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The Project 64 etext of the Ultima II manual. Extracted from the
MANUAL.TXT file obtained from the Origin Ultima I-VI Series CD-ROM.
Converted by the Basic Bombardier. Some of the information in this
etext is assumed to be close enough to the original hardcopy version
until an orginal can be converted, which is likely to be called
ULT210B.TXT.

ULT210A.TXT, February 1996, etext #11

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Ultima II -- Revenge of the Enchantress

Note: Please see page 1 for instructions on installing and running
this game on your CD drive.

User's Information

CREATING A CHARACTER

1. After you have started the game, select C from the Main Menu to
create.

2. Follow the screen prompts for distributing your 90 attribute points
among the five available attributes. The attributes affect the
following :

Strength -- Determines the damage you can inflict on a foe in a fight.
Naturally, each foe's attributes influence the relative success of
your attack.

Agility -- Influences your skill at wielding a weapon; some weapons
require a considerable amount of agility in order to use them at all.
Good agility also increases your success at stealing, if your turn to
crime to survive.

Stamina -- Reflects your ability to defend against attack. Armor adds
to your stamina. Attack from extremely strong monsters makes it
relevant.

Charisma -- Governs your success inbargaining with merchants. Prices
may be lower when you are fun to have around.

Wisdom -- Required to cast spells successfully.

Intelligence -- Increases both your bargaining skill and your spell
casting ability

3. Specify Male or Female. Note that each has special advantages,
based on the following point values automatically assigned to your
character's attributes.

 Male       +5 Strength
 Female    +10 Charisma

4. Select a race. Note that each has specific advantages, based on the
following point values automatically assigned to your character's
attributes.

 Human     +5 Intelligence
 Elf       +5 Agility
 Dworf     +5 Strength
 Hobbit    +5 Strength points; +10 Wisdom

5. Specify a profession for your character. Once again, the following
point values will be automatically assigned to your character's
attributes.

 Cleric    +10 Wisdom
 Fighter   +10 Strength
 Thief     +10 Agility
 Wizard    +10 Intelligence

6. Name your character and press Return/Enter. Press Y if you want to
keep this character.

7. When you return to the ULTIMA II menu, press P to play the game.



MOVEMENT

When traveling in the countryside, the arrow keys correspond to the
directions of a compass:

Direction Key on your keyboard

 North     (upward arrow key)      [ @ -- "at" sign ]
 South     (downward arrow key)    [ : -- colon ]
 East      (rightward arrow key)   [ ; -- semicolon ]
 West      (leftward arrow key)    [ / -- slash ]

When moving in towers and dungeons, the arrow keys correspond to:

Direction Key on your keyboard

 Forward   (upward arrow key)      [ @ -- "at" sign ]
 Backward  (downward arrow key)    [ : -- colon ]
 Right     (rightward arrow key)   [ ; -- semicolon ]
 Left      (leftward arrow key)    [ / -- slash ]



SPECIAL INSTRUCTIONS-KEY COMMANDS

 Escape key            Acknowledges disk swap or exits demo mode.
 Ctrl + S              Toggles sound on and off.
 Ctrl + (left arrow)   Slows game down.
 Ctrl + (right arrow)  Speeds game up.



KEYBOARD COMMANDS

Key Command Function

A : Attack -- Lets you fight someone or something. Command must be
followed by a direction, unless you're in a tower or dungeon.

B : Board -- Mount a horse or board a plane, ship, or other form of
transportation. See X-it to leave a mode of transport.

C : Cast -- Cast a spell. A spell must be readied using the M (Magic)
command. Spells can be cast only in dungeons and towers.

D : Descend -- Go down a level in a dungeon or tower.

E : Enter -- Enter a town, castle, dungeon or other landmark or read a
sign. You must be standing on the entrance before entering.

F : Fire -- Fire your ship's guns at a foe.

G : Get -- Pick up items (for example, treasures, weapons). You must
be standing on the item you wish to get.

H : Hyperspace -- Catapults your spaceship to the specified
coordinates.

I : Ignite -- Lights a torch.

J : Jump -- Lets you jump up and down-a good way to release
frustration.

K : Klimb -- Climb up a level in a dungeon or tower.

L : Launch/Land -- Toggles takeoffs/landings (on grass only) in a
plane or rocket.

M : Magic -- Readies a magic spell you know for casting.

N : Negate -- Stops time for all things farther than one square away
from you -- if you possess a specific magic item.

O : Offer -- Offers gold as payment or bribe.

P : Pass -- Allows one game turn to pass without any action. Same as
Spacebar.

Q : Quit (and save) -- Use this command to stop playing your press to
disk. You can resume the game from this point. Available only while on
foot in the Earth's countryside.

R : Ready -- Equip yourself with a weapon your own.

S : Steal -- Attempts to take items from stores without paying for
them. May or may not work for weapons, armor, food, transport. Be sure
to plan an escape route.

T : Transact -- Initiate conversations or conduct business with
townspeople, merchants, and royalty. Must be followed by a direction
command.

U : Unlock -- Open doors if you possess the keys. You must indicate
direction of door.

V : View -- Toggles between normal view and bird's-eye view of town or
planet. You must possess the correct magical item to use this command.

W : Wear -- Put on a suit of armor that you own.

X : X-it -- Leave behind or dismount your current transport and travel
on foot.

Y : Yell -- To yell anything you can type. Often used in combination
with Jump.

Z : Ztats -- Displays your vital statistics, possessions, and spells.
Also used to temporarily stop the passage of time in the game.



WEAPONS & ARMOR

The skillful use of weapons, combined with the proper armor, can spell
the difference between success and failure in your quest. Armor and
weapons can be purchased at shops in the towns. The cost of weapons
increases with their effectiveness. The cost of armor increases
according to the amount of protection it affords.

The following abbreviations are used by the shopkeepers when you
attempt to purchase weapons and armor.

Weapons

 DA Dagger       SW Sword
 MA Mace         GR Great Sword
 AX Axe          LI Light Sword
 BO Bow          PH Phasor
 QU Quick Sword

Armor

 Cloth           Plate
 Leather         Reflect
 Chain           Power

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End of the Project 64 etext of the Ultima II manual.

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