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FAQ/Walkthrough by ASchultz
Version: 1.1.0 | Updated: 08/20/07
Ultima II(Apple/Commodore/PC) FAQ/Walkthrough version 1.1.0 Copyright 2002 by Andrew Schultz firstname.lastname@example.org This FAQ is copyright Andrew Schultz 2002/2007. This FAQ is not associated with Origin in any way. It's part of my attempt to expand awareness of classic games(and I seem to learn something out of the process too!) Please do not use it for profit without my explicit consent. I recently submitted graphic maps to GameFAQs. So look there for them. I pretty much have everything there even the insignificant/non-game-critical stuff. AD SPACE: Home page http://www.geocities.com/SoHo/Exhibit/2762 Games page http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm ================================ OUTLINE 1. INTRODUCTION 1-1. WHAT THIS FAQ'S ABOUT 1-2. EMULATION VS. THE WINDOWS APP 1-3. I VS. II VS. III 2. THE PLOD-THROUGH 2-1. GETTING STARTED 2-2. GETTING A BOAT 2-3. DRUDGIN' THROUGH A DUNGEON 2-4. HOW TO USE THE TIME PORTALS? 2-5. FLYING A PLANE 2-6. OUTER SPACE AND PLANET X 2-7. MINAX'S PLACE 3. DETAILS 3-1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM 3-2. ITEMS, COST, ATTRIBUTES NEEDED 3-3. TIPS AT THE BAR 3-4. TOWN DIALOG 3-5. WHAT'S ON WHICH WORLD 3-5.1. EARTH'S TIME PERIODS 3-5.2. OUTER SPACE 3-5.3. LUCKY SPECIAL XYZ CHART 3-6. USING THE GATES 4. IMPORTANT MAPS 4-1. GREENLAND DUNGEON 4-2. NEW SAN ANTONIO 4-3. PIRATES HARBOR 4-4. OZY'S PALACE[CASTLE BARATARIA] 4-5. MINAX'S PLACE 5. CHEATING 5-1. HEX OFFSETS 5-2. ! WARNINGS ! 5-3. WINNING QUICKLY 5-4. WINNING RIGHT 6. BUGS AND NUISANCES 7. VERSIONS 8. CREDITS ================================ 1. INTRODUCTION 1-1. WHAT THIS FAQ'S ABOUT There are other Ultima II FAQs floating around on the 'web. This one looks at the more technical aspects and tries to get into the details of what you have to do. It even allows you to run through the game quickly(or to get in a position to do so) with a bit of cheating. Ultima II contains a shocking amount of tedium and is clearly the worst of the early series. However if you get sick and think 'Gee, I won't let a dumb game like this stump me,' then this walk- or rather cheat-through is for you. Once your character gets rather good there's substantially less to worry about. However it's a few random events that this game turns on, it's understandable most people get frustrated early on. It took me several tries to get anywhere. And I still cheated. Getting through the game honestly requires some generally shady gaming techniques, in fact. Stuff like retrying something that has a random chance of working until you get it right. 1-2. EMULATION VS. THE WINDOWS APP I cannot recommend the original Windows application unless you have much more patience than I do. The Ultima Collection contains Moslo, which does not work well enough. What does, however, work well enough is DosBox(dosbox.sourceforge.net). I fully recommend it. It allows you to slow the game down or speed it up as necessary. Slowing down is critical for landing while orbiting a planet as some planets have very few spaces where you can land. AppleWin, downloadable from zophar.net, works well especially since it doesn't take time like the Apple did for disk loading functions. It also allows save states. It bounces around a bit but you should be ale to google AppleWin Emulator. Then you can go to ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/ultima_II/ and download the following files: u2prog.dsk.gz u2master.dsk.gz u2galaxy.dsk.gz Decompress them and I like to rename them u2prog -> u21 u2master -> u22(the blank player disk the program asks you to insert) u2galaxy -> u23 If you want to remake a character you'll have to decompress u2master.dsk.gz again, which kid of sucks, but oh well. For AppleWin you can change the emulator speed(F8) to get through the dreary parts. Also you don't quite use the arrows for controls; you use up : return down : / left : left arrow right: right arrow The Commodore version should be OK as well. ftp://arnold.c64.org and you can use the VICE emulator. The Windows application also appears to have the first four non-earth planets cut out. They are sent to the different Earth time periods. 1.3. I VS. II VS. III Stub to replace later: II kinda stunk, I and III didn't. 2. THE PLOD-THROUGH 2-1. GETTING STARTED I recommend using a Cleric because they have some nice spells that help get you out of a bind--for instance, it's easier to leave a dungeon. However, a thief is also good. Spellcasting isn't terribly important, but thieves get good bonuses early on. I also recommend getting an Elf for the agility and a female for the charisma. As you get +10 charisma for females vs. +5 strength for males it's nice to have all the points you can get at first. As for allotments before this, I lean heavily towards agility(which helps you steal stuff early on and wield a good weapon) and charisma(which gets you lower prices on weapons.) Make strength 12 so you can wear leather armor but if you're not a mage you shouldn't care too much about intelligence. Charisma should work well enough to keep prices low in the short term. Strength 12 Agility 34 Stamina 10 Charisma 34 Wisdom 10 Intelligence 10 First you need to build your character up. The best place to do this is in the 1423 BC world(with Towne Linda, etc.) The very start is critical. It's worth it to head northwest, across Alaska/Russia and AROUND any monsters that attack you, so that you get to Towne Linda(southwest of this isthmus) ASAP. Enter it and in the northeast there is an armor shop. Pick up leather armor. Go west and pick up a bow from the weaponry. (R)eady the bow and (W)ear the armor. Go outside and start thrashing around. If there don't seem to be too many monsters to fight then you may want to circle around the world for a bit and come back. They're dumped randomly over the world and although they may not be immediately visible, they should be dumped on the land mass, so there'll always be some to fight if you look hard enough. You might not be able to sustain your food supply on fighting monsters and buying food alone, though. For this I think you will want to take the moongate in Western Europe in 1423 B.C. which leads to England in 1990 A.D. There's a lot to do here for such a small land mass. Lord British is here(Lord British hid away on the British Isles--oh the irony!) and the castle has different conversations than the 1423 B.C. one--although