Ultima The False Prophet
Ultima The False Prophet
========================
Table of Contents
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3 History
5 Beginning the Adventure
10 Explanation of Status Screen
11 Centers of Power and Learning
13 Other Places of Note
14 Life in Britannia
16 Combat
18 Magic
20 Table of Spells
24 Items
25 Armor
25 General Items
26 Special Items
26 Movement
27 Moonorbs and Moonstones
28 Experience Points
29 Karma and the Eight Virtues
31 Monsters
History
-------
I am Lord British, king and creator of Britannia. I take up my pen to
inform thee, Avatar, of a serious problem which we now confront. I
wish to enlist thy help to save our land. As thou remembers time and
time again, Britannia has been cast into crisis by the resurgent
influence of wickedness. Thou hast answered my call every time.
Recently thou brought back the Codex of Ultimate Wisdom and helped me
to escape from the Underworld. In order for thee to clearly understand
the magnitude of this adventure, let us cast a glance at Britannia's
history.
The Dark Ages
The wicked wizard Mondain and his malevolent disciple, the enchantress
Minax, were erased from the world. Yet Exodus, their vile brain child,
was left behind. Neither human nor machine, his terrible power spread,
until four bravve warriors, including thou, answered my call and
destroyed him.
The Age of the Avatar
With the Dark Ages over, Britannia's culture flourished around the
eight major cities. In order to properly guide Britannian cultural
advancement, a role model was necessary. We waited for such a person;
a person who would show us the way to all virtues. Thou responded to
this call. To explain the difficult concept of the virtues, thou
brought forth the Codex of Ultimate Wisdom from the Abyss. Currently
the Codex is housed in the Shrine of Avatar Island, created after a
great cataclysm.
The Shadowlord Conspiracy
Unfortunately, removing the Codex from the Underworld upset the balance
of the Universe and resulted in the emergence of the three Shadowlords
from the splinters of Mondain's black jewel. I was imprisoned in the
Underworld and the once-trusted Blackthorn ruled Britannia in my stead.
Full of malice, Blackthorn's rule of tyranny began. Again, thou
rescued us from this crisis. With the principles of truth, love, and
courage, thou succeeded in driving back the Shadowlords and unseating
the nefarious Blackthorn. My return brought about a huge tectonic
cataclysm and the destruction of the Underworld.
And Now the Menace of the Gargoyles
In the wake of the underground upheaval, the Gargoyles, once thought to
be creatures of legend, suddenly invaded Britannia. At first, the
Gargoyle army occupied our shrines, but then they started to make sneak
night attacks on villages and homes. The forces of Britannia are
desperately struggling to oppose them, but the Gargoyle Army far
exceeds them in physical strength, and the situation looks grim. If we
analyze the Gargoyle strategy, it seems like they are looking for
something important. It is also rumored that thy end is one of their
objectives, although I cannot guess the reason. I entreat thee once
more to find some way to save our land in this time of crisis.
On this journey your limitless knowledge of truth, love and courage
will be the key. Thy destiny awaits thee at the end of this journey,
as it has been foretold since time beyond memory. "One who possesses
the power of an army, the eye of a seer and the heart of a generous
person shall come forth. This one shall lead to the end of the
struggle between dark and light."
Thus I call upon thee once again. It is thy destiny to fulfill this
prophecy. Shouldst thou fail, the light will be extinguished and the
world will be plunged into everlasting darkness.
I bid thee to fight bravely.
Lord British
Beginning the Adventure
-----------------------
Insert the game pak into the Super Nintendo Entertainment System and
turn on the power. When you see NEW HERO on the screen, select it with
the control pad and press the start button.
Next input your character's name. Choose the letters with the control
pad and set them with the A Button. You can input up to 7 letters or
spaces. If you make a mistake, correct it with the B Button. When you
have finished inputting the name, move to END, and press the A Button.
The next screen determines the speed at which messages will appear.
Move the control pad to choose the speed you want. It is possible to
change the message speed later in the game (see page 7).
After making these selections, game play begins. Use the A Button or
the B Button to advance to the next screen. When the opening sequence
has finished, your first battle will soon begin, so refer to the combat
description (page 16-17) before advancing to the first fight.
While adventuring, your character will need to do several things like
searching and using items. A menu with these commands will appear in
the left corner of your screen when you push the A Button. With the
control pad and the A Button, you can implement all these commands.
Any command can be cancelled with the B Button.
Inven.
This command is for checking objects or armor. Press the A Button
again and the status screen will appear in the next window. There are
two different types of items; those which can be used as they are, and
those which must be selected before being used.
Use
This is the command for arming and disarming yourself and for using an
item. Select USE and then select which character will use the item. A
list of items that each character currently has will be indicated in
the box in the left side of the screen. At the same time,
illustrations of the items will appear. You will see a square cursor
and by using the control pad to move the cursor, decide which item you
want to use, then press the A Button. The item you selected will be
displayed in the message window at the bottom of the screen, showing
its name, number of times is can be used, weight and in case of a
weapon, attack strength. As the number of your character's items
increases, an arrow will appear to the right of the list which means
you can scroll in that direction to see the items not pictured.
