425 lines
18 KiB
Groff
425 lines
18 KiB
Groff
Ultima V Quick Dox and Reference
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Typed by: Chief Justice/CtC 3/15/88
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Reformatted and slightly modded by: Galaxy Stranger 3/19/88
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Here are the sides of Ultima V with their corresponding sizes. Make sure you
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get the correct boot disk, CtC released two versions of the first (boot) side.
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The first (200 block) version had some errors in configuring the sound to work
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with a mockingboard; the correct (198 block side) corrects this problem.
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Side 1 Side 2
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Disk 1 Program (198) Dungeon (191)
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Disk 2 Britannia (151) Underworld (162)
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Disk 3 Towne (206) Dwelling (189)
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Disk 4 Castle (200) Keep (204)
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GETTING STARTED
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Insert Disk One, the Ultima V program disk, label side up into your disk drive.
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Turn on your computer and monitor. You will see the opening graphics. Press the
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SPACE BAR to exit this view and bring up the main menu. Use the arrow keys and
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RETURN to select an option.
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The first time you play Ultima V, select "TRANSFER FROM ULTIMA IV" if you want
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to use your character from that game, otherwise, select "CREATE A CHARACTER".
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From this point, you should follow the on-screen instructions. Remember to use
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the ESC key to acknowledge all disk swaps. After creating or transferring, you
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will return to the main menu.
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Next, select the "INTRODUCTION" option in the main menu before confinuing to
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the main part of the game. After completing the introduction sequence, select
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"JOURNEY ONWARD" to proceed to the main part of the game.
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In all subsequent sessions, you may skip both the transfer/create character
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step and the instructions sequence by either selecting "JOURNEY ONWARD" from
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the main menu or pressing the "J" key while the disk is booting.
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If you have at least 128K of memory and a Passport Systems MIDI interface,
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Phasor, or a Mockingboard that you wish to use, see "MUSIC WITH ULTIMA V".
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MOVEMENT
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Except in dungeons or while engaged in combat, your party is represented by a
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single figure. During combat, each party member is shown and allowed to act
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independently. Pressing the following keys will move your party or party member
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in the designated direction:
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North: Up arrow or [ or RETURN
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South: Down arrow or /
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West : Left arrow or ;
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East : Right arrow or ' (quote)
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In dungeons, the period key will turn you around.
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These keys are also used to indicate direction when attacking and casting
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spells.
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MENUS
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In a game menu, use the directional keys to move the cursor bar and highlight
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your choice.
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When you are satisfied with your selection, press the SPACE BAR. To leave a
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menu without making a choice, press the ESC key. If you are selecting a member
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of the party from the party roster, you may alternatively indicate your choice
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by typing in the number of the player's position in the roster.
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A arrow symbol just below a menu indicates that the list extends to include more
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items in one or both directions.
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COMMANDS
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Here is a list of commands that are executed by pressing the designated key:
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A /Attack/
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Attempt to engage a person or creature in combat. Must be followed by a
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direction. In combat, you can aim the weapons in any direction, at any target
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within the weapon's range by using the direction keys to move the crosshair on
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top of the target. Press <A> again or the SPACE BAR to fire.
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B /Board/
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Board a frigate, skiff, or other conveyance, or mount a horse. If you board a
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ship from a skiff, the skiff will be stowed and kept ready for later use.
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C /Cast/
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Cast a spell. Must be followed by the first letters of the spell's syllables.
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Only works when the proper reagents have already been mixed and the spellcaster
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has enough Magic Points remaining. Some spells require additional information
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(direction or target).
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E /Enter/
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Enter townes, castles, and other structures. Party members must be standing
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directly on structure to enter.
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F /Fire/
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Fire cannons. Must be followed by a direction. Ship cannons may only fire when
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the ships broadsides are facing the target.
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G /Get/
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Take possession of gold, food, and other items you find. Must be followed by a
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direction.
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H /Hole Up/
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In dungeons and wilderness, hole up and camp once a day to rest, heal wounds,
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and recover magical strength. In cities, hole up in an unoccupied bed to quickly
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pass time. On sea, hole up to make minor repairs to your ship.
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I /Ignite a Torch/
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Light a torch, if you have one, to see at night or in dungeons.
