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Ultima I FAQ version 1.1.0
by Andrew Schultz(schultza@earthlink.net)
This FAQ is copyright Andrew Schultz 2000-2001. This FAQ is not associated
with Origin in any way. It's part of my attempt to expand awareness of
classic games(and I seem to learn something out of the process too!) Please
do not use it for profit without my explicit consent.
AD SPACE:
Home page http://www.geocities.com/SoHo/Exhibit/2762
Games page http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Page with Ultima I overworld and town maps
http://members.fortunecity.com/cartographics
********************************
Outline
INTRODUCTION
STARTING OUT
IMPROVEMENT
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
BAR TALK
WALKTHROUGH
MAPS
OUTSIDE
TOWNS AND CASTLES
QUESTS
CHEATS
FOR HISTORY BUFFS
CREDITS
********************************
INTRODUCTION
Mondain has taken over the world and holds it in thrall with an evil gem.
You must go back in time and defeat him(no-one explains why a bad guy can't go
back in time too and undo what *you* did, but oh well,) solving in the
meantime various quests on four different continents and even going into outer
space, in one of the strangest side-excursions in computer gaming. Except for
when you go back in Ultima II. This game is the second Ultima I, the first
being Akalabeth, which Garriott wrote in basic in his spare time. While not
perfect, it's better and takes up less memory than those text adventures
polluted with IF-THEN statements that I used to write.
STARTING OUT
There are four character classes and four races in Ultima I. You are given
an initial allotment of thirty points to add to your original traits, which
consist of STRENGTH, AGILITY, STAMINA, CHARISMA, WISDOM, and INTELLIGENCE.
They all start at 10. You cannot manually improve characteristics over 25,
but race/class choices can bring an attribute over that mark. Your character
class/race options and how they further change your statistics are charted
below.
A character's gender does not affect statistics in any way. How P.C.
Human: +5 intelligence
Elf: +5 agility
Dwarf: +5 strength
Bobbit: -5 strength +10 wisdom
Fighter: +10 strength, +10 agility
Cleric: +10 wisdom
Wizard: +10 intelligence
Thief: +10 agility
My recommendation is to make a fighter, just because you get ten extra points
that way compared to everyone else. If you feel you don't need strength or
agility, just improve everything else first. Getting 25 charisma might be
useful as well because you want as low a price as you can get. A dwarf or elf
should be the best choice, because you want to fight your way off the
continent--once you do that, the rest of the game is much easier for reasons I
will discuss below.
IMPROVEMENT
Below are ways to improve cash flow, hit points, and attributes.
You can find gold in dungeons and when you kill a monster outside. This
happens even when you shoot a monster from a frigate or an aircar. A bit of a
bug, that. You also get gold for rescuing a princess.
Experience occurs in the natural order of killing monsters or when you
rescue a princess or shoot a spacecraft.
Various signposts(usually off the mainlands) will improve your abilities IF
1)you aren't visiting the signpost twice in a row and 2)you're not already
maxed out at 99. Solving a quest to find a signpost also grants you extra
strength when you return to the lord in question. If you jump between two
signposts, you can improve two attributes rather quickly. Without question,
it's important to get off the mainland, as visiting the signposts can provide
an immediate boost.
Hit points are gained when you exit a dungeon safely based on the monsters
you defeated. You can also buy them off a lord at any castle at two gold
pieces per three hit points(rounded down if you give an odd amount of gold.)
The first few levels of dungeons are the best way to improve rapidly. The
main barrier to progress while outside is how much food you eat. In a
dungeon, you don't use up food as quickly, but there are still plenty of
monsters. They're just tougher on the lower levels.
Buying armor is great insurance against dying. If you die and need cash for
food/hit points, just sell some extra equipment. Fortunately, your transport
doesn't disappear if you die.
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
You can acquire the following ITEMS from a store:
ARMOR
1. Leather armor
2. Chain mail
3. Plate mail
4. Vacuum suit
5. Reflect suit
The cost is the above number of the item times an index determined by your
charisma.
WEAPONS
No one shop sells all weapons--in fact, each sells about exactly half of
the total.
1. Dagger
3. Axe
5. Sword
7. Bow/Arrow
9. Wand
11. Triangle
13. Light Sword
15. Blaster
[0. Hands]
2. Mace
4. Rope and spikes
6. Great sword
8. Amulet
10. Staff
12. Pistol
14. Phazor
The weapon cost increases triangularly. For instance, a dagger may cost
5, an axe costs 7 more, the sword costs 14 more than that, the bow/arrow 21
more than that, etc.
Selling armor and weapons: with your charisma at 99 you can buy/sell at
only a 4% margin. below that the margin is approximately one minus
(charisma/100).
TRANSPORTATION
You can only buy one shuttle at a time, and frigates/rafts are only
available in coastal towns.