When you select armor and weapons from the item list, the item will
automatically appear on the appropriate part of the character's body in
the status screen. If the character is already wearing a similar item,
the new item will replace the old one. To remove an item your
character is wearing or is armed with, move the square cursor to the
part of the body holding the item you want removed, and use the A
Button to make the selection. The item you want removed will
automatically be added to the item list on the status screen.
Give
Use this command to give items your character has to someone else in
the party. Choose which item you want to give and to which character
you want to give it by using the A button.
Move
This command is used to rearrange items your character has collected on
the item list. Highlight the item you want to rearrange with the
square cursor and press the A Button. Move the cursor to the place
where you want to put the item and hit the A Button again. You can
also use this command if you have an object that you want to store away
in your bag. To store the item in your bag, move it there. To
retrieve the items that you have stored, simply move the cursor over
the bag. Press the X Button, select the item to be retrieved with the
A Button, press the X Button again and the object will be added to your
ordinary item list.
Drop
Use this command to get rid of unnecessary items. Select the item you
do not want with the square cursor and throw it away with the A Button.
Reorder
This is the command to change the order in which your party is
marching. Indicate the order in which you want the characters and
select with the A Button. Changing the arrangement of the characters
has strategic effects during combat.
Options
This is the command to change the game mode. When you select this
command, the subwindow COMBAT, SOUND, or MESSAGE will appear.
- COMBAT changes the character's individual combat style.
- SOUND is the command to change the background music between stereo
and mono sound.
- MESSAGE is the command to change the speed at which the game text
appears on the screen.
Here is another set of commands necessary for adventuring.
Talk
In this game, your character can talk with the many people inhabiting
Britannia. By talking with the other characters you can gather
information that may aid you on your quest.
When you select TALK, the square cursor will appear on the screen.
Move the cursor up, down, right or left with the control pad to
indicate the character with whom you wish to speak and then press the A
Button.
When the description of the characters has finished, press the A Button
and a conversation window will appear in the upper portion of the
screen. You will see a heading in this window with Name and Occupation,
among other topics, and you can continue the conversation by
highlighting these key words. If an important topic is spoken during
conversation, a new heading will be added to the conversation window.
If the headings increase beyond their allocated space in the window, an
arrow will appear in the lower right-hand corner of the window. You
can scroll the screen to see additional text with the control pad.
Occasionally after you received a hint from a character, if you speak
to the character again, the conversation will change.
To end the conversation, press the B Button and bid the person
farewell. There are certain characters who will want to join the
party. Be sure to speak with every character you meet along your
journey. Ask a lot of questions.
Look
This command is used to look for things around you. Select the LOOK
command and the square cursor will appear. Using the control pad, you
can move the cursor in any direction. If you want to pick up the item,
hit the A Button.
Attack
This is the command used to start a battle when your party has
encountered an enemy. Select the enemy you wish to attack with the
square cursor. Once you begin to attack, the game will automatically
shift to the combat mode.
Cast
Use this command for casting spells. Select the character who will
cast the spell and which spell you will use with the A Button. You can
change the order of the spells in your Spell Book by moving the control
pad left or right.
Camp
This command is used to restore your character's hit points and magic
points by setting up camp. Your characters must have enough food when
you set up camp or their hit points will not be restored. Indicate
with the direction key how long your party wishes to rest and select
with the A Button. However, when your party camps in the more
dangerous places of Britannia, monsters may attack while you are
sleeping. When you camp in the cities, you cannot camp in small
places.
Save
Use this command to save a record of your adventures. Enter this
command to stop adventuring and always remember to hold down the reset
button while turning off the power. When you restart the game,
JOURNEY ONWARD will appear on the Start/Continue screen and you can
pick up from the point at which you saved your game.
Explanation of the Status Screen
--------------------------------
MP (Magic Points) This is the level of a character's magic power. It
decreases as the magic is used, and when it reaches 0, you cannot
use magic.
XX Highest Number of MP Attainable
XX Current Number of MP
EX (Experience Level)
INT (Intelligence): This influences the amount of magical knowledge a
character has.
DEX (Dexterity): This influences the number of times the character can
strike during combat.
STR (Strength): This affects the amount of damage the character can
inflict on enemies.
E (Equipment): To the left is the strength of the armor currently
being worn. To the right is the potential armor strength.
GP (Gold Pieces): The number of gold pieces the character has.
O Current movement of the moon and sun (Right is east and left is
west).
HP (Hit Points) This is the measure of the character's vitality. It
decreases as the character is wounded. If it reaches 0, the
character expires.
XX Current Hit Points
XX Highest Number of Hit Points Available
LV Current Level
CM Command Mode
KR (Karma Level)% See page 29.
I (Item Strength): To the left is the item's strength, to the right
is the highest potential strength of the item.