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J /JIMMY LOCK/
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Unlock most doors and safely open chests with a skeleton key. Keys are
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re-usable, but often break if the person jimmying is not nimble enough.
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K /Klimb/
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Climb up or down ladders in buildings and dungeons, down steel grates, or over
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small rockpiles, fences, and other objects.
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L /Look/
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Identify any object or terrain feature or read signs one step away. Must be
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followed by a direction. May allow further interaction with some objects, such
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as wells and fountains.
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M /Mix/
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Prepare spell reagents for later use. Enter the first letters of the spell's
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syllables, then select the appropriate reagents from the menu. Press <M> again
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to mix.
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N /New Order/
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Exchanges the positions of any two party members, excluding the leader. Select
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the two members to be exchanged from the roster menu with the cursor bar.
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O /Open/
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Opens an unlocked door or chest. Opening a locked chest will set off a trap if
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the chest has one.
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P /Push/
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Allows small objects, like tables and chairs, to be moved around the room. May
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be used to block doors.
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Q /Save Game/
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Save the current game status. If you do not use this command to end a playing
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session, any progress made since the last save will be lost.
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R /Ready/
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Equip a party member with personal items from the party's stores. Use the arrow
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keys and space bar to select or de-select an item in the menubar. Press ESC when
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finished.
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S /Search/
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Search the location or object in the direction indicated. Searching may detect
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traps on chests, concealed doors, dungeon floor traps, or reveal hidden items.
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Use the south direction key to search the immediate area in the dungeon halls.
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T /Talk/
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Converse with merchants or townfolk in the direction indicated. Conversation is
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possible over counters, tables, fences, through windows, and doors with
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windows.
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U /Use/
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Use a potion, spell, or other special item found during the game.
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V /View/
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Reveals a bird's eye map of the surrounding countryside, city, or dungeon floor
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currently occupied. View requires a special item.
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X /X-it/
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Exit or dismount current form of transportation, leaving it behind while
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continuing on foot. Horses not left on a hitching post may wander off. Exiting
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from a ship is possible only if there is a skiff available or if the ship is
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next to land.
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Y /Yell/
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On a ship, Yell will hoist or furl sails. In other situations, Yell will allow
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you to enter up to two lines of text to be spoken loudly.
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Z /Stats/
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Displays the status and attributes of your party members, including several
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screens of information such as supplies, weapons, and spells. Use the East and
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West directional keys to change pages. Use the North and South directional keys
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to scroll up and down long lists. Pressing the ESC or SPACE BAR will exit the
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Z-stat screens.
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1-6,0
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Several commands require that one party member be designated to perform the
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action. When this is required, an illuminated cursor bar will appear over the
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names of your party members. Use the directional keys to highlight the name of
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the character you wish to designate and press RETURN. Or, abort the command by
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pressing ESC. Instead of designating which party member is to perform a command
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each time you invoke it, you may set any living player as the "active player".
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Until you select another party member or disable this feature by pressing 0,
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this player will be the default player for those commands which require a single
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party member for execution (i.e., jimmy, get, search, etc.). This player will
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not serve as the default during combat, although you may seperately assign a
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party member to be the active player during combat. To assign a player as the
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active player, press the number key from 1 to 6 representing that player's
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position in the party roster.
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<Space Bar>
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Pass a turn, allowing time in the game to proceed. Also aborts any command
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requiring a directional key.
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<Escape>
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Aborts or exits commands which use scrolling menus. Also speeds exit from combat
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scenes after all foes have been overcome.
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CTRL-S
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Turns sound effects on or off.
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CTRL-T
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Toggles speed between fast and slow on an Apple ][ GS on any Apple ][ equipped
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with an Applied Engineering Transwarp or a compatible accelerator card.
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CTRL-V
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Set Mockingboard and Phasor volume. Must be followed by a number from 0-9
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TO MAKE A BACKUP DISK:
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To keep a backup copy of your characters' status or to play more than one game
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simultaneously, use any ProDOS compatible utility to copy BOTH sides of the
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Britannia/Underworld disk onto a blank floppy disk.
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HINTS
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Conversation is integral to Ultima V. Only by piecing together clues from the
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different inhabitants can you complete your quests. You may ask inhabitants
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about a number of topics. Often you will need to know what to ask a specific
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person to glean interesting information. Everyone will talk about their job and
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give you their name, and asking about these will often help you learn who else
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to interview and what questions to ask them.
