXX
4W 4S 2E 2S 4E 2N 2W 2N 10E 8S 4W 4N D
Level 6
XXXXXXXXXXXXXXXXX
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : :v: : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : :^: : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X X X X X X X X X
XXXXXXXXXXXXXXXXX
6N 6W D
They have a few levels like this, don't they? Well, it makes up for the
sheer volume--sort of--even if it's a bit pointless.
Level 7
XXXXXXXXXXXXXXXXX
X X
X X:XXXXXXXXXXX X
X : X $X X
X X XXXSX X:X X X
X X X^ S : X X
X X X X XSX XXX X
X X S S X X
X X XSX X XSX X X
X X S S X X
X XXX XSX X X X X
X X : S vX X X
X X X:X XSXXX X X
X X$ X : X
X XXXXXXXXXXX:X X
X X
XXXXXXXXXXXXXXXXX
If you're good enough to get this far you probably don't need to bother
with the $$.
2E 4S 4E 2S D
Level 8
XXXXXXXXXXXXXXXXX
X X X
X XXXXXXX X XXX X
X X X X X X
X X XXX X XXX X X
X X Xv X X X X
X X XXXXXXX X X X
X X S$X X X
X XXXXX XXXXXXX X
X X X X
XXX X XXX XXXXXXX
X X X X^ X
X XXXXX X XXXXX X
X X X X X X X
X X X X X X X X X
X X X X X
XXXXXXXXXXXXXXXXX
4E 4S 2W 2N 2W 2S 2W 6N 8E 8N 4W 2S 2E 4S 2W 2N 2W 4N 8W 8S 2E 2S 2W 4S
2E 2N 2E 2S 2E 4N 2W 2N 2E 2N 4W 4N 4E 2S 2W D. Whew!! A contrast from
the last one...
Level 9
XXXXXXXXXXXXXXXXX
X X X X
X X:XXX:X X:XXX:X
X : : X
X X X X XXXXX:XXX
X X ^ X X
XXX X X XXX:XXX X
X : : X X
X X:XXX:X:XXX:X X
X X : : X
X XXXXX X X X XXX
X X X v X$X
X XXX:XXX X X XSX
X : : : : X
XXXXX:X X:XXX:X X
X X X$S X
XXXXXXXXXXXXXXXXX
2S 4E 4S 2E D.
Level 10
XXXXXXXXXXXXXXXXX
X : X : X
X XXX:XXX X X X X
X X X : X X
X X XSX X:X:X:X:X
X : SvS X X X
X:X XSX XXX XXX X
X X X : : X
X XXXXXXXXXXXXX X
X X X X
X:X:X:X:X XSX X:X
X X S^S : X
X X X X X XSX X X
X X X X
X:X:X:X:XXX:XXX X
X : X
XXXXXXXXXXXXXXXXX
4S 12W 12N 4E D.
Level 11
XXXXXXXXXXXXXXXXX
X X X X
XXX X:X X:XXX:X X
X X X X : X
X XXXXXXXXX X XXX
X X^ X X : X X
X X XXX X XXX X X
X X : : X : X
XXX XXX XXX X XXX
X : : X : X X
XXXXX X XXXXX X X
X X X vX : X
X X X XXXXXXX XXX
X X X X : X X
X XXX X X X X X X
X X X X : X
XXXXXXXXXXXXXXXXX
2E 6S 4E D.
Level 12
XXXXXXXXXXXXXXXXX
X X
X X XXXXX X X X X
X : X X
X X:X X XXX X X X
X X vX X X
X X XXXSX XXX X X
X X S$S X X
X XXX XSXSX XXX X
X X S$S X X
X X XXX XSXXX X X
X X X^ X X
X X X XXX X X:X X
X X : X
X X X X XXXXX X X
X X
XXXXXXXXXXXXXXXXX
Pick up the gold chests, if not to get extra powerful, to relieve the
monotony.
2E 2N 4W get chest 2W 2N get chest 4W 2N 2E D.