Centers of Power and Learning
-----------------------------
In the vast world of Britannia, cities dot the land. Here we will
briefly list each of the centers of culture and learning.
The Castle of Lord British
Protected from behind by the Serpent Spine Mountains, the castle over-
looks the city of Britain. You are free to take items found in the
castle such as food and arms. A room has been prepared for your use so
use it from time to time throughout your journey. Sherry the talking
mouse and others live there with Lord British.
Lycaeum
Perched on the slopes of Verity Isle, the Lycaeum is a place of great
cultural and educational importance. There is a massive underground
library full of books of great significance. It is rumored that four
times a year, the Inner Circle of Mages is held in the hidden
underground passages. The Lycaeum also houses an observatory which
boasts Britannia's largest telescope.
Empath Abbey
The center of the Abbey is a retreat where people can engage in
contemplation. The Abbey is also the stronghold of the "Brotherhood of
the Rose." It is located on the coastline new Yew, in Northwestern
Britannia. Next to the Abbey is a vineyard where the brothers grow
excellent grapes.
Serpent's Hold
A fortress of honor, valor and triumph, Serpent's Hold is also the
bastian of the "Order of the Silver Serpent." Additionally, it houses
the training facilities for Britannia's militia. The soldiers are
guided by heroes of the 100 martial disciplines. Many of the soldiers
from Serpent's Hold went to battle the Gargoyles, but only a few
returned.
Moonglow, the City of Honesty
This is a city of sincere and noble people. Located on the tip of
Verity Isle, the port of Moonglow is frequented by mages and students
due to its proximity to the Lycaeum. Lodging and services are
reasonable.
Britain, the City of Compassion
Britain is the home of Lord British. Toolmakers, inns and blacksmiths
are all found in this large metropolis. It is one of the most well
populated cities in Britannia, so keep listening for valuable
information.
Jhelom, the City of Valor
The citizens of Jhelom are a tough-looking lot, but most of Britannia's
famous warriors hail from this city. Shipbuilding is one of the most
noted occupations but there are also inns, taverns and blacksmiths.
Yew, the City of Justice
As a center for law administration, the supreme court's justice is
issued from Yew. A proud city, it is second in size only to Britain.
It features blacksmiths and apothecaries.
Minoc, the City of Sacrifice
A city long famous for its engineers and builders, Minoc is located on
Lost Hope Bay in northern Britannia. The Builder's Guild was formed
there. Minoc also has skilled artisans who excel in glass blowing,
metal working and clock making.
Trinsic, the City of Honor
Situated in the south of Britannia, Trinsic provides many services such
as blacksmiths and taverns. It is the birthplace of many noble
knights.
Skara Brae, the City of Spirituality
Skara Brae is located near a mysterious forest, and is rumored to be
the spiritual center of Britannia. The people of Skara Brae are noted
for their production of cider.
New Magincia, the City of Humility
The former Magincia was destroyed by pride and arrogance, but was
rebuilt by a more humble people who favored the simple life. New
Magincia has flourished over the ruins of the old prideful city and
has become famous for its clothiers and taverns.
Other Places of Note
--------------------
Buccaneer's Den
Buccaneer's Den is a rough city, famed for the notorious pirates who
live here. Many travellers desiring unique goods visit this eastern
island's small village, which also has skilled tool makers and
blacksmiths.
Cove
This secluded village is nestled in mountains to the south of Lost
Lake. Many healers, mages, and alchemists come here for the magic
shops and houses of healing.
Paws
A coastal village located between Britain and Trinsic, Paws is
celebrated for its tailoring establishments. Looking out from Paws you
can barely see the mysterious islands known as the "Fens of the Dead,"
where you can seek the ingredients for spells.
The Plains
This is the ancient battleground of the most brutal war in Britannia's
history. A region cursed with the spirits of brave warriors who
perished here, mandrake and nightshade can be gathered here.
Isle of the Avatar
After the Avatar brought forth the Codex of Ultimate Wisdom from the
Stygian Abyss, a cataclysmic volcanic upheaval created this island.
The Codex is safely kept in the Shrine of the Avatar but few dare to
venture across the lava-strewn isle to see it.
Sutek's Castle
Few visit the former home of the nefarious Blackthorn, but rumors have
it that Sutek the mad wizard has taken up residence here. What he is
actually doing here is a mystery.
Dry Land
This desert region is east of the Plains. In ancient times, the town
of Vesper stood here, but disappeared as the land mysteriously turned
into arid land.
Life in Britannia
-----------------
In Britannia there are many significant people and buildings important
to the continuation of your journey. When your party enters a town, be
sure to fully explore the surroundings. When your party is not moving,
time is considered to have stopped.
Armories
The armories of Britannia are famous for their weapons and armor
necessary for combat. Most cities have a blacksmith, but their
products and prices vary. It is possible to sell arms for which you
have no more need. The smith will examine your offerings and decide
on the price.