1. horse
2. cart
3. raft[no weapons, travels over water]
4. frigate[weapons, travels over water]
5. air car[weapons, travels over water and ground]
6. shuttle[leads to space scenario]
Cost = (some index) * (item number) ^ 2. So a shuttle costs 36 times what
a horse costs. You can only buy one shuttle at a time.
The following SPELLS can be cast(arranged in order of power/cost/spell
points used, with magic words the game puts out on the screen):
1. Prayer "APERTUS!" or "POTENTIS-LAUDIS!"
2. Open "PECUNIA!"
3. Magic Missile "VASTO!"
4. Steal "NUDO!"
5. Ladder Down "INFERUS"
6. Ladder Up "ASCENDO"
7. Blink "DUCIS-EDUCO!"
8. Create "STRUXI!"
9. Destroy "INTERFICIO!"
10. Kill "DELIO!"
The cost is (spell number - 1) * (index determined by charisma).
Wisdom affects the chance a spell will work, while Intelligence determines
its force.
MONSTERS
DUNGEON MONSTERS (IN ORDER OF DIFFICULTY, EASIEST-->HARDEST)
Ranger
Skeleton
Giant rat
Bat
Spider
Viper
Cyclops
Gelatinous cube
Ettin
Chest[a mimic, actually]
Lizard man
Minatour
Carrion creeper
Tangler
Gremlin
Wandering eyes
Wraith
Lich
Invisible seeker
Mind whipper
Zorn
Daemon
Balron
OUTDOOR MONSTERS
[SEA]
Ness creature
Giant squid
Dragon turtle
Pirate ship
[LAND]
Hood
Bear
Hidden archer [FOREST]
Dark knight
Evil trent
Orc
Knight
Necromancer
Evil ranger
Wandering warlock
BAR TALK
The bartenders in this game help you with hints if you buy beer(watch out
for getting drunk, though!) Here are the things they can say.
All conversations begin with "Thou hadst best know"...
about space travel!
Thou must destroy atleast 20 enemy vessels to become an ace!
to watch the jester.
that the princess will give great reward to the one who rescues her, and an
extra gift to an 8th level ace!
thou must go back in time.
thou should destroy the evil gem!
by Andrew Schultz(schultza@earthlink.net)
This FAQ is copyright Andrew Schultz 2000-2001. This FAQ is not associated
with Origin in any way. It's part of my attempt to expand awareness of
classic games(and I seem to learn something out of the process too!) Please
do not use it for profit without my explicit consent.
AD SPACE:
Home page http://www.geocities.com/SoHo/Exhibit/2762
Games page http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
Page with Ultima I overworld and town maps
http://members.fortunecity.com/cartographics
********************************
Outline
INTRODUCTION
STARTING OUT
IMPROVEMENT
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
BAR TALK
WALKTHROUGH
MAPS
OUTSIDE
TOWNS AND CASTLES
QUESTS
CHEATS
FOR HISTORY BUFFS
CREDITS
********************************
INTRODUCTION
Mondain has taken over the world and holds it in thrall with an evil gem.
You must go back in time and defeat him(no-one explains why a bad guy can't go
back in time too and undo what *you* did, but oh well,) solving in the
meantime various quests on four different continents and even going into outer
space, in one of the strangest side-excursions in computer gaming. Except for
when you go back in Ultima II. This game is the second Ultima I, the first
being Akalabeth, which Garriott wrote in basic in his spare time. While not
perfect, it's better and takes up less memory than those text adventures
polluted with IF-THEN statements that I used to write.
STARTING OUT
There are four character classes and four races in Ultima I. You are given
an initial allotment of thirty points to add to your original traits, which
consist of STRENGTH, AGILITY, STAMINA, CHARISMA, WISDOM, and INTELLIGENCE.
They all start at 10. You cannot manually improve characteristics over 25,
but race/class choices can bring an attribute over that mark. Your character
class/race options and how they further change your statistics are charted
below.
A character's gender does not affect statistics in any way. How P.C.
Human: +5 intelligence
Elf: +5 agility
Dwarf: +5 strength
Bobbit: -5 strength +10 wisdom
Fighter: +10 strength, +10 agility
Cleric: +10 wisdom
Wizard: +10 intelligence
Thief: +10 agility
My recommendation is to make a fighter, just because you get ten extra points
that way compared to everyone else. If you feel you don't need strength or
agility, just improve everything else first. Getting 25 charisma might be
useful as well because you want as low a price as you can get. A dwarf or elf
should be the best choice, because you want to fight your way off the
continent--once you do that, the rest of the game is much easier for reasons I
will discuss below.
IMPROVEMENT
Below are ways to improve cash flow, hit points, and attributes.