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As an example of conversation, you might Talk to Dupre. First you type "JOB".
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He responds, "I am hunting Gremlins!" Type "HUNTING" and he may respond with an
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interesting insight. Or Iolo might have suggested that you ask Shamino about his
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sword. If you have already spoken to Shamino, you would not have known to ask
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him that, and must seek him out again. You may be asked questions by some of
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those you meet. Consider carefully before responding; your life may depend on
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it. How you converse with others will determine how willing they will be to
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share information they have when you next meet them. Do converse with people
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more than once. Some people you will meet may be willing to become your
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travelling companion. If you wish to do so, invite them to "JOIN" your party.
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Press RETURN or type "BYE" after an inhabitant's response to conclude a
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conversation.
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Keep a journal of your travels. Keep a list of the clues you pick up; there
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will be too many for you to simply carry in your hand.
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Thoroughly explore the Realm. Exploring each towne, castle, keep and other
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populated spots will prove to be time well spent.
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SCREEN VIEWS
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<This part of the documentation refers to pictures in the manual. Most of it is
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common sense, and stuff for beginners. So, we'll skip it.>
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MUSIC WITH ULTIMA V
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-------------------
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Warriors Of Destiny includes over a dozen musical compositions ranging from
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willage dances to castle fanfares. To hear the music, you need an Apple //e
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with 128K of memory and any of the following boards:
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SWEET MICRO SYSTEMS
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A. Mockingboard A
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B. Sound I
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C. Mockingboard C
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D. Sound II
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E. Sound / Speech I
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APPLIED ENGINEERING
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F. Phasor
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PASSPORT DESIGNS
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G. Apple MIDI Interface (for use with MIDI synthesizers)
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To start the music, select "ACTIVATE MUSIC" from the Title Screen menu. From
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the Music Configuration menu, select "CHANGE MUSIC CONFIGURATION."
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For each of your music boards, place a letter (from the list above) under the
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number of the slot in which the board is installed. Only one MIDI board can be
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used, and the total number of voices for all other boards cannot exceed twelve.
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Press RETURN after making your music board selections.
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To save your settings for later recall, select "SAVE MUSIC CONFIGURATION". To
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exit from the Music Configuration menu, select "RETURN TO THE GAME."
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MIDI INTERFACE
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If you selected a MIDI interface, a MIDI Information screen will appear. Set
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"MIDI CHANNEL" to match your synthesizer. Set "NUMBER OF VOICES" to the maximum
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number of notes which your synthesizer can play at one time.
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The name of each Musical Selection will be displayed with a corresponding
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Instrument Suggestion. Use the cursor or type the first letter of the title to
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select a song. Enter MIDI NUMBERS using either of the following methods:
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Select an instrument from your synthesizer keyboard. The MIDI NUMBER will
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automatically be entered on the Apple screen. (This method works with most, but
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not all MIDI synthesizers.)
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-OR-
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Type in the MIDI NUMBER (MIDI Program Change number) on your Apple.
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Synthesizers use various numbering schemes, so check your manual. Instrument 1
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is usually Program Change number 0. Hit RETURN to hear the song played in that
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voice.
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When finished entering MIDI information, press ESC to return to the
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Configuration Menu.
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*Note: Phasor boards must be set to "Phasor Mode" (all four switches in
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closed position.)