you may not find this out until you get a ship later. But if you've piled up enough gold from your adventures, then you might want to transact with Lord British. He'll give you 300 to start, but that will go down as you get better. There's also some treasure for the taking if you have two keys but it's not worthwhile. In Port Boniface you can also gain food. However it may require some trial and error. At McDonall's, go to the right side of the carry-out. Try to Steal north and often you'll get some food. As you start out you may only want to steal once at a time, leave and save. One hundred food versus the twenty you use to get there is a good trade off. Sometimes you'll get caught, but just boot up and try again if this happens. You can also use a coin to (N)egate time in an emergency. As for saving, note the game does so whenever you enter a town or dungeon. So if you mess up, kill the game immediately. Once you've got 1000 food that should last you for a while. Unfortunately you're not strong enough to get a boat in Port Boniface yet(that requires hit points and--for insurance--a Negate Time spell.) Go back to 1423 BC and stomp around a bit. Remember to walk all over the place. The more you visit places, the more you're lucky to stumble on an enemy boat. Oh--and practical gameplay stuff--push Z for Ztats if you want to pause the game. Otherwise you'll pass X times in a row and an orc may sneak up and kill you unless you starve first. With whatever gold you have, build up your armor, then your attributes in New San Antonio(1990) in the hotel, and get a quicksword for 500 gold in the prison(NE corner, middle left.) An advantage of emulation here is you can pass until the priest in the grove on the top gives you the attribute you want most to improve. Of course it's best to get a bunch of attributes at once since you need keys to unlock the place. 2-2. GETTING A BOAT Well, first of all, boats only seem readily available in 1423 B.C., and you'll need a blue tassel first anyway. This informs the game that you can, indeed, sail a ship. You get random items in combat so after knocking about you should wind up with one. Save when you get it and make sure to keep inventory after a thief attacks you--regaining one is spotty and can put a cramp in your game, but you can win multiple ones in fights(just watch so that the total doesn't roll over to zero.) I'd be so paranoid about finding a boat that if one appeared I'd save the game--JUST in case. And whatever you do don't attack it. Even without a tassel you can come back to conquer it. Once you've got a boat you can move around without using up so much food, pick up levels more easily(for what good that does you) and more importantly win fights quickly, which leads to more gold and hit points. Having a boat will also allow you to explore the further reaches of the Earth. One particularly nice place is Greenland, just north of England but out of walking range sadly. It's got a dungeon which is great for picking up Trilithium regardless of what time period you're in; it's the one constant in the changing world. You'll also want to check England out in 1423 for kicks. No longer do you have to wait around for the moongates which whiz you between time periods! If you're good enough there's a way to get a boat in 1990. Go north and off to the left you'll see the letters 'Port Boniface.' Now five thieves guard the entry. Here's a good place to use a 'negate time' coin. Roast them and use two if necessary--the boat is worth it--and you can either use another negate time to get past the serpents OR fake them out so they damage you the least. There's an island that goes like this: ~~XX ~XX~ XX~~ Go to the left of its lower left corner. The serpents won't be lined up any more. Go just above the island and left. Turn up when you see the river to leave Boniface. You can do this many times, in fact even establishing a bridge full of boats from England to America. Through Greenland if you wish in fact! This can be done with combats in 1423 BC once you get really good as well. Also once you have a boat and some money you may want to use the attribute gaining trick I detail below in the New San Antonio section. 2-3. DRUDGIN' THROUGH A DUNGEON You'll need a lot of tools to undo the traps that pop up in a dungeon. They're pretty random, so you'll want to have at least one per level. You may even need to take a couple of trips through just to find the best way. The dungeons are 16x16 and 16 levels tall. I recommend the Greenland one in my walkthrough, although the tower in North Africa AD 1990 is a great way to build up gold if you can run through the secret doors and if you just want to see if you can avoid traps. 2S 2E (i.e. right, forward 2, left, forward 2, up stairs) U(this is a tower not a dungeon.) 4 forward, left, 6 forward, right, 4 forward and you're in a corridor with lots of gold chests. True, they're only about 5 each, but that adds up to a lot if you leave/reenter the dungeon a few times. Not having a compass may be annoying but fortunately the monsters are always the same--green monsters with red eyes--and you can pause with ZTATS, so it is not too stressful. And if you die you just have to try again. 2-4. HOW TO USE THE TIME PORTALS? Time portals are rather nasty past the simplest levels. Section 3-6 details the flowcharts, but the only really important one to know right off the bat is W Europe 1423 <-> Britain 1990. Before you get to New San Antonio and figure it out, 2112 won't be relevant, and there's not much to see in 9 million BC or the Time of Legends. However once you're in New San Antonio you'll want to get to 2112. The only problem is that you need to find gates that are on grass and get you where you want to go. You can't do anything in 2112 just walking from portals. Your main objective with the time portals is to get to Pirates Harbor in 2112. This is not easy and requires a two- or three-step in the portals as well as some special items beforehand. So we'll continue this thought after we learn about... 