                The Ascension of Evil

	When the archevil Mondain was finally overcome by 
a gallant knight, the ravaged world rejoiced. The warlock 
who had called himself immortal was indeed dead, and a 
long-sought peace slowly healed the wounds of the people.
	Certainly, the good folk of Earth had no ear for the 
quiet, insistent rumors of wars still to come. Kings and 
commoners alike eased the last dark vestiges of Mondain's 
evil out of their minds and away from their lives. Their souls 
began to know happiness once more... but only for a short, 
blissful time.

	The most virulent of the rumors that surrounded 
Mondain's demise spoke vaguely a warning that Mondain had 
been training an apprentice, a young and impressionable 
protege with an indescribably powerful gift of magic. This 
rumor was all but squelched when companions of the 
warlock's slayer entered the shattered chambers of Mondain's 
fortress and found nothing but smoking rubble and dust-
clotted blood stains on the floor. (Not so much as a single 
shard of Mondain's dread Gem of Immortality lay among the 
wreckage ... but many, many years would pass before the 
awful import of that detail would come to light 
	When nothing came of the talk of a potential heir to 
Mondain's curse, people were only too eager to embrace its 
falsehood and throw off their cloaks of fear. The evils of the 
past were gone with their creator and perpetrator. Indeed, the 
world was a beautiful place again; life was to be savored, 
enjoyed.
	The rule of Lord British brought the diverse 
kingdoms together under a common flag of unprecedented 
fellowship and goodwill. Trade prospered throughout the land 
as never before; long standing feuds between rival nations 
ended as the leaders of the world came to see the folly of 
heartless conquest.  Perhaps the most wondrous hallmark of 
the new ages was the discovery of the mystic "time doors '- 
shimmering mist-like portals through which a brave explorer 
might wander the roads of another time and eventually return 
to the present. The scattered portals opened an era of new 
learning, a renaissance of timelessness.  Soon, the world was 
too busy a place for thoughts of less fortunate times.  So it 
was for several years - long enough for a child to grow to 
adulthood. No one wanted to notice when the disease began 
again. 
	But so it did. First there was the single lost orc a 
farmer stumbled upon.  What was it?  Whence came it?  
Sages knew in their secret hearts that the orc was the work of 
a sorcerer and that, had that sorcerer been a benevolent one 
who'd created the orc by accident, he or she would have come 
forward.  But they refused to admit the truth, even to 
themselves so they cast the knowledge aside. 
	The orc was too sick and hurt to fight when it was 
found. When, sufficiently recovered, it began to assert its 
inborn malice, it stumbled into a paradox in its feeble head. 
These human creatures had saved its file - it grasped that 
much - and it didn't want to hurt them.  Because the little 
lone orc had never been missed, it was not beset by magical 
influences; nothing discouraged it from welcoming its new, 
confusing, but rather pleasant benevolent feelings.
	From this one unusual orc descended all the good 
Orcs who lived peacefully in towns and villages.  But the 
prospering people of Earth should have admitted its 
significance many years before.
	Instead, little by little and too often blindly evaded, 
the evils of the coming age began to shower Earth.  By the 
time the people finally acknowledged it, the evil was too 
powerful, too widespread to be overcome directly.  Already its 
perpetrator was stronger and more wretched than any prince 
of darkness before and had grown too vain to keep silent.
	Thus was the name of Minax, enchantress of evil, 
made known. A master of telekinesis from infancy and 
proudly apprenticed to Mondain the Wizard at age eleven, 
she had grown to wield a power many times greater than that 
which had failed to save her master.  And with that growth 
arose an intense hatred for the people of Earth who had 
brought her master's end. Never content to merely afflict the 
good with evil, causing misery and pain, Minax sought to sow 
the seeds of evil in the good, leaving none untouched. Storms 
of destruction collapsed the frame work of society, and 
horrors once known only to those with conscience -guilt, 
loathing, and self-hatred prevailed against the entire Earth.  
	The climax of Minax's wrath was the holocaust of 
2111, in which ancient civilizations born of love of beauty 
and wisdom and knowledge turned upon one another and, in 
their vicious anger and contempt, destroyed almost all of the 
very Earth that had nurtured them.
	Were it not for the time doors, you would likely not 
be here now. Only the ability to move in time enabled any 
living thing to survive the holocaust, so far as is known. 
	Since that awful day, survivors have devoted 
themselves to rethinking the concept of time itself, hoping to 
find some means of using the time doors to alter the course of 
past events. They have concluded that evil can emanate from 
a single overpowering source and that this source is Minax.  
And they believe there to be a chance that total elimination of 
a cause may excise its effects from all time, as if the past 
might become the future for those who step into it.
	That group, which I, Lord British, chair, extend our 
deepest respect and admiration to you for heroically 
volunteering for this perilous expedition into time.  Know 
before you go that, whether you succeed or fail, you have our 
gratitude and, indeed, our Love. 
	And if - no, when - you succeed, you will return to 
the present as it could and should have been. Those of us in 
this conclave can assure you that we will never forget your 
great deed.  But you should be aware that, by the very nature 
of your success, future generations prospering in the sunlit 
glory of the world as you will have made it are apt to forget.  
Your reward may be enjoyed only in the silence of your soul.
	If you understand all this and are still willing to 
venture forth, then go now with our abundant 
well wishes and the promise that our hopes will be with you 
ceaselessly until your return.