You can find gold in dungeons and when you kill a monster outside. This
happens even when you shoot a monster from a frigate or an aircar. A bit of a
bug, that. You also get gold for rescuing a princess.
Experience occurs in the natural order of killing monsters or when you
rescue a princess or shoot a spacecraft.
Various signposts(usually off the mainlands) will improve your abilities IF
1)you aren't visiting the signpost twice in a row and 2)you're not already
maxed out at 99. Solving a quest to find a signpost also grants you extra
strength when you return to the lord in question. If you jump between two
signposts, you can improve two attributes rather quickly. Without question,
it's important to get off the mainland, as visiting the signposts can provide
an immediate boost.
Hit points are gained when you exit a dungeon safely based on the monsters
you defeated. You can also buy them off a lord at any castle at two gold
pieces per three hit points(rounded down if you give an odd amount of gold.)
The first few levels of dungeons are the best way to improve rapidly. The
main barrier to progress while outside is how much food you eat. In a
dungeon, you don't use up food as quickly, but there are still plenty of
monsters. They're just tougher on the lower levels.
Buying armor is great insurance against dying. If you die and need cash for
food/hit points, just sell some extra equipment. Fortunately, your transport
doesn't disappear if you die.
ITEMS, SPELLS, MONSTERS, AND TRANSPORT
You can acquire the following ITEMS from a store:
ARMOR
1. Leather armor
2. Chain mail
3. Plate mail
4. Vacuum suit
5. Reflect suit
The cost is the above number of the item times an index determined by your
charisma.
WEAPONS
No one shop sells all weapons--in fact, each sells about exactly half of
the total.
1. Dagger
3. Axe
5. Sword
7. Bow/Arrow
9. Wand
11. Triangle
13. Light Sword
15. Blaster
[0. Hands]
2. Mace
4. Rope and spikes
6. Great sword
8. Amulet
10. Staff
12. Pistol
14. Phazor
The weapon cost increases triangularly. For instance, a dagger may cost
5, an axe costs 7 more, the sword costs 14 more than that, the bow/arrow 21
more than that, etc.
Selling armor and weapons: with your charisma at 99 you can buy/sell at
only a 4% margin. below that the margin is approximately one minus
(charisma/100).
TRANSPORTATION
You can only buy one shuttle at a time, and frigates/rafts are only
available in coastal towns.
1. horse
2. cart
3. raft[no weapons, travels over water]
4. frigate[weapons, travels over water]
5. air car[weapons, travels over water and ground]
6. shuttle[leads to space scenario]
Cost = (some index) * (item number) ^ 2. So a shuttle costs 36 times what
a horse costs. You can only buy one shuttle at a time.
The following SPELLS can be cast(arranged in order of power/cost/spell
points used, with magic words the game puts out on the screen):
1. Prayer "APERTUS!" or "POTENTIS-LAUDIS!"
2. Open "PECUNIA!"
3. Magic Missile "VASTO!"
4. Steal "NUDO!"
5. Ladder Down "INFERUS"
6. Ladder Up "ASCENDO"
7. Blink "DUCIS-EDUCO!"
8. Create "STRUXI!"
9. Destroy "INTERFICIO!"
10. Kill "DELIO!"
The cost is (spell number - 1) * (index determined by charisma).
Wisdom affects the chance a spell will work, while Intelligence determines
its force.
MONSTERS
DUNGEON MONSTERS (IN ORDER OF DIFFICULTY, EASIEST-->HARDEST)
Ranger
Skeleton
Giant rat
Bat
Spider
Viper
Cyclops
Gelatinous cube
Ettin
Chest[a mimic, actually]
Lizard man
Minatour
Carrion creeper
Tangler
Gremlin
Wandering eyes
Wraith
Lich
Invisible seeker
Mind whipper
Zorn
Daemon
Balron
OUTDOOR MONSTERS
[SEA]
Ness creature
Giant squid
Dragon turtle
Pirate ship
[LAND]
Hood
Bear
Hidden archer [FOREST]
Dark knight
Evil trent
Orc
Knight
Necromancer
Evil ranger
Wandering warlock
BAR TALK
The bartenders in this game help you with hints if you buy beer(watch out
for getting drunk, though!) Here are the things they can say.
All conversations begin with "Thou hadst best know"...
about space travel!
Thou must destroy atleast 20 enemy vessels to become an ace!
to watch the jester.
that the princess will give great reward to the one who rescues her, and an
extra gift to an 8th level ace!
thou must go back in time.
thou should destroy the evil gem!
Jump to page:
Sponsors:
Other files from this game:
- Ultima document by System on 14/03/2006, 06:30
Please read ultima1-gh.txt for instructions - Ultima FAQ by System on 09/03/2006, 09:50
- Ultima solution by System on 09/03/2006, 09:50