Taverns
In big cities there is always at least one place selling food and
beverages. Different locations offer different types of goods, so take
note of the specialties of each place.
Healers
Your journey across the varied terrains of Britannia can be frought
with perils. Fortunately, there are many fine healers in the major
cities. They can heal you and your party members when you are poisoned
or injured. Some healers are versed in the ways of magic and there are
even those who can resurrect fallen party members.
Magic Shops
These stores have a great variety of the ingredients necessary to cast
all types of spells, even those not found in magic books. The
ingredients found in each magic shop are different so a careful mage
is sure to note the availability of each type of ingredient in each
shop. There are also magic shops that sell magic books.
Inns
After a strenous day, inns offer safe, comfortable lodging to
travellers. Even at cheap inns, your safety is guaranteed.
Ship Builders
Several of the port towns of Britannia are known for their ship
building. The ship builders mostly sell boats for river and ocean
voyages. Prices vary from place to place so be sure to keep an eye out
for a good price. It is also wise to heed the local advice about wind
and weather conditions.
Guilds
Members of certain professions have organized themselves into groups
called guilds. These guilds can provide the adventurer with the
necessary tools for travelling into the wilderness and dungeons.
Tailors
The tailors of Britannia make beautiful clothing to fit each customer's
tastes. The clothing industry is concentrated in Paws, where there
are many wool shops, clothiers and tailors.
Bow and Arrow Makers
These shops sell bows as well as arrows for both the crossbow and the
regular bow. The bows made in Britannia are especially famous. Bows
are very useful weapons but remeber if you run out of arrows, you
cannot use the bow.
People of Britannia
Time in Britannia is "real time." It is light during the day and it
gets dark at night. People go about their business in accordance with
this time. For example, a farmer gets up in the morning and leaves for
his fields, has lunch at mid-day and goes home to sleep for the night.
Therefore, as you continue your journey, you must travel in a way that
will accommodate this schedule.
In the middle of the night, most people are sleeping, and even the inns
are closed. Unless you want to sleep in a field, it is advisable to
enter an inn early. You can check the time by watching the sun's
position on the status screen or you can look at a clock hanging from
the pillars in any number of buildings.
How to Collect Money
You can get gold from the monsters you defeat, but there are a number
of other ways to raise money in Britannia. One way is through trade.
In each town there are shops carrying out their business, and one
store's stock can ofter be sold in another town for a profit.
Another way to collect money is to explore the dungeons where gold is
buried. If you ask around and dig in the proper place, it is possible
you may get lucky and find some. You could also make money by gambling
or selling items you have. As a rule, things you buy from a blacksmith
can be sold everywhere. It is profitable to sell arms and such to the
most expensive store.
Meeting People
As you continue on your adventure, you will meet many people, among
them those who want to join your party. Up to six people can be party
members, so when you meet people you like, have them join the party.
To release a person from the party, use the talk command.
Combat
------
When you or an enemy attack one another, you will automatically enter
combat mode and the music will change to alert you that you are being
attacked. Combat commands will appear.
How to Fight
In the beginning of a combat round, combat is handled entirely by the
computer for all characters but your character. Each attack will be
handled in turn and automatically carried out by the computer. When it
is your turn to fight, the combat command will appear on the screen.
(In combat mode, there is an option that lets you control each
character's combat as well as letting you change that character's
combat style.)
For each character you may choose from the following four types of
combat.
Command: Your character's actions rest in the players hands. When you
choose this command, the character's battle time and combat
commands will appear on screen.
Charge: Automatically attacks the closest enemy.
Raid: Judges the strongest enemy and attacks automatically.
Retreat: The character retreats when it is too dangerous to attack.
To change to combat mode, use the command INVEN. Select OPTIONS and
then select the COMBAT mode. However, not that once you are in the
COMBAT mode, you can only select COMBAT to change modes.
How To Use the Combat Commands
Auto
This command lets the Super NES decide which enemy to attack. This is
useful when it is a weaker character's turn to fight.
Move
Use this command to change your character's location. It allows you to
move the character one step in any direction.
Attack
To attack with hand-held (close range) weapons, indicate which enemy
you are going to attack with the cursor. To attack with projectile
(long range) weapons, move the cursor with the control pad to indicate
the target, and attack using the A Button.
Cast
Use this command to cast spells. Select the items you will use, then
press the A Button. Indicate the ingredients necessary for the spell
with the cursor. Change the order of the spells on the spell list by
moving the control pad left and right.
Use
This is the command for using an item during combat. Choose the item
you want with the A Button. When you choose an item for a character
other than your character, that character will use the selected item
in his next combat round. With the USE command, you can also switch
the weapon you are currently holding and move into combat mode.
Magic
-----
There are eight levels of magic encompassing 48 different spells.
Mastery of these spells is necessary in order to successfully complete
your adventure. Here are some words of caution for casting spells:
sometimes the spell will not have the desired effects either because
the target is immune to magic or the spell does not fully hit the
target. Also be careful of other people who are in the vicinity. You
do not want to accidentally harm a friend.