						Farewell,
						Lord British


		Beginning the Journey
The Quickstart parchment included in your package provide 
all the information you need to start playing Ultima II on your 
computer system.  It includes all machine-specific 
information for your computer type and is designed to have 
you playing Ultima II as quickly as possible.

The accompanying Reference Guide includes information that 
you will want to access frequently as you play the game 
(keyboard commands, magic spells, etc.) Keep the guide close 
by as you play, for it is an invaluable, time-saving device.

Once you have followed the instructions for your machine in 
the "Quickstart" parchment, return to this book and follow 
the section titled "Starting Play."


		Starting Play

The Play Screen - When the game screen appears, you see 
your character in the center of a landscape.  Use the 
"movement keys" to move around just enough to see that 
you're on a sort of map. Don't wander too far; your character 
isn't apt to be very strong yet and you have no weapons or 
armor.


Notice the text at the bottom of the screen.  It should look 
something like this:

CMD: North				Hits: 400
CMD. East				Food: 398
CMD. Pass				Exp: 000
CMD:					Gold: 400

Now press the Z key to pause the game. A text screen will 
take showing your character's attributes and possessions, but 
all you want now is its "pause" function so no nasty Orcs will 
come along and do in your new friend while you're learning 
how to get around

On the left, Ultima II asks your command with the CMD: 
prompt, and writes out your full command although you press 
only one key. In the dungeons, it responds to direction 
commands with "forward," "right," "left," and "retreat" 
instead of compass directions.

Tracking Health and Wealth
On the right, the screen displays information to help you keep 
track of your health, food supply and wealth.

HITS represents the amount of damage you can take 
in battle and still survive.  Since enemies vary in 
strength, the amount of damage they deliver when 
they hit also varies.

FOOD represents your internal fuel supply and 
dwindles away with each turn, whether or not you do 
anything.

If either the "HITS" or "FOOD" values reach zero, you're out 
of luck. Food is pretty easy to replace; all it takes is money to 
buy it and a store that sells it.  Look for food stands in 
villages. Hit points are also replenishable, but you must 
discover how to accomplish that feat. 

EXP(Experience) increases as you fight. Every battle 
has the potential to add to your experience and most 
do, although occasionally your opponent will be so 
inept that nothing is gained Your experience value 
determines your character's level, shown at the top of 
the Z-stats screen.  

GOLD, the final line, shows how rich you are.  Not 
very.  You can acquire more gold by fighting (and 
winning), in which case you get whatever your 
opponent was carrying. Chests in dungeons and 
towers often contain gold, as well as weapons and 
armor. There are plenty of ways to spend gold, the 
first of which you need to indulge in now.


		First Quest: Arms and Armor

Press any key and the world will magically reappear.  Did you 
notice a town nearby when you wandered before? Head 
straight for it and enter. You need weapons and armor if 
you're to survive for long. There are plenty of others eager for 
a share of your gold, so be on guard against your appetites.  
You can't afford much more than you need.


		Getting to Know the Natives

 Did you run into any monsters outside? They don't care about 
your motives; they attack and you must fight them.  In town, 
you may see some of the same monsters mingling with 
various people. You'll seldom be attacked in town unless 
you've done something wrong.  Don't take chances ... you're 
not strong enough yet.