2-5. FLYING A PLANE Before getting the plane you should make sure you're pretty pumped up. 99 in all attributes would not be a bad idea. Be sure you have 4+ trilithiums too. This next circuit will take thought and time. New San Antonio has an airport and I've detailed the way through it in section 4-3. The basic idea is to get there, use Negate Time if you have to, ride the airplane(stopping to get the quicksword by parking the plane in the doorway to the jail; Santre in the middle left is the one you want. So you only need two keys, which means killing a guard.) Go through Customs to leave and if you hit the pool go left. Once outside you can (L)aunch the plane. At this time here is where DosBox comes in handy. You will need to slow things down to 100 cycles(for a 2GHz machine) to be able to land safely, and you may want to push L when you are one square away from safety. This is particularly tricky on Pluto, which is the easiest place to get tons of Trilithium, but it only has a few safe spaces. For the Apple you can just slow the emulator down. Push L when you're where you want to be, i.e. close to a gate. Now there are two paths to get where you want to go, i.e. within walking distance of a moongate. Note that you can only travel over grass when in a plane and it is not launched. This means you'll need to find a gate that's in grass(too bad, Argentina in 1990 would have kicked you right to 2112.) So what you need to do is fly to Australia--east of south Africa. Around where the sign post is. Land there and while in the plane go through the time portal. From there you'll note you're in the Time of Legends. Which is easy to map but hard to fight through. Go over to the right edge and in the middle square there you can go left into the rightmost gate when it opens. You are now in 2112 AD, the Aftermath. You should fly the plane east to what was Russia. Land in the center and note the town to the north: Pirates' Harbor. Note you may only want to go through this once as planes get stranded in 2112 unless you bring them back through a time gate. Although they can be handy in earlier eras ships should be more than good enough. You should go to 2112 with the objective of getting the blessing on Planet X. 2-6. OUTER SPACE AND PLANET X It's pretty easy to get the space shuttle in Pirates' Harbor--the best exact technique related in section 4-4. Enjoy the amusing knock off of Communist propaganda and (B)oard then (L)aunch the space ship into orbit. NOTE: YOU CANNOT SAVE YOUR GAME AWAY FROM PLANET EARTH. FRUSTRATION MAY ENSUE FROM THIS AS LANDING THE SPACE SHIP, FOR LACK OF A BETTER WORD, SUX0RZ. USE SLOW EMULATION TO COMPLETE THIS TASK. WHILE THE GAME LETS YOU TRY AGAIN LANDING A PLANE, YOU ARE KILLED IF YOU LAND A SHUTTLE ON NON-GRASS. Now the chart for the XYZ of each planet is listed in 3-5.3; note you use one tri-lithium for each launch. Futz with the others if you want but rememeber that Planet X is the one with what you ultimately want(9,9,9 is easy to remember, too.) It should be an uneventful trip--speed up the emulator to get through with it. (L)and and now slow down the emulator. The game isn't too clear on this until it's too late, but you need to land the spaceship where there is just grass. Your ship generally goes ESS with each step but you may want to wait until there's a huge grass patch around. This is the toughest part of the game--along with landing back on Earth. If you get killed there you have to start over. There's a huge chunk of grass space in the center of Planet X so wait until you're around that and land--you can't miss. To the north you'll see a mountain range, probably a bit to the west. The entrance is to the south and you'll find Ozy's Palace aka Castle Barataria there. There are two ways through there; Route One is to go left from the entry(well, go north and get hit points from Ozy on the left if you need 'em first,) defeat the guard, and go north along the wall to the 4-way intersection. Beat guards away as necessary and go west at the intersection. Hidden in the southwest you'll find Father Antos. He'll bless you. The other way involves using keys, for which you probably had to kill guards some time anyway, but there you go. I don't recommend it, but maybe it'll make you feel honest and all ahead of Ultima IV. Unlock the door above the throne room, stopping to transact for more hit points if you're in three digits or worse. Go to the left and unlock the door below. Go south through the jail. Walk across the swamp--hold your nose and take the damage. Southwest, east, south. Le Chapel is off to the left. Enter it and go to the lower left. Exit how you entered. Now you can return to the Earth. It'll still be 2112 but all you have to do is land in North America or Asia and then hit a time warp. Any one will kick you back to familiar pastures--EXCEPT the one in Texas. If you can land in Asia, great(you can reuse the shuttle more easily) but USA should be OK as you can go to Alaska. Back to 1990/Argentina. You may want to build yourself up a bit before this next part. Of course you'll want to stop in New San Antonio for the quicksword(offer the man in the grove in the north of town 500 gold--since you're blessed he'll give it to you--and then ready it.) It's the only thing that can damage Minax. Then fly/row to Australia and enter the gate there for the final battle. You'll want 30+ negate times if possible for this part. The first one is to run up, around the mountains, up and back to enter the canyon through the northern pass. There's a palace there and even with Negate Time you may have to hack through baddies. Enter if you have 4000+ hit points; otherwise, try again. Saving with all these monsters around can be hurtful. This next place is a doozy. 2-7. MINAX'S PLACE The basic strategy is this; go to the northeast room, bop Minax, go southwest, bop her again, then NE/SW/NE until she conks out. Should be only 5 times. The details are in 4-5 if you want to see how to lose as few hit points as possible. They'll get drained faster than you think. I'd recommend 20+ negate time coins before you go on. 3. DETAILS 3-1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM First of all, don't attack anyone in the town unless you're REALLY good. Folks there do 100 damage each. It's not funny. Also guards move diagonally towards you when possible so they can get to you in a hurry. And they can attack diagonally too so if they're next to you you better not have to turn too much. There's another problem with monsters in general too--even if they're stunned by Negate Time, if you run away from them they'll take a free shot at you. Monsters will run away from you if you attack them. So often you have to beat them twice. Beware that if they start running away you may wind up with them running back at you without warning, thus getting a free shot in(the computer treats invalid moves as actual moves.) There are only seven monsters outside and they are: Goblin Devil(freezes legs, you need boots--and freezes arms, you need cloak) Fighter Thief(steals valuable items but never weapons/armor) Orc Ship(board it if you have a blue tassel) Balron(can cast sleep spell) They generally give 0-20 gold and 0-5 experience, completely randomly. Guards tend to do 200 damage each and can move diagonally. If you need to kill your first few to get keys, use a Negate Time coin and whack one a few times. The trade off is worth it. You get negate time coins randomly but once you get very good you can wipe out enemies on the outside. Outside, I find it's nice to be able to sucker monsters into a culdesac--or to where they'll retreat into one--so you don't have to run too far to kill them off(which takes food.) Fortunately they never turn direction either. Towne Linda or the square right of it are good retreats in this vein of thought. 