How to Use Magic
To use magic spells, you must fulfill these requirements:
1. Your character must have a spell book.
2. Your character must have enough magic points (MP) to cast that
particular spell.
3. You must have the necessary ingredients to cast the spell.
Additionally, each character is limited to using spells in his magic
level. When your character has attained a high magic level, it is
possible to cast some powerful spells.
Not all spells are written in the Spell Book. Your character can
purchase these spells in a magic shop and have them copied in the Spell
Book. It is not just to your advantage to gather spells as you
continue your journey, it is one of the main purposes of your travels.
Explanations of Ingredients
One or more of eight ingredients make up every spell, and the
preperation of each spell is completed prior to casting it. Some of
the ingredients are common herbs and minerals, but the rarer
ingredients, found in the more powerful spells, must be diligently
sought after.
After you mix the ingredients for a spell, its magic will take effect.
When you cast the spell, the ingredients used in the spell are
consumed. Next to each spell on the spell list you can see how many
more times you can use the spell. Do not forget to buy new ingredients
from magic shops and refill the ones you need before you run out.
Black Pearl (PE)
This precious gem is ground up for use in magic. When used, it
produces a propulsive energy.
Blood Moss (MO)
This moss is so called because of its ruddy color. It is found in the
enchanted forest of Spiritwood. Blood moss is used to speed up
movement and action in a spell.
Garlic (GA)
This common household spice is useful in warding off evil spirits.
Ginseng (GI)
Actually the root of a plant, ginseng has strong curative powers.
Mandrake (MA)
Mandrake is the most valued of the magical ingredients. It is found in
the swamplands and marshes. When used as an ingredient, it increases
the power of a desired enchantment.
Nightshade (NI)
This fungus, found primarily in swamps, sprouts only in the dark of
night. Its main function in spells is to create illusions or poisonous
effects.
Spider Web (SI)
The web of giant spiders works the best in magic spells. Spider web
adds restraining power to magical spells. There is a rumor that there
is a cave where spider web is plentiful.
Sulfur Ash (AS)
The product of volcanic eruptions, sulfur ash adds a high level of
energy to spells.
Table of Spells
---------------
Magic Spell Effect Potion MP
Level
----------------------------------------------------------------------
1 Create Food A number of food servings GA, GI, MA 1
appear.
Detect Magic Discerns magical properties NI, AS 1
of an item
Dispel Dispels magic GA, GI 1
Harm Causes physical damage to NI, SI 1
the enemy.
Help Transports you to Lord 1
British's castle
Light Lights the way for a short AS 1
time
2 Magic Arrow Shoots a magic arrow AS, PE 2
Poison Poisons enemy NI, MO, PE 2
Sleep Puts enemy to sleep NI, SI, PE 2
Unlock Unlocks magic locks AS, MO 2
3 Curse Reduces enemy's armor, AS, NI, GA 3
abilities and intelligence
Fireball Hurls a ball of fire at AS, PE 3
enemies
Dispel Field Eliminates a magic field of PE, AS 3
fire, poison, or other power
Great Light Lights the way for a long AS, MA 3
time
Mass Awaken Wakes all characters within AS, MA 3
a 2-square area
Peer Shows a map of the area that NI, MA 3
you are in
Protection Increases defensive power AS, GI, GA 3
against fire, poison
Repel Undead Drives away nearby Undead GA, AS 3
4 Disable Inflicts a fatal blow GI, SI, MA 4
Great Heal Completely restores HP GI, SI, MA 4
Locate Indicates current latitude NI 4
& longitude
Mass Dispel Heals characters of poison GA, GI 4
& sleep
Mass Sleep Puts all characters to sleep GI, NI, SI 4
in 2-square radius
5 Explosion Sets off explosion MA, AS, PE, 5
MO
Invisibility You become invisible for a NI, MO 5
short time.
Lightning Damages enemies with magic PE, MA, AS 5
thunderbolt
Paralyze Paralyzes enemies SI, AS, NI, PE 5
X-ray You see through walls MA, AS 5
6 Charm Entices enemies to be PE, NI, SI 6
friends
Flame Wind Blows flame at enemies AS, MO, MA 6
Hail Storm Starts large hail storm MO, PE, MA 6
Mass Protect Makes protective wall around AS, GI, GA, MA 6
everyone in a 2-square radius
Negate Magic Target cannot use magic for GA, AS, MO 6
short time
Poison wind Blows poisoned wind NI, AS, MO 6
7 Chain Bolt Decreases energy in the area PE, NI, AS, MO 7
Defeat Defeats enemy suddenly PE, NI, AS 7
Energy Wind Shoots an energy beam in an MA, NI, AS, MO 7
indicated area
Fear Makes all enemies flee NI, MA, GA 7
Gate Travel Lets you transport to AS, PE, MA 7
location indicated by moonstone
Mass Curse Reduces the defensive power AS, NI, GA, PE 7
of all within 2-square radius
Mass Makes all characters within MA, NI, MO, PE 7
Invisibility 2-squares invisible
Wing Strike Rampaging, winged dragon cuts MO, SI, MA, AS 7
through enemies
8 Doom Wind A wind of doom blows MA, AS, NI, MO 8
Mass Charm Entices enemies to be friends PE, NI, SI, MA 8
in 2-square radius MO
Mass Defeat Defeats everything in PE, NI, SI, MA 8
2-square radius
Resurrect Restores fallen friend to GA, GI, SI, AS 8
life MO, MA
Time Stop Stops time for all but those MA, GA, MO 8
in party
Tremor Causes an earthquake MO, AS, MA 8
Items
-----
No matter how brave the warrior, to hurl oneself into the thick of
Britannia's greatest crisis without adequate armor and items would be
ill-advised. Before you forget, it is important to arm and gird each
character with the items and armor best suited to each character's
abilities. In addition to the items introduced below, other kinds of
items exist in Britannia.