Instead off-fighting, talk to the townspeople.  Press T for 
Transact. The command line will ask for the direction in 
which you wish to talk.  Enter it just as if you were moving in 
that direction, and the creature will respond if it can talk and 
chooses to do so. (only rare Orcs have the power of speech.)

Many of the people you meet will say whatever is the popular 
response in their crowd these days.  Now and then, someone 
will break away from the crowd and reveal something really 
useful. Without these bits of information, you won't get very 
deep into Ultima II and you certainty won't win.  So talk to 
everyone.  Put up with the bores to find the gems.

Transacting is also how you communicate with storekeepers 
to make purchases.  Most such transaction are self-
explanatory, but a few merchants use abbreviations for their 
products.  So   it's time to identify weapons and armor; then 
let's meet in the pub. 


		Choose Your Poison

Enter the weapons shoppe and press T to start a transaction 
with the weapons dealer.  He will ask you to choose between 
the following:

		1) DA		5) SW
		2) MA		6) GR
		3) AX		7) LI
		4) BO		8) PH

These terms represent, respectively, dagger, mace, axe, bow, 
sword, great sword, great sword and phaser.  Each is more 
effective than the one before it, and more expensive, too.  
However, being new to the game, it's unlikely that you're 
agile enough to wield anything requiring more manual 
dexterity than a battle axe. There is one weapon that cannot 
be purchased in a shoppe; it must be earned. It is the magical 
quicksword Enilno.
At the armory, you can buy leather, chain, plate, and the 
magical "reflect" and "power" armors.  You may as well 
Wear your new armor and Ready your new weapon right 
away!

Wizards and clerics are probably smart to wait a few turns 
before purchasing spells, because you need weapons and 
armor too.  Later on, you can refer to the Magic Spells list, 
discussed later, to decipher what if being offered you in the 
chapels and magic shoppes. 


		The Pub and its Proprietor

Pubs have always been centers for gossip and street-wise 
advice, and those found within the universe of Ultima II are 
no exceptions. And, as usual, the barkeep is the wisest of all. 
When you talk to bartenders, they'll ask 1-Buy, 2-Tip?

If you buy, you'll get a drink at a reasonable price and a 
comment that may or may not be useful. If you choose "tip" 
the 'keep will ask how many gold pieces you're willing to 
spend, up to nine.  For your money, you'll get an important 
clue about the secrets of the game which, of course, you may 
or may not have heard if you've asked the barkeep before.

Bartenders' clues help you play Ultima II successfully and 
wisely. But only from oracles and sages can you get the 
strategic hints you'll need to win the game.  Counsel with 
sages is very expensive and they too can repeat themselves.


		Into the Maelstrom

Armed and shielded, you am ready to venture into the 
countryside and search out the evil enchantress.  Chances are, 
you'll meet a monster or two in your travels.  Hesitation can 
be your worst enemy, since there are no friendly wayfarers in 
the countryside! 
There's some timing to work on in battle.  You may 
Press A for Attack as soon as you've finished your last turn, 
but don't press a direction until you're prompted to do so.  If 
you do, the game will respond only to the last command and 
try to move in the direction of the monster which is, of 
course, blocked. After a while, you won't have to watch the 
screen; the timing will come.

Keep an eye on your hit points.  If you're getting nervous 
during a fight, try to guide the monster toward a time door so 
YOU can disappear and escape.  Sometimes you can avoid 
monsters too, although fighting them and winning is essential 
for raising experience and cash.  Monsters always make a 
bee-line for you. Keeping that in mind, you can often lead 
them into spots which leave you protected

Take warning: no matter how strong you become, there will 
always be some creatures impervious to your attacks. They 
may be ferocious, terrible creatures or ineffective Orcs.  When 
you meet one - and you'll never meet more than one at a time 
- leave it alone and get away. These lonely creatures are 
mutants of Minax's evil, doomed to continue their miserable 
lives forever.

Learn to make your way around the land and then through 
time. Seek out towns, villages and castles and talk to 
everyone.  Pay attention to the items you get from monsters 
you overcome.  Look at your Z-stats Often.  Learn where to 
get food and hit points early in the game. 
Eventually, your travels will take you into outer 
space, where you can make the grand tour of the planets. 
Follow your Galactic Map well but don't be afraid to explore, 
too. As you gather tactical information and become 
comfortable with your environment, you'll pickup the clues 
that will lead you eventually to the lair of Minax the 
Enchantress herself!