3-2. ITEMS, COST, ATTRIBUTES NEEDED 3-3. TIPS AT THE BAR These correspond roughly to the money you give(0..9) but sometimes you get a 'lower' tip than for what you give. CAUGH... ISN'T THIS A GREAT GAME? HHMMM... SOME FIGHTERS WEAR MAGIC HELMS! AVIATORS USE SKULL KEYS! SAYLORS WEAR BLUE TASSLES! MAGES CARRY WANDS OR STAFFS! GUARDS CARRY KEYS! ANKHS OPEN SPACE! PLANES NEED BRASS BUTTONS! 3-4. TOWN DIALOG There are some spoilers here so don't say I didn't warn you if you want to avoid all that. Baradins Town dialog: AN ASTRONAUT CLAIMS: THERE IS A PLANET 'X'! AN ASTRONAUT CLAIMS: FATHER ANTOS LIVES ON 'X' THE DRUID: ANOL NATHRAC UTH DAS BESSOD DIEN DOCH DIENTES! THE PHYLOSOPHER THEORIZES: SHE'S GOT TO BE AT 9-9-9! [The upshot of this town is that Father Antos is on X and you need the shuttle--and locations 9-9-9--to get there.] Le Jester dialog: GRENDEL THE BUM SAYS: MASTERS OF RIDDLE ARE MASTERS INDEED! ANDY GREENBERG COMPLAINS: WHAT? NO SOFTWARE?!? ROBERT WOODHEAD EXCLAIMS: COPY PROTECT! COPY PROTECT! [Note: there's an allusion here to Wizardry, which Garriot felt(as I read in an interview) never really tried to introduce anything new. Greenberg and Woodhead wrote Wizardry, you see. Putting them in BC is also -not- nice!] THE CHASTE NUBILE NYMPH ASKS: VISIT THE HOTEL CALIFORNIA! Towne Linda dialog: LADY SHERRIE CRIES: GAG ME WITH A SPOON! RONALL MC DONALL SINGS: TRY OUR NEW RIDE THROUGH! THE SIGHTLESS SAGE SAYS: FIND THE FATHER EARN THE RING! LADY MARY ELLEN PLEADS: BEAT ME KICK ME TELL ME LIES! WANDERING BARD ASKS: DO YOU KNOW THE WAY TO SAN JOSE? Pirates Harbor dialog: WAREN BEATTY ASKS: HAVE YOU SEEN DIANE KEATON? CHUCKLES THE BUMBLE CRIES: CAN I LOOK YET, IS IT OVER? THE VILLAGE IDIOT SUGGESTS: OFFER THE HOTEL CLERC GOLD! [in New San Antonio] RED THE PIRATE BOASTS: I'VE A BROKEN ULTIMA ]I[, WANT ONE? New Jester dialog: THE SWAMP JESTER LAUGHS: YOU LOSE, CADET! THE COURT JESTER SAYS: ISN'T THIS A SILLY PLACE? THE FRENCH JESTER BEGS: MANGER MOI! THE STONED JESTER COMPLAINS: ROCKS HAVE SPIRITS, TOO! Computer Camp dialog: DEBBIE THE LIFEGUARD YELLS: GET A BIG GRIP! RICHARD GARRIOTT PROMISES: TOMORROW--FOR SURE! [the author--of course! Note there seems to be no Shamino in this game, so he makes up for it here I guess.] HOWIE THE PEST HOUNDS: ISN'T ULTIMA ][ FINISHED YET? [I bet this is an inside joke.] JOHNATHON BEN ASKS: THIS EVER HAPPEN TO YOU? Tommersville dialog: MARGOT TOMMERVIK EXCLAIMS: TALK SOFTLY TO ME! AL TOMMERVIK INQUIRES: DO YOU READ ME? BIG BOB JAWS: GIVE BILL 300 GOLD! BILL BRUISER DEMANDS: GIVE BOB 600 GOLD! [Nice racket there.] New San Antonio dialog: SANTRE THE SWASHBUCKLER WARNS: BEWARE, I'VE A QUICK BLADE! [Offer him 500 gold and he gives you a quicksword.] AN OLD MAN MUMBLES: I'M AN OLD MAN. [Offer him 500 gold and he gives you a ring if you've been blessed.] THE FLOPY FIGHTER BRAGS: I OWN ONE OF EVERYTHING! [by the Serpents' pool.] A CLERK STATES: WELCOME TO THE HOTEL CALIFORNIA! [HEY! We're in Texas not California...I think. But offer him gold for something cool.] Towne Makler dialog: THE SEAWORTHY PIRATE SAYS: SEE THE CLERK IN NEW SAN. [Antonio, cut off so the advice would fit, I guess.] THE BURLY PIRATE SAYS: NEW SAN. IS FULL OF MAGIC! THE UGLY SMELLY PIRATE SAYS: ANTOS IS THE ANSWER! [Brother and Father Antos...] THE BIG BOUNCER STALLS: WHERE THE HELL IS YOUR I.D.? Towne Basko dialog: UGLY IRVING STATES: NO MAGES ALLOWED! KIETH ZABALAOUI SAYS: I'VE NEVER DONE THIS BEFORE! AN EXPERIENCED WARRIOR SAYS: FIND ANTOS, EARN THE RING! A WIMPY WARRIOR SQUEALS: ANTOS IS ON 'X'! Minax's Castle dialog: THE SHE CREATURE BEGS: TAKE ME I'M YOURS! HOMER THE SALESMAN ASKS: YA WANT SOME LIFE INSURANCE? [Good place to sell it.] DAVID ALPERT WHIMPERS: I'VE DONE A BAD THING... MINAX CRIES: A COWARD DIES A THOUSAND DEATHS, A HERO ONLY ONE. EITHER WAY, YOU LOSE!!! [She only dies five times actually.] Lord British's Castle(1423 B. C.) dialog: BROTHER ANTOS ORDAINS: SEARCH THE STARS FOR MY KIN! BISHOP BOB PREACHES: CONFESS TO BROTHER ANTOS! ANDRE THE FRENCH CHEF BURPS: I DRINK THEREFORE, I AM! COMMANDER DECKER SCREAMS: IS IT SOUP YET!!! THE WANDERING BARD ASKS: DO YOU KNOW THE WAY TO SAN JOSE? Lord British's Castle(1990 B. C.) dialog: BROTHER ANTOS INQUIRES: HAVE YOU FOUND MY FATHER? SISTER SLEDGE SINGS: WE ARE FAMILY! ANDRE THE FRENCH CHEF SAYS: HIC, WAN SOM COLDUCK, HIC? THE MERCHANT ORDERS: GIVE THE KING A TRIBUTE! THE SUBDUED BALRON WHIMPERS: LITHIUM PACKS THE 16TH LEVEL! [Go to 16th level to get Lithium.] Ozy's Castle(on Planet X) dialog: FATHER ANTOS CHANTS: YOU HAVE EARNED MY BLESSING. RETURN AND CLAIM THE RING! [Cleric in the lower right corner, above the kitchen] [Go back to New San Antonio now.] SING LEE THE COOK YELLS: KICHEN CLOST, COM BAC LATO! JUSTIN THE JAILER WARNS: I WOULDN'T GO IN THERE! QUEEN SUSAN SAYS: FATHER ANTOS AWAITS YOU! 3-5. WHAT'S ON WHICH WORLD 3-5.1. EARTH'S TIME PERIODS 9 million B.C.: it's all congealed. To get around you generally want to walk along the outside of this C-shaped continent. There'll be passages to the inner parts where monsters may build up if you've been waiting around a bit. The only town is Baradins Town. It's found at the pass north of the swamp and contains some information. No ships, but you can run a plane through a time portal here to move around. Portals in the northeast(two) and southeast and also northeast of Baradins. 1423 B.C.: where you start. You're in the US with a tower in Venezuela by swamp(not worth it) and Towne Linda, which should be your base, across Alaska and in what would make Italy. Lord British's Castle isn't available until you get a boat. Portals in west Europe(best to shuffle between here and 1990,) east Europe, Argentina, and northern Ontario. The world is still connected. 