Level 13
XXXXXXXXXXXXXXXXX
X X X X
XXX XXX XXX X X X
X X X X
XXXXX XXX X XXX X
X X ^ X X X X
X XXX XXXXXXX X X
X X X X X X
X XXXXX XXX X XXX
X X X X
XXX XXX XXXXXXXXX
X X Xv X
XXX XXXXX XXX XXX
X X X
XXX X X X XXX X X
X X X X X X
XXXXXXXXXXXXXXXXX
2N 2W 2N 4E 2S 6E 2N 2E 4S 2W 2S 2W 2S 4W 2S 4W 2S 4E 2S 2E 2N 4E 2N 2W
D.
Level 14
XXXXXXXXXXXXXXXXX
X X
X XSXXXSXSXXXSX X
X S S X
X X XSXSXSXSX X X
X X Sv S X X
X X X XSXSX X X X
X S S S S S S X
X X X X X X X X X
X S S S S S S X
X X X XSXSX X X X
X X S ^S X X
X X XSXSXSXSX X X
X S S X
X XSXXXSXSXXXSX X
X X
XXXXXXXXXXXXXXXXX
6N 6W D.
Level 15
XXXXXXXXXXXXXXXXX
X X X
X XXXXXXX XXX:XXX
X X : X
X XSXXX X XXX XXX
X X$X^X : X X
X XXX XXX XXXXXXX
X X X
XXX:XXXXX X XXXXX
X X X X X
XXXXX XXX X X X X
X : X X : XvX X
X:X:X X X XXX XXX
X : X X X X X
XXX:X X X XXX XXX
X X X
XXXXXXXXXXXXXXXXX
2S 2W 2S 2E 6S 2E 4N 2E 4N 2E 4S D.
Level 16
XXXXXXXXXXXXXXXXX
X$$$X X
X$X$X XSXXXXXSX X
X$$$ S X S X
XXX XSX XXX X X X
X S X X X
X XSX XXXXXXX:X X
X S X : X X
X XXX X XXX XXX X
X X X X X X X
X X X X:X XXX:X X
X X X X^ X X
X X XXX X X XSX X
X S : X : S X
X XSXXXXXXXXX X X
X X
XXXXXXXXXXXXXXXXX
2S 4E 12N 12W 2S 2W [loot like heck].
4-2. NEW SAN ANTONIO
air === +grove= + +
port| +-----+ | |
| ~ |prison |
+---+ +--------+
~
+-+ ~
| ~
+---+ ~
hotel| ~ enter
Here's where Iolo was, in case you're wondering. He's in a box with
Gwen(who'd become Gwenno.) The transport here seems redundant, because the
main thing you want--a plane--is much better and faster than you could
imagine. You'll need a few coins for negating time to get everything you want
from this town, especially if your hit points are low. Also be sure to bring
several keys along. I count at least four you'll need. You'll want to do
several things at once here so you only have to face one onslaught of guards.
Be sure to have a few thousand hit points just in case things go awry.
Until you get very good you'll probably want to go right, up(through
customs) and left at the bridge. Then down the wall and left to the
clerk. Offer him 100 gold and he may improve a random stat. If it's not
one you want, or if he just says 'thank you,' you may wish to try again.
I've seen claims it was determined by the number of moves you made, but
this doesn't seem true. At any rate you get 4 points per improvement so
you can get very close to 99 unless you've hex cheated there. Just Ztats
continually to make sure you're not over 99 and if one of your stats is
close then please do save after every improvement.
After a lot of this you can finally visit the airport in the upper
left. Unlock the door, go up and left, and unlock that one. You may want
to use a coin here to negate time. Get the plane, i.e. (B)oard it, and
fly out. Use a negate time if you feel nervous as you don't want guards
blocking your path without a way to get by them.
Move across the bridge and all the way to the right. Go down until
adjacent to another door. Unlock it and dispose of the guard there. Now
place the plane in the spot where the door was. This exact spot is
important as guards will move diagonally around it otherwise. The only
person you really want to talk to is in the center left cell. The others
look suspicious as they lean against the locked doors and will, in fact,
attack you if you release them. Offer the person inside 500 gold.
Negate time before reboarding the plane. You may have to hack through
a few layers of guards. And the exit is not easy to find. Go west to
Iolo/Gwen, then south to the pool and west then south down its edge.
When you hit customs use an extra negate time to make sure the exit
isn't blocked and circle east/south/west, then down and left and OUT!
Later on after you've been to Planet X you'll need two keys to access
the area above the Armory and gain a Quicksword. But first you need the
plane to time-shift to 2112, where you can access the shuttle to get to
Planet X.