		Saving the Game

Remember, you may save the game by pressing the [Q] Quit 
key. Whenever you have accomplished something you feel is 
significant, it is a good idea to save the game.  After pressing 
the [Q] key, you may continue the game or quit and return at 
another time to the same point in the game.  You may only 
"quit" when you are in the countryside on Earth.  You cannot 
"quit" while aboard any mode of transport.


Good luck, adventurer.  Your journey will be arduous, but 
Earth's future depends upon your success. 


		The Natives of Ultima II

Orc - More pest than peril, the not-bright orc is the prolific 
     product of a foolish experimental genetic mating of 
     human and boar.

Thief - An ordinary human pickpocket, the thief would rather 
     snitch than fight.  Always check your inventory [Z] after 
     being confronted by a thief.

Fighter - Humanoid and strong, fighters carry something you 
     need during your quest. 

Cleric - Men of the cloth carry their crosses and proselytize, 
     but are not always good or wise.

Wizard - With magical staff in hand, wizards enjoy throwing 
     magic missiles that do tremendous damage.

Daemon - It looks like it's shrugging, this creature of minor 
     hells, but its pleasure is to stop  you in your tracks by 
     magic. The right magical item can thwart the powerful 
     daemon - sometimes.

Devil - With trident in hand, the devil can quickly spell your 
     demise, although defense is possible if you have the 
     correct item in your inventory.

Balron - Easily recognizable with its great leathery wings, 
     the wretchedly evil Balron ensures the success of its 
     Herculean strength by using a sleep spell to render its 
     victims helpless.  Some have hypothesized that the spell 
     is not real but that the fetid, putrid breath of the creature 
     is so horrible that humans cannot resist the urge to 
     escape it immediately by falling asleep.

Sea Monster - If it weren't so big, it might be a swan - until it 
     comes after your frigate.

Guards - Chosen for their brawn, guards are mindlessly loyal 
     to their governments. They're extremely strong but 
     generally harmless unless you break the rules.

Merchants - Unarmed and mild, merchants rarely fight.

Jesters - Bouncing around in eternal jumping jacks, jesters 
     are usually the buffoons you'd expect sometimes the 
     buffoonery masks great wisdom.

Kings and Queens - Larger-than life humans but smaller 
     than guards, royal persons do little other than sit on 
     thrones and bestow.

Minax - Unknown


		Transport

Shank's mare will take you far in Ultima II - but not 
everywhere. You can purchase, overtake or steal more 
efficient forms of transportation.

Horses - Riding horse back is faster than walking, and horses 
     are cheap.

Frigates - When a frigate docks near you, you can 
     commandeer it - if the crew will accept you as a seasoned 
     sailor.  Otherwise, they'll turn the broadsides on you.

Planes - No jets, but these little single-prop jobs are just the 
     ticket for hotfooting it around the world and through time 
     - if you're prepared.

Rockets - By the time you find one and figure out how to 
     procure it, you won't need a manual to deal with the 
     situation.  It takes proper armor to launch one and 
     survive.


		Terrain

Water - No one in Ultima II knows how to swim except the 
     sea monsters.  You can only cross water with a frigate, or 
     pass over it by air.

Grass - No problems moving on grass, but don't expect it to 
     save you from starvation.  Your character is assumed to 
     be humanoid, not bovine.

Swamp - You'll have trouble making it through a swamp if 
     you're low on hit points.  You lose points with every step.

Forest - Sometimes there are more monsters in forests, 
     hiding behind trees.  But they're pretty trees and give 
     nice shade.

Mountains - The mountains are insurmountable even for the 
     most hardy adventurer.

Walls - Impenetrable.  If you're flying and as much touch 
     one, the Great Mover assumes you want to get out of 
     town and escorts you there.

Villages - In countryside villages live the simple folk selling 
     their wares to wayfarers and sharing their lore.

Towns - With the greater sophistication of a cosmopolitan 
     atmosphere come the products of human innovation; the 
     sword, the mail, and the tankard of ale.

Castles - The seats of government, castles contain prisons, 
     cathedrals, private vaults and chambers. Explore as you 
     will but note that the guards in castles are the cream of 
     the crop.