1990 A.D.: the world is still connected but you won't benefit from that at first. The first you'll likely see of here is on the British Isles, which still have Port Bonifice and Lord British's. Steal food at the second, get HP at the first. There's a time portal back to 1423 here but also there's one in Argentina to 2112 and one in Australia. One's in Greenland too. The time portals aren't connected by land, though. 2112 A.D.: hard to make it around here without air transport. Asia, where you need to get, is locked off as are all the other major continents. You'll probably wind up in America at first where there are portals back to 1990(NW) and also to the Time of Legends(SE.) Two portals from Asia go to Western Europe 1423 BC(northern) and Iceland 9 million BC(southern.) But at least there's not much to do. Time of Legends: lots of monsters here so you'll find Negate Time very useful. Only one real location here other than the time portals(this time period is great for a certain game furthering transition you need) but it's Minax's. 3-5.2. OUTER SPACE Mercury: no towns, but one dungeon I think. Venus: no towns, but one dungeon. Mars: one town, Towne Mary. Jupiter: one town, New Jester. It contains nothing. Saturn: no towns, but pretty to visit, I guess. Uranus: branching, cycling grass paths through forest lead to one town. It's called New Jester. Neptune: one irrelevant town, Computer Camp. Nothing else. Pluto: Very mountainous so it's tough to land. But once you do planes are all over. You need them for transport. Towne Makler is by a very lucrative dungeon where level 16 is a straight shot and tri-lithium abounds. In another area with very little room to land you have Tommersville. Planet X: Towne Basko is a town, south of the enclosed Castle Barataria. This world also cycles NE/SW foreshadowing Sosaria(NW/SE) perhaps. 3-5.3. LUCKY SPECIAL XYZ CHART You get kicked to x=6 y=0 z=7 once you blast off so you can't (L)and right after getting in a shuttle. However, any one of these(besides the Sun) is a viable place to land, although some are much much harder than others due to the lack of grass. X(1st #) Y(2nd #) Z(3rd #) Sun 4 4 4 Mercury 5 4 5 Venus 3 3 4 Earth 6 6 6 Mars 6 2 3 Jupiter 1 3 4 Saturn 2 8 5 Uranus 9 4 6 Neptune 4 0 5 Pluto 0 1 4 Planet X 9 9 9 3-6. USING THE GATES Unfortunately I can't really include stuff like detailed time travel charts or a handy map and so forth. That's covered extensively in other FAQs--and much more prettily in the game's instruction manual--and besides if you really want to cheat you don't need any of that. The other FAQ on GameFAQs works quite well, so I'm happy just to cover the annoying details they didn't. Although a short analysis might be useful. First note that each gate stays up for eight moves, and there are four in each time period on Earth. Many are two way and some gates are obvious 'feeders' and others are locations you want to get to. I include the chart here with the stipulation that the walkthrough covers how best to use it. Siberia 2112 ------+ Time of Legend(3) | v +-> W Europe 1423 <-> Britain 1990 | ^ Central Asia 2112 -+ Australia -9mil Argentina 1990 <-> Alaska 2112 < Africa -9mil 1990's gates are all unconnected without boats. 2112's requires planes to get from the main gates(Alaska and Texas) to the others. Note that I define continents in 9 million BC by what land areas would form them. Back then the continents-to-be were divided by mountains. So if the big mass is in the shape of a C, then you would find Africa on the southwest part of the inner part of the C. Also Iceland is at the tip just above the right inlet and Greenland is a bit north of that. Australia is in the southeast. In fact there's always a sign where Australia is(type E(Enter) to see the year.) 4. IMPORTANT MAPS I don't want to include all the maps here. That would be a waste of time and space for you and me. Rather, I'll just write in the important ones that contain game-critical puzzles or people so that you can see conclusively how to navigate them. Note that if you just want tri-lithiums the dungeon on Pluto is a rather easy one for piling them up. It goes straight up to level 16. But it is rather hard to find. And you need cleric spells to get out(on the PC.) 4-1. GREENLAND DUNGEON Below is the map for the Greenland dungeon. It's the same no matter what time period you're in. It seems every other level is too simple or very twisty. Pay attention for secret doors here. I recommend a surface spell to get out. Level 1 XXXXXXXXXXXXXXXXX X $X X:XXXXXXX:XXXXX:X X X : X : X X X XXX:X XXXXX X X : X^ : X X XXXXXXX X:XXX X X : X : X XXX XXXXX:X:XXXXX X S X X XSXXXXXXXXX X X X S vX X X X X XXXXXXXXX X X X S S X X XXXXXXXXXXXSX X X X XXXXXXXXXXXXXXXXX It's important to find secret doors to help make things a lot shorter here. 4E 4W 6W 2S 8E D NOTE: you can also rip off the chest in the NE corner repeatedly if you want to cheat and pile up gold that way, i.e. enter, get gold, exit, repeat, etc. Level 2 XXXXXXXXXXXXXXXXX X X : X X XXXXX X XXX X X X X$S X X : X X XXX:XXX X X X X X X vX X X : X X X XXX X X:X X:X X X X X X X X X X X X X X X X X X X X X : X XXX X:XSX XXX X X X S^ X X X X:XXX:XXXXXXX:X X X X : X X X XXX X X X XXX X X : : X : X XXXXXXXXXXXXXXXXX 6W 4N 2W 2N 2E D Level 3 XXXXXXXXXXXXXXXXX X X X X X X X X X X X X X X X X X X X X X X X ^ X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X v X X X X X X X X X X X X X X X X X X X X X X X XXXXXXXXXXXXXXXXX 6E 6S D Level 4 XXXXXXXXXXXXXXXXX X X S S X X XXXXX X X X:X:X X X X X X X XXXXX X:X X X X X X$ XvX X X X X XXX XXX:X X X:X:X X X X X X X X X X X X X X:X X X X S X S S S X XXXSX XXXSX XSXXX X X : ^ : X XXX XSX XSX XSXXX X X S S S X X X X X X X:X X X X X X X X X X XXXXXXXXXXXXXXXXX 2N 4W 8N 6W 2S 4E 2S D Level 5 XXXXXXXXXXXXXXXXX X X : : : : X X:X XXX X:X:X:X:X X X : : : : : X X XXXXXXXXXXXXXSX X ^ X X XXXXXXXXXXXXXXX X X X X:XXX XXXXXXXXX X X X X X X XXX XXX X X X X X X : : : X v X X X X X X X X X X X X : : : X X X X X X X XXX XXX X X : : : : X X XXXXXXXXXXXXXXXXX 4W 4S 2E 2S 4E 2N 2W 2N 10E 8S 4W 4N D Level 6 XXXXXXXXXXXXXXXXX X : : : : : : : X X:X:X:X:X:X:X:X:X X : : : : : : : X X:X:X:X:X:X:X:X:X X : :v: : : : : X X:X:X:X:X:X:X:X:X X : : : : : : : X X:X:X:X:X:X:X:X:X X : : : : : : : X X:X:X:X:X:X:X:X:X X : : : : :^: : X X:X:X:X:X:X:X:X:X X : : : : : : : X X:X:X:X:X:X:X:X:X X X X X X X X X X XXXXXXXXXXXXXXXXX 6N 6W D They have a few levels like this, don't they? Well, it makes up for the sheer volume--sort of--even if it's a bit pointless. Level 7 XXXXXXXXXXXXXXXXX X X X X:XXXXXXXXXXX X X : X $X X X X XXXSX X:X X X X X X^ S : X X X X X X XSX XXX X X X S S X X X X XSX X XSX X X X X S S X X X XXX XSX X X X X X X : S vX X X X X X:X XSXXX X X X X$ X : X X XXXXXXXXXXX:X X X X XXXXXXXXXXXXXXXXX If you're good enough to get this far you probably don't need to bother with the $$. 