Weaponry
There are a variety of weapons available in Britannia. You should
choose such weapons as your finances and opportunity allow. The proper
choice of weapon is crucial to success in battle.
Daggers
A dagger is a short, light sword which is useful for stabbing or
throwing as a projectile weapon. It does not have much power, but it
is quick and inexpensive.
Main Gauche
Similar in shape to a dagger, it can be used to exchange blows with an
enemy. Unlike the dagger, it cannot be thrown, as it has a protective
handle.
Sword
The most popular weapon in Britannia is the sword. It comes in one-
handed and two-handed varieties. The short one-handed sword is lighter
and the preferred blade of adventurers since only the strongest of
warriors are able to heft the two-handed sword. The strength of the
sword depends on the material of the blade.
Sling
A sling is the simplest of projectile weapons since all you need are a
few rocks in your pocket. Hurl the rocks from the sling.
Bow
The best bows are hewn from strong, resilient trees. Of course you
need to have arrows to use the bow. Although it's the best projectile
weapon, the bow is not effective in hand-to-hand combat.
Cross Bow
Unparalleled as a distance weapon, the cross bow is very powerful. The
cross bow uses special short arrows.
Morningstar
This is a weapon with an iron ball attached to a length of chain. You
can fight an enemy at close range with a morningstar, but to use it
correctly requires a lot of strength.
Armor
-----
Only the truly foolhardy venture forth without any protective covering.
There are several types of armor available, ranging in price and
protectiveness. Learn about the various types of armor from the
merchants of Britannia.
Mail
This is armor which you wear on your body. There are several different
kinds; some made of interconnected chains and others of metal plate.
Helmets
Helmets come in many varieties, ranging from leather to metal. It is
a wise idea to protect your head in battle, as it is an excellent
target for your opponents.
Shields
Effective in protecting you from an enemy attack. When using a weapon
requiring both hands, you should remove your shield. Keep it close to
you at all times.
General Items
-------------
Food
Do not forget to take food with you on your journey. There is an
abundance of food in Britannia, and many taverns sell items like bread,
meat, and cheese.
Fire Pot
This is used for starting fires and for hurling at enemies. It can
cause damage to other things around you as well.
Swamp Boots
These are for protecting your feet from the various poisons that you
might find in the dangerous blue-white glowing swamps. They are made
of leather and are watertight.
Potions
There are all kinds: red, blue, white, black... Some are swallowed,
others are thrown for a variety of results. Be careful though; some of
them have harmful effects.
Magic Balls
These are used to display your current locations and surroundings.
Sold in magic shops, they disappear once they are used.
Powder Keg
They are useful for blasting doors that you cannot open. Ignite them
with the USE command and get as for away as possible.
Sack
A sack is useful for organizing small items. Use it for potions and
things that you do not ordinarily use. (Refer to the PASS command on
page 6).
Sextant
This is a tool for calculating your current latitude and longitude. It
becomes especially necessary on an ocean-going voyage.
Special Items
-------------
Sherry the Mouse
Sherry is a mouse who lives in Lord British's castle. Use her as a
reconnaissance mouse and move her with the USE command. When you want
her to come back, move her to the Avatar, select RETURN and she will
come back to your character.
Magic Items
There are magic weapons, magic rings and all kinds of other magic
items. You can use most of them a few times before they stop working
and disappear.
Runes
These are the eight ancient stones with carved letters symbolizing the
eight virtues. They are used when you meditate at the shrines.
Moonorb and Moonstones
See pages 27 - 28.
Movement
--------
In Britannia, road have been build to connect the towns. Ordinarily if
you walk on these roads, the odds of a monster coming out and attacking
you are pretty slim. Also, when you cross a river or the sea, you must
use some mode of transportation.
Methods of Transportation
Skiffs
These are collapsible boats that are useful in crossing rivers or the
sea. A strong character can carry a skiff.
Ships
Ships differ from skiffs in that they are larger. They are used for
crossing the Great Oceans. If you get shipwrecked, you will drift in
the ocean on a raft. When on a ship, except during combat, you cannot
use magic.