Dungeons - Apparently the breeding grounds for all the evil 
     creatures in the universe, dungeons are full of hidden 
     passages and diabolical mazes. They're also full of 
     treasure and vicious monsters.

Towers - Perhaps the world of evil became overcrowded, for 
     its forces began building dungeons skyward.  Watch for 
     secret messages in unlikely places.


		The Spellcaster's Art

The use of magic spells is limited by your selection of 
profession.  Only wizards and clerics can cast magic spells. 
Nine spells fall into three categories.


	Spells Available to Wizards and Clerics:

Light - creates magical illumination and eliminates 
     the need for a torch. 

Ladder Down - teleports you straight down one 
     level in a tower or dungeon.

Ladder Up - teleports you straight up one level in a 
     tower or dungeon.

		Cleric's Spells:

Passwall - destroys the wall in front of you.

Surface -  teleports you immediately to the surface of 
     a planet from within a tower or dungeon.

Prayer - calls divine intervention to destroy your 
     foe.

		Wizard's Spells:

Magic Missile is an offensive weapon.  Its strength 
     is directly related to the strength of the wizard who 
     casts the spell.

Blink - randomly transports you to a new location on 
     the same level.

Kill  - attempts to destroy your foe by magic.  Success 
     depends upon the relative attributes of the wizard 
     and the foe.

Acquiring spells is simple: you purchase them in appropriate 
shoppes. Their cost rises with increasing power. Casting a 
spell uses it up even if it fails, so be sure to have plenty of the 
spells you like.


		Casting a Spell

Press the M (Magic) key and specify the spell by number. 
Then press C (Cast) to activate the spell. The spell you 
specify is the default spell until another is selected.


		Time Travel

No one remembers exactly when the time doors first 
appeared, probably because their existence renders time 
relative.  However, none Of our almanacs or other reference 
books make mention of them prior to the defeat and demise of 
the evil Mondain.
     Strongly convincing philosophic theory supports the 
chronology. Mondain had gained such power that, upon his 
death, the physical laws of nature suffered a great upheaval. 
When the smoke cleared, what remained were corridors in 
time and space; what we commonly call our time doors. 
Many explorers and wizards have traversed the 
corridors of time. The few who have returned speak of great 
confusion and difficulty in controlling the progression 
through the corridors and, especially in primitive times, of 
finding a means of transport to appropriate returning doors.  
Nonetheless, the existence of the time doors has changed all 
that is and all that ever was.  When - no where - there were 
no time doors, that which was done was done.  No second 
chances existed; there was no reaching into another time to 
find a cause, negate it, and thus reverse history's mistakes.  
Now, of course, it is possible.

The Time Map - As far as we know from those few surviving 
time travelers, the time corridors connect with five distinct 
time periods, although much uncertainty still surrounds the 
periods' exact historical dates. Tie adventurers' experiences do 
appear to confirm the existence of intelligent life forms in an 
era thought to have supported only primitive life or no fife at 
all. One period, reported vaguely by at least two independent 
travelers, appears to have no place in prior philosophic 
thought at all. Ironically, if it is what it appears to be, it is the 
period about which the most has been written. Until recently, 
such writings were believed to be speculation at best, pure 
fancy at worst.  It is a time we know only through mythology 
- the time of Legends. 

The following time periods are accessible through the time 
doors:

Legends - A time before time, peopled by creatures 
     of myth and lore.  Whether the time of legends is 
     ruled by good or evil affects all other times and 
     places. it is believed that the power of the 
     enchantress Minax, the author of our worst troubles, 
     is greatest in this time period

Pangea - The time when the Earth is still forming.  
     Before volcanic upheavals separate the seven 
     continents, earth is one great continent surrounded 
     by a gigantic ocean. There appears to be abundant, if 
     primitive, life and civilization, although its origins 
     are so far inexplicable.

B.C. - The time just before the dawn of civilization 
     as history records it.  According to the time travelers, 
     an advanced civilization already exists in B.C., 
     apparently the progeny of the Pangea civilizations. 

A.D. - The present, if we can still call it that. 
     Specifically, 1990. It is a rather perilous time of 
     planetary egocen-tricism, leading to interplanetary 
     hostilities born of jealousy and greed. The time 
     reflects on its people, who suffer stress and a sense of 
     urgency that encourages reason over romance, 
     dulling awareness of values and leading weaker 
     souls to lives of crime and software piracy.

