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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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The Project 64 etext of the Ultima I 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
ULT110B.TXT.

ULT110A.TXT, February 1996, etext #10

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Ultima I -- The First Age of Darkness

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

User's Information

After starting ULTIMA I, press any key to view the ULTIMA I MAIN MENU.



CREATING A CHARACTER

1. Follow the screen prompts for distributing your 30 attribute points
among the five available attributes. The attributes affect the
following:

Strength -- Determines the severity of your blows during battle.

Agility -- Determines the probability of successfully striking a foe
and the probability of avoiding attacks. Also affects your ability as
a thief.

Stamina -- Determines your ability to survive wounds in battle and
your ability to stay on your feet at the tavern.

Charisma -- Affects the selling price of your possessions in shops.

Wisdom -- Determines the reliability of spellcasting and the purchase
price of spells in magic shops.

Intelligence -- Affects the potency of offensive spells and the
purchase price of goods in shops.

2. 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
 DWARF    +5 Strength
 HOBBIT   +5 Strength points; +10 Wisdom

3. Specify Male or Female for your character.

4. Select the class of your character. The following points are
automatically added to your character's attributes :

 FIGHTER  +10 Strength; +10 Agility
 CLERIC   +10 Wisdom
 WIZARD   +10 Intelligence
 THIEF    +10 Agility

5. Name your character (a maximum of 14 letters).

6. Type Y when asked whether to save your character. Your character
will be saved on your player disk.



STARTING PLAY

1. Once you have saved your character, the following is displayed:

 A Create a Character
 B Continue with a Saved Game

2. Type B to start the game. A list of saved characters is displayed.

3. Type the number corresponding to the player you wish to start the
game. Only one character can adventure at a time.



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 ]



MAKING SELECTIONS

As you travel the lands of Sosaria, you will run into many situations
that force you to ready your weapons, armor or magic spells.

1. After typing R (ready) the screen will display: Weapons, Armor or
Spell?

2. Type the first Ietter of the category you wish to access. A list is
displayed.

3. Type the letter corresponding to your selection.



SPECIAL INSTRUCTIONS-ATTACK

On an IBM keyboard, you can attack in two ways:

 1. Press the A (Attack) key and a directional key.
 2. Press Num Lock and a directional key.



KEYBOARD COMMANDS

Key Command Function

A : Attack -- Attempt to harm your opponent with the weapon you
currently hold. Unless fighting in a dungeon, you must indicate an
attack direction.

B : Board -- Mount a horse or board a raft, frigate, or other form of
transportation. You must be standing on the object before boarding.

C : Cast -- Cast a spell. You must first commit the intended spell to
memory, using the Ready command.

D : Drop -- Dispose of unwanted items while in a town or castle.
Dropped items cannot be retrieved.

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

F : Fire -- Discharge a weapon at a foe from a ship or other armed
vehicle.

G : Get -- Pick up adjacent items.

H : Hyper Jump -- Enables you to travel to other stellar sectors at a
speed faster than light. Available only in certain vehicles.

I : Inform -- Reveals the names of places and things that may be &
Search entered. Also permits detection of secret doors and passages in
dungeons and may grant a view of your surroundings in future transport
crafts.

K : Klimb -- Climb up or down ladders in dungeons. This command can
lead to doom as easily as to fortune.

N : Noise -- Toggles sound on and off.

O : Open -- Reveals the contents of a coffin in a dungeon.

Q : Quit (and save to disk) -- Use this command to stop playing (from
the outside world only) and save your progress to disk. You can
resume the game from this point.

R : Ready -- Equip yourself with a specific weapon, wear a selected
suit of armor, or learn a magic spell. Must be performed prior to
using an item.

S : Steal -- Used to take items from the unwatched counters of shops
and the dark caches in castles. Beware, for the guards frown on this
behavior.

T : Transact -- Conduct business with merchants or kings.

U : Unlock -- Open cells in castles or chests in dungeons. Danger may
follow.

V : View Change -- Switches the view in future transport crafts
between front and top perspectives.

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

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

Spacebar : Pass -- Time passed and food is consumed.



WEAPONS & ARMOR

Protection from danger in the dungeons, towers, and countryside is
largely dependent on your selection of weapons and armor. These items
can be purchased in the town shops throughout Sosaria. The
craftsworkers of the realm are known for their expertise, and you
should endeavor to acquire the finest examples of their work.

Weapons

 a Hands          i Amulet
 b Dagger         j Wand
 c Mace           k Staff
 d Axe            l Triangle
 e Rope & Spikes  m Pistol
 f Sword          n Lightsword
 g Greatsword     o Phaser
 h Bow & Arrow    p Blaster

Armor

 a Skin           d Plate Mail
 b Leather        e Vacuum Suit
 c Chain Mail     f Reflect Suit

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

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