Balloons
These are handy vehicles for flying through the sky. They are not sold
anywhere! You can collect the materials and build one yourself. When
you disembark from the airship, do not forget to carry it with you with
the LOOK command.
Moonorbs and Moonstones
-----------------------
Both moonorbs and moonstones are useful stones that make the red and
blue moongates (warp zones) respectively appear.
Moonorb
Moonorbs are black stones which you discovered before you came to
Britannia. Before you can use them, you must speak with Lord British
about their use. Refer to this chart for destinations. Select USE to
use the moonorb. You can determine where to place the moonorb based
on this chart. Be careful, there are many dangerous places for the
begining adventurer.
Moonglow Shrine of Britain Shrine of Jhelom
Honesty Compassion
Shrine of Shrine of Lord Shrine of Shrine of
Humility Control British Passion Valor
New Void Avatar Void Yew
Magincia
Shrine of The Slab Shrine of Isle of Shrine of
Sprituality Diligence the Avatar Justice
Skara Brae Shrine of Trinsic Shrine of Minoc
Honor Sacrifice
Moonstone
Moonstones are stones that make the blue moongates appear, depending on
the phase of the moon. There are eight moonstones. Each moonstone
corresponds to a shrine. To use a moonstone, select USE and place it
on the ground. Wait for the appropriate moon phase and the gate will
appear. When you enter the blue moongate, it takes you to the moongate
which corresponds to the highest moon on the status screen. In the
beginning of the game the eight moonstones are fixed at each shrine.
After saving the shrine from the gargoyles, you can change the
positions of the moonstones.
Experience Points
-----------------
As you adventure and defeat monsters, each character acquires
experience points. In Ultima, however, you do not go on to the next
level (level up) by merely gaining experience points. You must also
build up KARMA, a more subtle change in your ordinary daily behavior in
accordance with your character's unique personality traits. You must
accumulate many experiences for your adventure to be a success.
Level Up and Meditation
Basically, experience points are awarded to the one who actually
defeats the enemy. You can go on to the next level (Level Up) when you
have earned experience points as indicated in the chart and you have
gone to one of the shrines to meditate.
Exp. Pts. 1-99 100+ 200+ 400+ 800+ 1600+ 3200+ 6400+
Level 1 2 3 4 5 6 7 8
Max HP 30 60 90 120 150 180 210 240
When you go to meditate at the shrine, begin speaking at the dais.
Meditate as the dais indicates and your intelligence points will
increase as your levels increase. The number of intelligence points
you will receive differs from shrine to shrine. Think about each
character's distinctive qualities and decide who will meditate at which
shrine. Before meditating, you should present a rune at the dais.
Also, depending on the shrine, you will only go up one level each time
you meditate, so characters with high experience points should return
to meditate several times.
Honesty Intelligence + 3
Compassion Dexterity + 3
Valor Strength + 3
Justice Intelligence + 1 & Dexterity + 1
Sacrifice Dexterity + 1 & Strength + 1
Honor Strength + 1 & Intelligence + 1
Spirituality Intelligence + 1, Dexterity + 1, & Strength + 1
Karma and the Eight Virtues
---------------------------
Karma indicates the current state of your character's virtue points
(expressed in %). These are shown on the character's status screens.
The virtues are honesty, compassion, valor, justice, sacrifice, honor,
spirituality, and humility. The virtues should be a part of your
daily life so that if your actions match the virtue, then your karma
level will rise. Conversely, if you take opposing action, your karma
level will fall. For example, if you steal something from another
character or tell a lie, your karma level will decline rapidly.
The greatest effect of low karma is when your character has perished.
When you or a member of your party with low karma are resurrected, the
experience points needed to bring the revived character back to his
former level are greater. For example, if a character's karma is at
50%, when he is revived, his experience points are half of their
previous level.
To increases your character's karma level, always keep your promises,
behave in a proper way and meditate at the shrines.
If your character's karma drops, it is very difficult to bring it back
to its former level. You, as the Avatar, are conscious of this and
should not let your karma decrease. One other important fact about
your karma level: if it gets too low, you cannot finish your adventure.
The Meanings of the Eight Virtues
---------------------------------
In Britannia, the eight virtues are revered. A shrine has been built
and dedicated to each virtue as a place to meditate. These virtues
are guided by the three principles of love, truth and courage.
Honesty You must never tell a lie. Honesty is guided by the
principle of truth.
Compassion Be generous and forgiving of other people's mistakes.
Compassion is guided by the principle of love.
Valor To have valor is to live without fear. Valor is guided
by the principle of courage.
Justice Justice is the ability to distinguish right from wrong,
moderated by mercy. All are created equal. Justice is
guided by the principles of truth and love.
Sacrifice Sacrifice has a selfless heart and lives to serve
humanity. Sacrifice is guided by the principles of love
and courage.