4-3. PIRATES HARBOR
air | +-------~~~
port| | space~~~~
= = port~~~~
| | ~~~~
----+ +----~~~~
| ~~~~
= ~~~~
| ~~~~
+---~~~~
~~~~
~~~~
enter
Enjoy the 'RED SKWARE' bit and note that it's fairly easy to get to
the boats and to the three rocket ships. First you just go north and
left. Don't touch the water as the serpents along the edge are rather
nasty. Follow the path and don't be scared by the guards near the end.
Attack the poor fool to the left of the door you unlock just above
PIRATES COVE. Then enter, go immediately up, and right. No guards will
attack. The two serpents are still below you so take the top boat, go
two right, and exit to the north. Any one of the three rockets is OK.
Leaving with your boat is pretty useless. There's nowhere else to go
in the Aftermath--after all, this desolate world is what you're trying
to prevent so it better not be too populous.
But don't get too cocky. This is the easy part. Maneuvering the rocket
is the tough part.
4-4. OZY'S PALACE[CASTLE BARATARIA]
The maze to the right contains nothing whatsoever. The mage in the cordoned
room has so little to say you'll be mad enough to attack the guard just
above--which would've gotten you in much quicker anyway. Going north with a
few obstacles will get you to Ozy and Susan where you can replenish your hit
points. But more pertinent to the game is a move to the left. Take out the
guard and go up the left side of the wall. At the 4-way intersection go west
along the south wall where you'll find Father Antos in a corner. Use a Negate
Time or two to get out.
Note you can also get places by going behind the throne, left, and
generally tend down. But you'll take damage in the swamp anyway.
Given how annoying it is to land the rocket and the relative ease of the
castle, it does feel like a fetch quest, to use a term coined well after this
game went in the bargain bin.
4-5. MINAX'S PLACE
You'll need the ring to go through force fields(the weird things that
aren't floors or anything else you've seen yet) and the quicksword to harm
Minax here. If not, go back and get them. Oh, and 4000+ hit points.
Preferably more if it's your first time trying this. And lots of attributes
and some power armor too.
In fact you'll need to bring your thinking cap too. Beating Minax
handily is not trivial and in fact I believe I lost the first time
despite having 9000+ hit points. She's got quite a few footsoldiers, and
they are nasty fighters--even casting spells. But you probably have
enough cloaks/idols/boots to evade the lower-level stuff.
Expect to get killed and then figure on being able to refine your paths
through the next time.
Note "Chamber one" and "Chamber two." These are where Minax will bounce
between so be sure to move between them as quickly as possible. First she'll
be in the upper right. Now a simple way if you have a huge surplus of Negate
Time coins(20 should give enough comfort) is to use them whenever you see a
bad guy move. But you'll find there are some wrinkles to this.
Minax alternates between the NE and SW. For starters you can probably just
enter and go up any right wall you see. Some monsters won't get mad until you
attack Minax. Don't use a negate time until you will obviously be on a
collision course with a monster. If they're just chasing you, hold off, but
by the same token don't rush forward too quickly at first.
Once in the chamber you'll want to go two squares from the far edge. As
long as you can't see Minax it should be pretty relaxing although if demons
are in there with her the first time you may want to negate time as you run
around them. Then go up and you'll be able to attack Minax head-on. This is
important because every move you're in her sphere, so to speak, she nails you
for 100 damage. At 5 hits and 3 squares in the sphere(bad geometry there I
know)--it's a diamond, or a square, or whatever) that's 1500 points to drain
from you with an extra 500 if you step wrong.
But that's nothing compared to the extra damage you might take from her
minions. They get you for 300 a pop. Makes you wonder why she's the boss,
huh? Anyway, overdo the negate time thing.
When going to either chamber you want to stay on the edge of any hallway
you're on. Why? Because when you use Negate Time the monsters will be stuck
in their path. If you do so it may be better to destroy a monster and waste
another coin than to run away. If they're following you down the
center(they'll align horizontally/vertically very easily) then if you run
back at them they will get free shots at you despite being frozen(a seeming
bug.) So it's worth going well around them especially given that Negate Time
works for quite a while. Of course there is the option of going other ways
back and forth but then other monsters can pop up. It is possible to win just
using the outside routes back and forth, but there's no fun to it. Too
workmanlike.