2E 4S 4E 2S D Level 8 XXXXXXXXXXXXXXXXX X X X X XXXXXXX X XXX X X X X X X X X X XXX X XXX X X X X Xv X X X X X X XXXXXXX X X X X X S$X X X X XXXXX XXXXXXX X X X X X XXX X XXX XXXXXXX X X X X^ X X XXXXX X XXXXX X X X X X X X X X X X X X X X X X X X X X X XXXXXXXXXXXXXXXXX 4E 4S 2W 2N 2W 2S 2W 6N 8E 8N 4W 2S 2E 4S 2W 2N 2W 4N 8W 8S 2E 2S 2W 4S 2E 2N 2E 2S 2E 4N 2W 2N 2E 2N 4W 4N 4E 2S 2W D. Whew!! A contrast from the last one... Level 9 XXXXXXXXXXXXXXXXX X X X X X X:XXX:X X:XXX:X X : : X X X X X XXXXX:XXX X X ^ X X XXX X X XXX:XXX X X : : X X X X:XXX:X:XXX:X X X X : : X X XXXXX X X X XXX X X X v X$X X XXX:XXX X X XSX X : : : : X XXXXX:X X:XXX:X X X X X$S X XXXXXXXXXXXXXXXXX 2S 4E 4S 2E D. Level 10 XXXXXXXXXXXXXXXXX X : X : X X XXX:XXX X X X X X X X : X X X X XSX X:X:X:X:X X : SvS X X X X:X XSX XXX XXX X X X X : : X X XXXXXXXXXXXXX X X X X X X:X:X:X:X XSX X:X X X S^S : X X X X X X XSX X X X X X X X:X:X:X:XXX:XXX X X : X XXXXXXXXXXXXXXXXX 4S 12W 12N 4E D. Level 11 XXXXXXXXXXXXXXXXX X X X X XXX X:X X:XXX:X X X X X X : X X XXXXXXXXX X XXX X X^ X X : X X X X XXX X XXX X X X X : : X : X XXX XXX XXX X XXX X : : X : X X XXXXX X XXXXX X X X X X vX : X X X X XXXXXXX XXX X X X X : X X X XXX X X X X X X X X X X : X XXXXXXXXXXXXXXXXX 2E 6S 4E D. Level 12 XXXXXXXXXXXXXXXXX X X X X XXXXX X X X X X : X X X X:X X XXX X X X X X vX X X X X XXXSX XXX X X X X S$S X X X XXX XSXSX XXX X X X S$S X X X X XXX XSXXX X X X X X^ X X X X X XXX X X:X X X X : X X X X X XXXXX X X X X XXXXXXXXXXXXXXXXX Pick up the gold chests, if not to get extra powerful, to relieve the monotony. 2E 2N 4W get chest 2W 2N get chest 4W 2N 2E D. Level 13 XXXXXXXXXXXXXXXXX X X X X XXX XXX XXX X X X X X X X XXXXX XXX X XXX X X X ^ X X X X X XXX XXXXXXX X X X X X X X X X XXXXX XXX X XXX X X X X XXX XXX XXXXXXXXX X X Xv X XXX XXXXX XXX XXX X X X XXX X X X XXX X X X X X X X X XXXXXXXXXXXXXXXXX 2N 2W 2N 4E 2S 6E 2N 2E 4S 2W 2S 2W 2S 4W 2S 4W 2S 4E 2S 2E 2N 4E 2N 2W D. Level 14 XXXXXXXXXXXXXXXXX X X X XSXXXSXSXXXSX X X S S X X X XSXSXSXSX X X X X Sv S X X X X X XSXSX X X X X S S S S S S X X X X X X X X X X X S S S S S S X X X X XSXSX X X X X X S ^S X X X X XSXSXSXSX X X X S S X X XSXXXSXSXXXSX X X X XXXXXXXXXXXXXXXXX 6N 6W D. Level 15 XXXXXXXXXXXXXXXXX X X X X XXXXXXX XXX:XXX X X : X X XSXXX X XXX XXX X X$X^X : X X X XXX XXX XXXXXXX X X X XXX:XXXXX X XXXXX X X X X X XXXXX XXX X X X X X : X X : XvX X X:X:X X X XXX XXX X : X X X X X XXX:X X X XXX XXX X X X XXXXXXXXXXXXXXXXX 2S 2W 2S 2E 6S 2E 4N 2E 4N 2E 4S D. Level 16 XXXXXXXXXXXXXXXXX X$$$X X X$X$X XSXXXXXSX X X$$$ S X S X XXX XSX XXX X X X X S X X X X XSX XXXXXXX:X X X S X : X X X XXX X XXX XXX X X X X X X X X X X X X:X XXX:X X X X X X^ X X X X XXX X X XSX X X S : X : S X X XSXXXXXXXXX X X X X XXXXXXXXXXXXXXXXX 2S 4E 12N 12W 2S 2W [loot like heck]. 4-2. NEW SAN ANTONIO air === +grove= + + port| +-----+ | | | ~ |prison | +---+ +--------+ ~ +-+ ~ | ~ +---+ ~ hotel| ~ enter Here's where Iolo was, in case you're wondering. He's in a box with Gwen(who'd become Gwenno.) The transport here seems redundant, because the main thing you want--a plane--is much better and faster than you could imagine. You'll need a few coins for negating time to get everything you want from this town, especially if your hit points are low. Also be sure to bring several keys along. I count at least four you'll need. You'll want to do several things at once here so you only have to face one onslaught of guards. Be sure to have a few thousand hit points just in case things go awry. Until you get very good you'll probably want to go right, up(through customs) and left at the bridge. Then down the wall and left to the clerk. Offer him 100 gold and he may improve a random stat. If it's not one you want, or if he just says 'thank you,' you may wish to try again. I've seen claims it was determined by the number of moves you made, but this doesn't seem true. At any rate you get 4 points per improvement so you can get very close to 99 unless you've hex cheated there. Just Ztats continually to make sure you're not over 99 and if one of your stats is close then please do save after every improvement. After a lot of this you can finally visit the airport in the upper left. Unlock the door, go up and left, and unlock that one. You may want to use a coin here to negate time. Get the plane, i.e. (B)oard it, and fly out. Use a negate time if you feel nervous as you don't want guards blocking your path without a way to get by them. Move across the bridge and all the way to the right. Go down until adjacent to another door. Unlock it and dispose of the guard there. Now place the plane in the spot where the door was. This exact spot is important as guards will move diagonally around it otherwise. The only person you really want to talk to is in the center left cell. The others look suspicious as they lean against the locked doors and will, in fact, attack you if you release them. Offer the person inside 500 gold. Negate time before reboarding the plane. You may have to hack through a few layers of guards. And the exit is not easy to find. Go west to Iolo/Gwen, then south to the pool and west then south down its edge. When you hit customs use an extra negate time to make sure the exit isn't blocked and circle east/south/west, then down and left and OUT! Later on after you've been to Planet X you'll need two keys to access the area above the Armory and gain a Quicksword. But first you need the plane to time-shift to 2112, where you can access the shuttle to get to Planet X. 4-3. PIRATES HARBOR air | +-------~~~ port| | space~~~~ = = port~~~~ | | ~~~~ ----+ +----~~~~ | ~~~~ = ~~~~ | ~~~~ +---~~~~ ~~~~ ~~~~ enter Enjoy the 'RED SKWARE' bit and note that it's fairly easy to get to the boats and to the three rocket ships. First you just go north and left. Don't touch the water as the serpents along the edge are rather nasty. Follow the path and don't be scared by the guards near the end. Attack the poor fool to the left of the door you unlock just above PIRATES COVE. Then enter, go immediately up, and right. No guards will