Honor Honor is the ability to keep your promises and never go
back on what you say. Honor is guided by the principles
of courage and truth.
Spirituality To be spiritual is to be generous with your reverent
heart and spirit. Spirituality is guided by the
principles of love, courage, and truth.
Humility A humble person is neither proud nor arrogant. Humility
is to speak in a gentle manner.
Monsters
--------
There are numerous monsters and beasts who inhabit the land, skies, and
seas of Britannia. Other creatures also inhabit Britannia that have
not been recorded here. Keep an eye open for these predators.
Giant Spider
This is a giant arachnid with a venomous bite. It captures living
creatures and stores them in its vile underground nest.
Giant Rat
These gigantic rodents live in the sewers and other murky, damp places.
If you are bitten, there is a chance of catching a horrible disease or
a plague from them.
Giant Ant
The desert sands hide these large insects. They have powerful jaws
which are capable of crushing any brave adventurer.
Headless
These are deformed creatures created by a wizard's failed experiment.
They scorn pity and would rather attack you with their bare hands than
walk by you.
Wisp
Wisps are mysterious beasts that appear in the forests. They resemble
fireflies with their lights blinking on and off. They cause only minor
damage when they attack and can disappear in the blink of an eye.
Cyclops
These huge one-eyed creatures are fearless and have inhuman strength.
They are said to live in caves and to hurl rocks at adventurers who
stray too close to their dwellings.
Corpser
Corpsers live in the depths of the dungeons of Britannia. They grab
their prey with their tentacles and drag them into their foul lairs.
Their one weakness seems to be fire.
Hydra
This ferocious plant-like beast lives near the fetid swamps of
Britannia. Although hydra are plants, they are carvnivorous in nature.
Hydra inhabit swamps in which nightshade, prized for magic spells, is
found.
Rotworm
These leech-like creatures live on the surface of swamps. They are
more of a nuisance than an actual danger, and they can be destroyed by
fire.
Gremlin
These are little demons who attack in swarms. They are not that
powerful when they are alone. Given the chance, these pesky creatures
are adept at stealing your food.
Demon
These are vile warriors that you should never underestimate, since they
have overwhelming strength and superb battle skill. They possess great
magical powers and can summon hordes of companions to help them.
Drake
Smaller than their dragon cousins, drakes are no less ferocious in
battle. They are always found near their larger family members.
Sea Serpent
These are powerful sea snakes which, like land-bound serpents, will
attack adventurers with fireballs and by swinging their powerful tails.
It is advisable to steer clear of them.
Giant Squid
Sea creatures that are considered to be one of the most dangerous of
the sea monsters, giant squid possess great strength and stamina. One
can destroy an entire ship with its tentacles.
Gargoyle
There are two classes of gargoyles: winged and wingless. The winged
gargoyles are powerful enemies since they are intelligent and possess a
knowledge of magic.
Reaper
At first the reaper appears like a tree trunk rooted in rock. As you
get closer, branches lash out at you. Reapers can be destroyed by
fire.
Ghost
Found near cemeteries and places where people have perished, ghosts can
pass through walls and other obstacles easily. Although they do not
have great strength, their mobility and their knowledge of magic make
them difficult to defeat.
Gazer
These monstrous creatures have multiple eyes and when they spot a
victim, they render it motionless with their mesmerizing glare. If you
suspect a gazer is nearby, be alert because they are always on the
prowl.
Dragon
The fire-breathing dragon is a holdover from Britannia's mysterious
past. Dragons breathe fire and other noxious fumes that are
devestating. They are very difficult to defeat and therefore require
great battle skills. Their eggs are considered to be a delicacy.
Insect
Insects are flying nuisances when by themselves, but when they are
gathered in a swarm, they can be dangerous to the wearied adventurer.
Giant Bat
These large flying creatures are difficult to attack. Their fur-
covered bodies are very hard to damage, even when you manage to hit
them.
Skeleton
The remains of fallen warriors, these piles of bone roam Britannia.
Skeletons are both fearless and tireless in battle, so they are hard
to defeat.
Troll
Although they look quite fierce, trolls are a relatively weak enemy and
can be defeated. They act viciously and like to hide beneath bridges
to terrorize innocent passers-by.
Mongbat
These creatures resemble monkeys as much as they resembe bats. They
are powerful and quick in their attacks. As they live in the deepest
dungeons, you will not often encounter them in daylight.
Slime
This shining blob does not appear to be a threat when you first
encounter it, but one can engulf your party. Conventional weapons are
little use against slime, but fire can be effective.
Silver Serpent
Silver serpents are creatures of mythic proportions. A body of a
silver serpent was spotted outside of a gargoyle camp. The gargoyles
had been milking the creature of its deadly venom and ingesting it. It
is believed to make the gargoyles much more aggressive in battle even
though they perish soon after.
Giant Scorpion
This is a fearsome beast with an armored body and a lethal stinger on
the end of its tail. It is advised to keep moving when you spot one
of these creatures, as its sting is quite harmful.