Aftermath - The post-holocaust period once thought 
     of as the future.  Much of life and all known 
     civilization has ceased to exist.  As we learn more of 
     the enchantress Minax, we become convinced of her 
     single-handed perpetration of the entire holocaust 
     itself and all the trouble that led to it.  Much of the 
     land mass has been wiped out, especially the most 
     troublesome hotspots of the great Sino-Russo-
     American Era.

Using Time Doors - The time doors of all periods are shown 
on a map of the world as it is in A.D. Since accurate maps of 
other times do not yet exist, you will have to extrapolate the 
locations of the doors in other periods.  Because Legends 
exists outside of the concept of time, its map would not 
resemble that of Earth in any reasonable way. Therefore, 
Legends is represented by its four known time doors grouped 
at the bottom of the map - where Antarctica would be shown 
if any time doors were to appear there. 

The doors are not always, only sometimes open.  When they 
appear, they rise silently looking rather like a blue mist that 
takes on the

Caution - Do not position yourself where a time door first 
appeared and wait for it to reappear.  It will not reappear 
while you stand on that spot and the consequences of 
upsetting the time door interval could be disastrous.

The symbols and lines of the map represent the best possible 
compilation of sketchy information.  Each time door is 
represented on the map by two symbols. The first indicates 
the time period in which that door will appear. The second is 
the time period to which it will transport a traveler.

A direct line from the door indicates where you will find 
yourself in the new time.  When more than one line extends 
from a door, the line representing the door's destination is the 
one that leads to another time door with the destination time 
symbol marked first.

Example: Suppose you are in the time of the Aftermath, and 
wish to travel to the present.  Look for a door represented first 
by the aftermath symbol followed by the A.D. symbol. Did 
you find it? It's the one in Alaska with numerous lines 
extending from it.  Look for the line that leads to a time door 
with the A.D. symbol marked first- Got it?  Try Argentina.  
In this case, the door in Argentina leads right back to the 
future in Alaska, but that won't always be the case. 


Space Travel

Your journey will inevitably lead you into outer space. Special 
attire is needed to successfully travel through the solar 
system. While this map shows the limits of known space, 
don't be afraid to search for new worlds.
Keyboard Commands

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 only be cast 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 (ex. 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 take-offs/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 to disk): Use this command to stop playing and save
    your progress 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 you own.

S)  Steal: Attempts to take items from stores without paying for them.
    May or may not work for weapons, armour, 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 an-nor 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. 


Magic Spells

Clerics and Wizards
Light: Creates magical illumination and eliminates 
the need for a torch.

Ladder Down: Teleports you straight down one 
level in a dungeon or tower.

Ladder Up: Teleports you straight up one level in a 
dungeon or tower.


Clerics Only
Passwall: Destroys the dungeon or tower wall 
directly in front of you.

Surface: Teleports you to the surface of the planet 
from a dungeon or tower.

Prayer: Calls for divine intervention to destroy your 
foe.


Wizards Only
Magic Missile: Offensive weapon with strength 
based on the level of the spellcaster.

Blink: Teleports you randomly within the same level 
of a dungeon or tower.

Kill: Attempts to destroy your foe using magic. 


                        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 shoppes 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
MA	Mace
AX	Axe
BO	Bow
QU	Quick Sword
SW	Sword
GR	Great Sword
LI	Light Sword
PH	Phaser


Armor

Cloth
Leather
Plate
Reflect
Power 


ULTIMA II Walkthrough

General Hints 
1. Get a Blue Tassel by killing various monsters. 
2. Get a Ship (It makes killing easier!) 
3. Get Lots of Money! (This is 90% of the game.) 
4. Go to Pirate's Harbor in Aftermath and take Rocket to Planet X. 
5. Get Father Antos' Blessing and then return to Earth 
6. Go To New San Antonio in 1990 
7. <O>ffer Gold ($500) to the Old man to get the Ring of Protection. 
8. <O>ffer Gold ($500) to Santre to get the Quicksword. 
9. <O>ffer Gold to the Hotel Clerk to raise stats. 
10 .Go to the Time of Legends, and Enter Castle. 
11. Kill Minax by Hitting 5 times. 
12. You won! 