attack. The two serpents are still below you so take the top boat, go two right, and exit to the north. Any one of the three rockets is OK. Leaving with your boat is pretty useless. There's nowhere else to go in the Aftermath--after all, this desolate world is what you're trying to prevent so it better not be too populous. But don't get too cocky. This is the easy part. Maneuvering the rocket is the tough part. 4-4. OZY'S PALACE[CASTLE BARATARIA] The maze to the right contains nothing whatsoever. The mage in the cordoned room has so little to say you'll be mad enough to attack the guard just above--which would've gotten you in much quicker anyway. Going north with a few obstacles will get you to Ozy and Susan where you can replenish your hit points. But more pertinent to the game is a move to the left. Take out the guard and go up the left side of the wall. At the 4-way intersection go west along the south wall where you'll find Father Antos in a corner. Use a Negate Time or two to get out. Note you can also get places by going behind the throne, left, and generally tend down. But you'll take damage in the swamp anyway. Given how annoying it is to land the rocket and the relative ease of the castle, it does feel like a fetch quest, to use a term coined well after this game went in the bargain bin. 4-5. MINAX'S PLACE You'll need the ring to go through force fields(the weird things that aren't floors or anything else you've seen yet) and the quicksword to harm Minax here. If not, go back and get them. Oh, and 4000+ hit points. Preferably more if it's your first time trying this. And lots of attributes and some power armor too. In fact you'll need to bring your thinking cap too. Beating Minax handily is not trivial and in fact I believe I lost the first time despite having 9000+ hit points. She's got quite a few footsoldiers, and they are nasty fighters--even casting spells. But you probably have enough cloaks/idols/boots to evade the lower-level stuff. Expect to get killed and then figure on being able to refine your paths through the next time. Note "Chamber one" and "Chamber two." These are where Minax will bounce between so be sure to move between them as quickly as possible. First she'll be in the upper right. Now a simple way if you have a huge surplus of Negate Time coins(20 should give enough comfort) is to use them whenever you see a bad guy move. But you'll find there are some wrinkles to this. Minax alternates between the NE and SW. For starters you can probably just enter and go up any right wall you see. Some monsters won't get mad until you attack Minax. Don't use a negate time until you will obviously be on a collision course with a monster. If they're just chasing you, hold off, but by the same token don't rush forward too quickly at first. Once in the chamber you'll want to go two squares from the far edge. As long as you can't see Minax it should be pretty relaxing although if demons are in there with her the first time you may want to negate time as you run around them. Then go up and you'll be able to attack Minax head-on. This is important because every move you're in her sphere, so to speak, she nails you for 100 damage. At 5 hits and 3 squares in the sphere(bad geometry there I know)--it's a diamond, or a square, or whatever) that's 1500 points to drain from you with an extra 500 if you step wrong. But that's nothing compared to the extra damage you might take from her minions. They get you for 300 a pop. Makes you wonder why she's the boss, huh? Anyway, overdo the negate time thing. When going to either chamber you want to stay on the edge of any hallway you're on. Why? Because when you use Negate Time the monsters will be stuck in their path. If you do so it may be better to destroy a monster and waste another coin than to run away. If they're following you down the center(they'll align horizontally/vertically very easily) then if you run back at them they will get free shots at you despite being frozen(a seeming bug.) So it's worth going well around them especially given that Negate Time works for quite a while. Of course there is the option of going other ways back and forth but then other monsters can pop up. It is possible to win just using the outside routes back and forth, but there's no fun to it. Too workmanlike. So here's what I recommend to shake the monsters, which is a fun exercise in general grid-based evasion against 'superior' opponents as well. You don't have to do this, but it makes things easier for you. Note: + = a good place to freeze a monster in my freeze-through below. There are several sinks where you can dump monsters. The idea is to use Negate Time to freeze them and then step away so when they run at you they get bottled up in a room it's hard to get out of. Basically they'll move around the edges, but if you don't lead them to the exit then they're as good as useless. The first place to dump baddies is in the 'monster' room to the left of Minax's. Freeze as many as you can at the +'s and then move down. Boom, diagonal left in there. Note this restricts you from going straight up then straight left to Minax's. That's ok, the way to stick the next batch is a bit different. Head to Minax's in the SW and bop her(remember to go along the edges) and take the first right you see, but take it at the top of that corridor. When enough baddies are following you, you can freeze them by the Apothecary and then move up before you pass the torture chamber(next room.) The monsters will move diagonally instead of right--boxing them in a bit! There's even time for a finesse. Goad the monsters to the lower right once they solidify in a lump in the upper right. Root around for any strays and see if you can goad any in a similar fashion into the Torture Chamber--they will probably come from the left but be prepared to deal with those from the right. The Negate Time coins used in this sort of cause are worth it. Now at the force field go right(otherwise you release the ones in the Monster Room.) Then up. Biff, sock. Run down the way you came to the force field in the center. Go left and down to keep the monsters cooped up. Hit Minax again. Now if some monsters are still following you, cross the apothecary but use negate time as you go by first so the monsters aren't released. Others will follow them into the trap. Right at the force field, up, and that should be it for Minax. But if not you have an easy way back and forth until she dies, capturing more monsters each time unless you