So here's what I recommend to shake the monsters, which is a fun exercise
in general grid-based evasion against 'superior' opponents as well. You don't
have to do this, but it makes things easier for you.
Note: + = a good place to freeze a monster in my freeze-through below.
There are several sinks where you can dump monsters. The idea is to use
Negate Time to freeze them and then step away so when they run at you they
get bottled up in a room it's hard to get out of. Basically they'll move
around the edges, but if you don't lead them to the exit then they're as good
as useless.
The first place to dump baddies is in the 'monster' room to the left
of Minax's. Freeze as many as you can at the +'s and then move down.
Boom, diagonal left in there. Note this restricts you from going
straight up then straight left to Minax's. That's ok, the way to stick
the next batch is a bit different.
Head to Minax's in the SW and bop her(remember to go along the edges)
and take the first right you see, but take it at the top of that
corridor. When enough baddies are following you, you can freeze them by
the Apothecary and then move up before you pass the torture chamber(next
room.) The monsters will move diagonally instead of right--boxing them
in a bit! There's even time for a finesse. Goad the monsters to the
lower right once they solidify in a lump in the upper right. Root around
for any strays and see if you can goad any in a similar fashion into the
Torture Chamber--they will probably come from the left but be prepared
to deal with those from the right. The Negate Time coins used in this
sort of cause are worth it.
Now at the force field go right(otherwise you release the ones in the
Monster Room.) Then up. Biff, sock. Run down the way you came to the
force field in the center. Go left and down to keep the monsters cooped
up. Hit Minax again. Now if some monsters are still following you, cross
the apothecary but use negate time as you go by first so the monsters
aren't released. Others will follow them into the trap. Right at the
force field, up, and that should be it for Minax. But if not you have an
easy way back and forth until she dies, capturing more monsters each
time unless you run out of Negate Time spells. In which case you would
modify your path to go above the Apothecary on the return NW(as you do
when going SE) instead of below it.
5. CHEATING
This is probably the part of the game that requires the most critical
thinking. I'm including cheating for the Apple although there is a
separate file for DOS/Windows/PC/whatever that has similar information.
The difference is that in there the offset starts at zero while on the
Apple the offset starts at 0x4800. I will assume knowledge of
hexadecimal numbers and hex editors. The PC version has a file called
PLAYER1.
Cheating can help the people who just want to get through the game,
because you really only need a bunch of items and levels to get to the
end. You won't really be missing much other than a general wandering
about to find items. A quick cheat-walkthrough is mentioned afterwards.
Also note that any value here is not put into hexadecimal(unless
otherwise noted--i.e. for names) but is rather seen as its decimal
equivalent. So if you want 99 you type 99 and not 63(63 hex = 99
decimal.)
In general letters are represented by 0x80+(ASCII value) i.e. 0xC0 +
(# in alphabet.)
Unmentioned bytes should not significantly affect your player, but as
usual be sure to back up the disk image before hacking into it.
5-1. HEX OFFSETS
Add 0x4804 for the Apple version.
Offset | Value
-------+----------------------------------------------
x00-x0b| name(add 0x80 to each ASCII value)
x0c-x0f| set to 0[end of name]
x10 | gender(C6 = F = Female/CD = M = Male)
x11 | race 00=Hobbit 01=Dwarf 02=Elf 03=Human
x12 | class 00=Thief 01=Wizard 02=Cleric 03=Fighter
x15 | Strength
x16 | Agility
x17 | Stamina
x18 | Charisma
x19 | Wisdom
x1a | Intelligence
x1b-x1c| Hit Points
x1d-x1e| Food
x1f | Level
x20-x21| Experience
x22-x23| Gold
x24 | x coordinate
x25 | y coordinate
x2e | Torches
x2f | Keys
x30 | Tools
-------+------ [weapons below]
x41 | # of dagger
x42 | # of mace
x43 | # of axe
x44 | # of bow
x45 | # of sword
x46 | # of great sword
x47 | # of light sword
x48 | # of phaser
x49 | # of quick sword
-------+------ [armor below]
x61 | # of cloth
x62 | # of leather
x63 | # of chain
x64 | # of plate
x65 | # of reflect
x66 | # of power
-------+------ [spells below]
x81 | # of light
x82 | # of down ladder
x83 | # of up ladder
x84 | # of passwall
x85 | # of surface
x86 | # of magic missile
x87 | # of blink
x88 | # of kill
-------+------ [critical game items below]
xa0 | # of ring(necc. to win game)
-------+------ [miscellaneous items below]
xa1 | # of wand
xa2 | # of staff
xa3 | # of boot
xa4 | # of cloak
xa5 | # of helm
xa6 | # of gem
xa7 | # of ankh
xa8 | # of red gem
xa9 | # of skull key
xaa | # of green gem
xab | # of brass button
xac | # of blue tassle
xad | # of strange coin
xae | # of green idol
xaf | # of tri-lithium
5-2. ! WARNINGS !