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-----------------------------------------------------------------------------
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Ultima V Quick Reference
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Typed by Chief Justice/CtC 3-15-88
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Reformatted for better printing: 3-18-88
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COMMAND SUMMARY
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---------------
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A Attack H Hole Up N New Order T Talk
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B Board I Ignite O Open U Use
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C Cast J Jimmy P Push V View
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E Enter K Klimb Q Quit & Save X X-It
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F Fire L Look R Ready Y Yell
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G Get M Mix S Search Z Z-stats
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SPACE: Abort, pass turn Ctrl-S: Sound effects on/off
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Ctrl-T: System Speed Ctrl-V: Volume level of music
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Escape: Exit commands, leave battlefield
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WEAPONS | ARMOUR
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------- | ------
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ITEM STONE ATTACK DEFENSE | ITEM STONE ATTACK DEFENSE
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WEIGHT VALUE VALUE | WEIGHT VALUE VALUE
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Dagger 1 6 (30') | HELMS
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Sling 2 6 (40') | Leather Helm - - 1
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Club 3 8 (b) | Chain Coif 1 - 2
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Flaming Oil 2 8 (40') | Iron Helm 2 - 3
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Main Gauche 3 8 1 | Spiked Helm 3 4 (b) 3
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Spear 4 10 (50') |
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Throwing Axe 6 10 (40') | SHIELDS
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Short Sword 5 12 | Small Shield 2 - 2
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Mace 7 15 (b) | Large Shield 3 - 3
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Morning Star 8 15 (b,p) | Spiked Shield 4 6 (b) 3
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Bow 8 10 (70') |
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Crossbow 6 12 (80') | ARMOUR
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Long Sword 9 15 | Cloth Armour - - 1
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Two-handed | Leather Armour 2 - 2
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Hammer 16 20 (b) | Ring Mail 4 - 3
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Two-Handed Axe 15 20 | Scale Mail 6 - 4
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Sword 13 20 | Chain Male 10 - 5
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Halberd 18 30 (p) | Plate Mail 12 - 7
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(b) Denotes a Bludgeon: Hit probability is based on Strength, not Dexterity.
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(p) Denotes a Polearm: May be used to attack over obstacles.
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(x') Number in parentheses denotes range.
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CHART OF SPELLS
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---------------
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SPELL EFFECT TIME REAGENTS
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1ST An Nox cure poison anytime ginseng, garlic
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CIRCLE An Zu awaken combat ginseng, garlic
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Grav Por magic missile combat ash, pearl
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In Lor light noncombat ash
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Mani heal anytime ginseng, silk
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2ND An Sanct unlock anytime ash, moss
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CIRCLE An Xen Corp repel undead combat garlic, ash
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In Wis locate noncombat nightshade
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Kal Xen call animal combat silk, mandrake
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Rel Hur wind change noncombat ash, moss
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3RD In Flam Grav wall of fire dng./com. peal, ash, silk
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CIRCLE In Nox Grav wall of poison dng./com. nightshade, silk, pearl
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In Por blink anytime silk, moss
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In Zu Grav wall of sleep dng./com. ginseng, silk, pearl
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Vas Flam ball of flames combat ash, pearl
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Vas Lor great light noncombat ash, mandrake
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4TH An Grav dispell field anytime pearl, ash
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CIRCLE Des Por downward move dungeon moss, silk
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In Sanct protection anytime ash, ginseng, garlic
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In Sanct Grav protection field dng./com. mandrake, silk, pearl
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Uus Por upward move dungeon moss, silk
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Wis Quas reveal combat silk, nightshade
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5TH An Ex Por magic lock anytime ash, moss, garlic
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CIRCLE In Bet Xen insect swarm combat moss, silk, ash
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In Ex Por magic unlock anytime ash, moss
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In Zu sleep combat ginseng, nightshade, silk
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Rel Tym quickness combat ash, mandrake, moss
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Vas Mani great heal noncombat ginseng, silk, mandrake
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6TH An Xen Ex charm combat pearl, nightshade, silk
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CIRCLE In An negate magic anytime garlic, mandrake, ash
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In Vas Por Ylem tremor combat moss, ash, mandrake
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Quas An Wis confuse combat mandrake, nightshade
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Wis An Ylem xray noncombat mandrake, ash
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7TH In Nox Hur poison wind combat nightshade, ash, moss
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CIRCLE In Quas Corp fear combat nightshade, mandrake, garlic
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In Quas Wis peer noncombat nightshade, mandrake
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In Quas Xen clone combat ash, silk, moss, ginseng,
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nightshade, mandrake
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Sanct Lor invisibility combat mandrake, nightshade, moss
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Xen Corp kill combat pearl, nightshade
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8TH An Tym time stop anytime mandrake, garlic, moss
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CIRCLE In Flam Hur flame wind combat ash, moss, mandrake
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In Mani Corp resurrect noncombat garlic, ginseng, silk, ash
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moss, mandrake
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In Vas Gav Corp cone of energy combat mandrake, nightshade, ash
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Kal Xen Corp summon combat mandrake, garlic, moss, silk
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Vas Rel Por gate travel noncombat ash, pearl, mandrake
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----------------------------------------------------------------------------
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