run out of Negate Time spells. In which case you would modify your path to go above the Apothecary on the return NW(as you do when going SE) instead of below it. 5. CHEATING This is probably the part of the game that requires the most critical thinking. I'm including cheating for the Apple although there is a separate file for DOS/Windows/PC/whatever that has similar information. The difference is that in there the offset starts at zero while on the Apple the offset starts at 0x4800. I will assume knowledge of hexadecimal numbers and hex editors. The PC version has a file called PLAYER1. Cheating can help the people who just want to get through the game, because you really only need a bunch of items and levels to get to the end. You won't really be missing much other than a general wandering about to find items. A quick cheat-walkthrough is mentioned afterwards. Also note that any value here is not put into hexadecimal(unless otherwise noted--i.e. for names) but is rather seen as its decimal equivalent. So if you want 99 you type 99 and not 63(63 hex = 99 decimal.) In general letters are represented by 0x80+(ASCII value) i.e. 0xC0 + (# in alphabet.) Unmentioned bytes should not significantly affect your player, but as usual be sure to back up the disk image before hacking into it. 5-1. HEX OFFSETS Add 0x4804 for the Apple version. Offset | Value -------+---------------------------------------------- x00-x0b| name(add 0x80 to each ASCII value) x0c-x0f| set to 0[end of name] x10 | gender(C6 = F = Female/CD = M = Male) x11 | race 00=Hobbit 01=Dwarf 02=Elf 03=Human x12 | class 00=Thief 01=Wizard 02=Cleric 03=Fighter x15 | Strength x16 | Agility x17 | Stamina x18 | Charisma x19 | Wisdom x1a | Intelligence x1b-x1c| Hit Points x1d-x1e| Food x1f | Level x20-x21| Experience x22-x23| Gold x24 | x coordinate x25 | y coordinate x2e | Torches x2f | Keys x30 | Tools -------+------ [weapons below] x41 | # of dagger x42 | # of mace x43 | # of axe x44 | # of bow x45 | # of sword x46 | # of great sword x47 | # of light sword x48 | # of phaser x49 | # of quick sword -------+------ [armor below] x61 | # of cloth x62 | # of leather x63 | # of chain x64 | # of plate x65 | # of reflect x66 | # of power -------+------ [spells below] x81 | # of light x82 | # of down ladder x83 | # of up ladder x84 | # of passwall x85 | # of surface x86 | # of magic missile x87 | # of blink x88 | # of kill -------+------ [critical game items below] xa0 | # of ring(necc. to win game) -------+------ [miscellaneous items below] xa1 | # of wand xa2 | # of staff xa3 | # of boot xa4 | # of cloak xa5 | # of helm xa6 | # of gem xa7 | # of ankh xa8 | # of red gem xa9 | # of skull key xaa | # of green gem xab | # of brass button xac | # of blue tassle xad | # of strange coin xae | # of green idol xaf | # of tri-lithium 5-2. ! WARNINGS ! If you give yourself 99 of an item, 9999 hit points, or 9999 gold, the game may roll over on you once you find an item/win combat/tribute Lord British. This will also happen to attributes if you go see the clerk in San Antonio, but that's something you have much more control over. So I recommend filling in all those crazy bytes with the number 88. Except attributes and hit points. Make them all 99. 5-3. WINNING QUICKLY If you want to win extra-quickly, give yourself 9000 hit points, quick sword, power armor, and a ring. Then you can walk into Minax's, pretty much. Just whip everyone in the immediate vicinity--walk away from the castle to get them coming to you on a straight line or even retreat into the area with the gates once they come for you if you want to avoid using coins. Once outside the castle save and bring your hit points back to 9999. Check the walkthrough for how to deal with Minax. Alternatively if you want to take the trip into outer space just don't give yourself any of the rings, but be sure to get plenty of everything else. The same things apply again with setting the statistics as you see fit. If you want to say you've been to a dungeon, then eliminate tri-lithium from the items you cheated up. 5-4. WINNING RIGHT Go to New San Antonio and steal a plane from the NW. Block the entrance to the NE prison and buy a quicksword from Santre in the UR, allowing you to go on a shuttle eventually. Take the plane to Australia, and run it through the portal to the time of Legends. Go to the 2112 portal in your plane and enter Pirates Harbor. Use the shuttle to go to Planet X. Enter the castle and get the blessing from Father Antos. Go to 1990 and get the ring in the grove. Go to the Time of Legends and enter Minax's. Defeat Minax. 6. BUGS If you cross from Alaska to Russia in 1423 BC and get caught on one square that the computer sees as the edge of the map(it cycles over) you won't even be able to hit your opponent. Experience and gold being random in fights is goofy enough--doesn't rely on opponent strength--but getting ZERO experience or gold?!?! WTF? Run away from monsters frozen by Negate Time and they may still attack/hit you. End of FAQ Proper 7. VERSIONS 1.0.0: sent first version to GameFAQs.com 12/22/02. I left out info on two planets but hope to have 1) a complete waltkhrough and 2) a description of what the heck else is going on in this game. The frippery will fall later. 1.1.0: sent next version 8/20/2007 with some maps cut out. There's still frippery for later but I have graphic maps now. 8. CREDITS ftp://ftp.apple.asimov.net for being Apple-istic, FOREVER. AppleWin for its save states, thank goodness, which made it less of a headache second time around. Shay Addams's _Official Book of Ultima_ which gave me ideas about how to organize location names for the moongates and for his logical presentation of the gates which helped quicken writing the walkthrough. Origin for pulling away from Sierra and trying to refine Ultima II from an interesting, annoying game with some good slapdash to U3 and eventually U4/U5. The Police for writing/performing 'Invisible Sun' on their incomparable hits CD(I once wore out the tape, the only one I did that to that I didn't create myself) which is oddly appropriate for playing this game and which I releatedly listened to. It's writing guides for this sort of game that may make me give up the doing it for free mentality anyway. Thanks to the usual GameFAQs gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog, honestgamer and others I forgot. OK, even Hydrophant in his current not-yet- banned message board incarnation. I am not part of his gang, but I want him to be part of mine.