If you give yourself 99 of an item, 9999 hit points, or 9999 gold, the game
may roll over on you once you find an item/win combat/tribute Lord British.
This will also happen to attributes if you go see the clerk in San Antonio,
but that's something you have much more control over.
So I recommend filling in all those crazy bytes with the number 88. Except
attributes and hit points. Make them all 99.
5-3. WINNING QUICKLY
If you want to win extra-quickly, give yourself 9000 hit points, quick
sword, power armor, and a ring. Then you can walk into Minax's, pretty much.
Just whip everyone in the immediate vicinity--walk away from the castle to
get them coming to you on a straight line or even retreat into the area with
the gates once they come for you if you want to avoid using coins. Once
outside the castle save and bring your hit points back to 9999. Check the
walkthrough for how to deal with Minax.
Alternatively if you want to take the trip into outer space just don't give
yourself any of the rings, but be sure to get plenty of everything else. The
same things apply again with setting the statistics as you see fit.
If you want to say you've been to a dungeon, then eliminate tri-lithium
from the items you cheated up.
5-4. WINNING RIGHT
Go to New San Antonio and steal a plane from the NW. Block the entrance to
the NE prison and buy a quicksword from Santre in the UR, allowing you to go
on a shuttle eventually.
Take the plane to Australia, and run it through the portal to the time of
Legends.
Go to the 2112 portal in your plane and enter Pirates Harbor.
Use the shuttle to go to Planet X. Enter the castle and get the blessing from
Father Antos.
Go to 1990 and get the ring in the grove.
Go to the Time of Legends and enter Minax's. Defeat Minax.
6. BUGS
If you cross from Alaska to Russia in 1423 BC and get caught on one
square that the computer sees as the edge of the map(it cycles over) you
won't even be able to hit your opponent.
Experience and gold being random in fights is goofy enough--doesn't
rely on opponent strength--but getting ZERO experience or gold?!?! WTF?
Run away from monsters frozen by Negate Time and they may still attack/hit
you.
End of FAQ Proper
7. VERSIONS
1.0.0: sent first version to GameFAQs.com 12/22/02. I left out info on
two planets but hope to have 1) a complete waltkhrough and 2) a
description of what the heck else is going on in this game. The frippery
will fall later.
1.1.0: sent next version 8/20/2007 with some maps cut out. There's still
frippery for later but I have graphic maps now.
8. CREDITS
ftp://ftp.apple.asimov.net for being Apple-istic, FOREVER.
AppleWin for its save states, thank goodness, which made it less of a
headache second time around.
Shay Addams's _Official Book of Ultima_ which gave me ideas about how to
organize location names for the moongates and for his logical
presentation of the gates which helped quicken writing the walkthrough.
Origin for pulling away from Sierra and trying to refine Ultima II from
an interesting, annoying game with some good slapdash to U3 and
eventually U4/U5.
The Police for writing/performing 'Invisible Sun' on their incomparable
hits CD(I once wore out the tape, the only one I did that to that I
didn't create myself) which is oddly appropriate for playing this game
and which I releatedly listened to. It's writing guides for this sort of
game that may make me give up the doing it for free mentality anyway.
Thanks to the usual GameFAQs gang, current and emeritus. They know who they
are, and you should, too, because they get/got some SERIOUS writing done.
Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow
Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog,
honestgamer and others I forgot. OK, even Hydrophant in his current not-yet-
banned message board incarnation. I am not part of his gang, but I want him
to be part of mine.