Hit point can be obtained by <T>ransacting with 
Lord British in his castle, either in 1423 BC or 1990 AD (old 
sucker, isn't he?). In the Beginning, he will increase your hit 
points by 300 for every 50 gold pieces. As your hits start to 
increase, the amount he gives you will decrease. As you 
approach 9999, he will be giving you 100 per 50 to avoid 
letting you roll your hit counter back to zero. 
The most important thing you can do in Ultima II to 
get you started well is acquire a ship. You can't do this until 
you gain a blue tassel, so check your <Z>tatus after every 
encounter until you have one. If there is a "wild" pirate ship 
off the coast nearby, go to it and take command, if not, 
probably the easiest place to get one is in Pangea. Take one of 
the time doors there and try to find an area to stand in where 
you are almost completely surrounded by water, this increases 
the chance of the next beast that attacks you being a ship (or 
sea serpent). Once you get the ship, the game will go a lot 
easier for you. Food lasts longer, hits you take do less 
damage, and you pack considerably more fire power for 
dealing with hostile forces. Avoid pirates or destroy them as 
quickly as possible) until you have a good start though, they 
can steal your tassel and leave you land bound once again. 
There is an interesting bug in all of the versions of 
Ultima. If you commandeer a "wild" pirate ship, it will be 
multiplied. Use this fact to set yourself up an armada of ships 
in convenient places in every time zone as soon as you get the 
opportunity. For instance, if you capture a ship on the eastern 
shore, start going west to the other shore with the rogue ship 
following you, he can only fire if you remain still or move 
adjacent to him. Once you reach the western shore, board the 
rogue ship and go back east, or north, or south, wherever you 
need ships to be handy. Once you feel you have all you need 
in a given time zone, destroy the rogue ship. 
Pangea is a good place to start with ships because of 
the rapidly replenishing population of the minions of evil, but 
ultimately, you'll want at least one in each of the 5 time 
zones. When you feel ready, you are loaded with equipment 
and hit points and you have the best weapons & armor. You'll 
find that the best place is in the time of legends. Go there 
with an airplane so that you won't be trapped somewhere with 
no escape then park near a lot of water and start killing. 
Sooner or later, a boat will appear and you will have the same 
advantages you've had before. The difference is that the 
propagation rate vastly exceeds any other location in Ultima 
II. For this reason, you can build up gold and experience here 
faster than anywhere else. Of course, having to destroy all the 
powerful creatures that are here initially is the price you pay. 
After you kill the first group, you will find that the percentage 
of the lesser monster types increases considerably. 
As the game progresses, you'll find yourself needing 
keys. Not the skull keys that you capture from overland 
monsters, but keys to the doors you'll find to some areas 
inside townes. Getting these can be a dangerous proposition 
because the only way to do it is by attacking towne guards, 
and of course if you attack one (or anyone else in a towne, 
they will all come looking +or you. You will need 3 keys to 
start out with to get into the airport at New San Antonio so 
you can commandeer a plane and finally put on some real 
speed. This means you have to defeat 2 guards. The simplest 
way to do this is in Port Boniface, the village near the castle 
of Lord British in 1990 AD First, make sure you are 
reasonably well equipped with weapons & armor and get 
LOTS of hit points from Lord British. As you enter Port 
Boniface, you will notice 2 guards standing on the far side of 
a sign heralding the name of the towne. Walk around this 
sign and <A>ttack one of these guards. Walk back around the 
sign immediately, the guard will follow you, then keep 
attacking him until he's destroyed. If you have done 
everything correctly, you should be able to walk back up and 
draw another guard to you. After killing him, you will have 4 
keys, enough to get your airplane. 
     There are two other useful things you can do in Port 
Boniface. One is to steal enough food to keep you from 
having to come back every 10 minutes and buy more. A 
simple way to do this without getting waylaid by guards is to 
walk around to the right edge of the McDonalls where there 
is, conveniently enough, a take out window. As long as the 
merchant is on the other side of that window from you and 
not one of the various people wandering randomly in there, 
you will be able to steal food. Continue stealing it until you 
see guards approaching you. This will mean two things. First, 
you will be unable to steal more food and second, you want to 
get the Hell out of towne. As soon as you see a guard strolling 
your way, make a beeline to the right for the edge of towne. 
Once outside you can repeat this exercise until you have 
enough food to last a considerable time. 
     The last really useful thing to do in Port Boniface is 
to get a ship. Once you have a key you can open the door to 
the port area. You will be immediately set upon by the people 
inside. Don't worry about this. Just lead them far outside to 
give yourself enough room to maneuver around them and 
come back to the port. Once you board a ship, you can give 
them their due by using the <F>ire command to take them 
out. Interestingly enough, unlike the <A>ttack command, this 
does not set the guards on your trail. Once you've finished off 
the pirates, you can head the ship out onto the open seas by 
exiting Port Boniface to the north. 
     The Dungeons and Towers of Ultima II are just an 
exercise in entertainment. They are absolutely unnecessary to 
finishing the game. 
     Besides Port Boniface, there are two other cities of 
prime importance. One is the ruin of Moscow (Pirates 
Harbor) in 2112 AD and the other is New San Antonio in 
1990 AD Pirates Harbor is important for a couple of reasons. 
First, it's where you get spaceships. Early in the game, the 
most important reason to come here is that you can pick up an 
ample supply of keys and free weapons & armor so you have 
more gold for attribute points. You should have 1 of the 4 
keys that you obtained in Port Boniface, assuming you haven't 
squandered it somewhere else by now. Use it to open door to 
the port authority and gain access to the ships in the harbor. 
Kill the person blocking your way and stand just outside the 
door until the guards start to approach. As soon as you see 
them coming, head for the ships. Many will follow you, just 
sit there and <F>ire until you have killed them all (you'll 
need a godly amount of hit points for this.) Once they're all 
gone, head for the door again to lure in the guards that got 
caught on the outside in to you and the ship. You can 
continue this until you kill all the guards in the city but one. 
You will notice that he is invulnerable to attack because try as 
you might, you can't even hit him. When you feel you have 
enough keys, take the ship out into the bay and go south to 
the island. Get out and stand on each shield and sword and 
<G>et them. When done, leave towne with a ship or plane 
and you will now have permanent transportation posted in 

Aftermath. 
New San Antonio is by far the most important place 
in the game. Most of what you need to solve it is centered 
here. In the confines of New San Antonio, you will find 
Santre the swashbuckler. He holds the quicksword, the most 
powerful weapon in all of Ultima II. It can be yours for $500 
pieces of gold. He is in the prison (2nd cell on the left) which 
you'll have to fight to enter. The easy way to do this is to first 
acquire a plane from the airport, fly it to the door of the 
prison and open it. The guard will chase you because you 
attacked the fighter to get into the airport. Fly the plane to the 
west and park a +et-) spaces away, the guard will follow. 
Once you've led all the guards a good distance away, fly back 
and park your plane in the doorway. It will keep people from 
following and trapping YOLA in the prison. Get the sword 
from Santre, get back to your plane and fly out. 
     Another interesting location is the grove in the 
northern part of New San Antonio. For $500 you can 
purchase a ring of protection that will allow you to walk 
through fire unscathed. This is absolutely necessary to 
completing the game because you have to walk through 
barriers of fire several times in Shadow Guard to defeat 
Minax. Once you have the ring, be wary of thieves. Always 
check your <Z>tatus after you encounter one and have been 
pilfered. The ring is Unfortunately in the list of items it is 
possible to steal. Also, don't bother approaching the old man 
before you have been to Planet X to be blessed by Father 
Antos in Ozy's Place. Without the blessing, the old man will 
take your money and tell you to come back after being 
blessed. You will then have to offer up another $500 to get it. 
The last, and possibly most crucial person to see in 
New San Antonio is the clerk at the Hotel California. 
     Offering him gold is the only way to increase your 
attributes in the game, and you should get all of them as close 
to 99 as possible (as well as getting your hit points up as high 
as possible) before attempting to take on Minax. For every 
100 gold pieces you offer the clerk one of your attributes will 
be increased by +our points (unless he says "Thank You", in 
which case, it's a good time to reboot and enter the city again. 
You need all the gold you can get!). The attribute he increases 
is seemingly random, but truthfully, they are increased in a 
very specific order, primarily because the random number 
seeder is really only pseudo-random. In other words, if you 
encounter the clerk on the same move in the game, her 5 
times to destroy her and win the game. If you have succeeded 
in trapping the Balron, make sure your route to her doesn't 
take you somewhere that will allow him to escape and come 
after you again. 

That's it.
