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Ultima VI (PC Game)
Ultima VI: Reference
Ultima VI
by Origin
Reference
Typed by Golden One
and Hill Billy
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THE MAIN MENU
When you type "Ultima6," an introductory sequence will begin. Read all text
messages that appear and press any key or click in the message box to move on
to the next message or screen. (Press <escape> if you want to bypass this
sequence altogether.)
When this is over, the main menu will appear, listing five options--
Introduction, Create a Character, Transfer a Character, Acknowledgements, and
Journey Onward. To select one of these options, click on it with the mouse.
From the keyboard, use the arrow keys or numeric keypad to highlight the one
you want then press return, or type the first letter of the option's name.
The first time you play, you will want to go directly to Create a Character.
Here, you can type in your character's name and select his or her Sex and
Portrait. Go on to the next portion of the character creation system by
clicking on the Continue box (or by typing "C"). This will take you to a
series of questions. Answer by selecting the A or B response to each
question. The way in which you answer determines the kind of character you
get.
When your character is complete, you will automatically be taken to the
Introduction. This will tell you what the game is about. If you want to
watch this again later, select Introduction from the menu.
If you've played Ultima IV or Ultima V, you may want to bring your character
from one of those games over to Ultima VI. Transfer a Character allows you to
do that. Select this option and follow the directions on the screen, then
click on the Transfer button and you're ready to use your old character in the
new game.
Acknowledgements tells you who did what in the creation of Ultima VI.
Journey Onward takes you directly into the Ultima VI game. Select this option
when you're ready to play.
SCREEN LAYOUT
The Map
The largest region, in the upper left, is the map. This shows the world you
are moving through, with the view centered on you (or another member of your
party if it's their turn).
With a mouse, move your characters around by positioning the pointer over the
map until it becomes an arrow pointing in the direction you wish to move.
Then click the left button. Some actions ask you for a target location. (You
may have to say where you want to drop an item, for example). To select a
location, click on it with the left mouse button.
If you don't want to use a mouse, move by pressing one of the arrow keys, or
one of the eight keys around the 5 on the numeric keypad. These keys are also
used to select target locations--move the crosshairs on the screen to the
desired location and press <enter> to initiate the action.
You can pass your turn and do nothing by positioning the mouse pointer over
your character and clicking the left mouse button or by pressing the space
bar.
The Status Display In the upper right-hand corner of the screen is the
status display. At the top of the display, the current position of
Britannia's sun and the positions and phases of the two moons in the sky are
shown.
Beneath this is a roster of all the members of your party, along with each
character's figure and current hit points. A character whose hit points are
printed in red is hurt badly; one whose hit points are green is poisoned.
When a party has more than five characters, arrows appear at the top and
bottom of this part of the screen. Click on these arrows to scroll up and
down through the list of party members. The + and - keys can also be used.
If you click on a character's name, you will be shown their portrait and
statistics. The higher a stat, the better. Strength determines how much a
character can carry, and how effectively they can strike with bludgeoning
weapons. Dexterity determines how quick they are (faster characters get to
move and/or attack more often), and how effective they are with non-
bludgeoning weapons as well as crossbows, bows, and other missile weapons.
Intelligence determines the character's bargaining ability and effectiveness
as a spellcaster.
The next two stats show pairs of numbers--the current number of points the
character has, and the maximum possible. Magic points determine how many
spells can be cast. For instance, a spell of the fourth circle uses four
magic points. Health determines how much damage the character can take before
being killed. Each hour, you recover a number of magic points equal to your
current level. Health can only be regained by rest or healing.
The next statistic in the list is Level, which indicates how powerful a
character has become through experience gained in past adventures. The last
stat, Experience, determines when a player is ready to progress to the next
level by meditating at a shrine.
To view a character's Inventory, click on one of the figures to the left of
the roster.
On the left side of the inventory display is a figure showing all equipment
that is readied for immediate use--either held in the character's hands, or
being worn. If you are holding something that requires both hands, such as a
crossbow, you will not be allowed to put anything in the other hand. Below
this figure is the current weight of all readied items, and the maximum weight
the character can have readied.
On the right side of the inventory display are all other items carried by the
character. The total weight being carries is listed here, along with the
maximum weight the character can have in inventory. To ready or unready an
item, just click on it with the left mouse button. To look inside a container
in your inventory, such as a bag or a chest, just click on it. Click on it
again to return to the main inventory display.
At the lower right, the character's current combat mode is displayed (see
"Begin/Break Off Combat," below).
At the lower left of the status display are five buttons. From left to right,
their functions are: show previous character, return to party display, switch
between portrait and inventory displays, show next character, and change
combat mode. Again, without a mouse, press the following key with the
corresponding icon picture:
Key Icon of
1 Man with arrow pointing left
2 Group of men
3 Head
4 Man with arrow pointing right
5 Two swords
To use the inventory display from the keyboard, press the <tab> key to move
the crosshairs to the status display. You can then move to any item or button
with the arrow or numeric keypad keys, and press <enter> to select it.
Pressing the <tab> key again will return the crosshairs to the map. The
function keys F1 through f8 will switch the display to show the different
members of your party. (If you don't know the positon of a character in your
roster, the + and - keys allow you to show the next and previous characters.)
F10 will return to the main party display. The asterisk (*) key will toggle
between a character's portrait and inventory displays.
The Message Scroll
At the lower right of the screen is the message scroll. All text describing
things you see and hear, as well as the results of your actions, is displayed
here. When a message is too long to fit on the scroll, a flashing, downward-
pointing arrow appears ont he bottom of the scroll. Press the space bar or
click ont he message scroll to view the rest of the message.
The Command Icons
Underneath the map are ten command buttons. The main commands in Ultima VI
can be selected either with the mouse or the keyboard. To use a command from
the keyboard, simply press the first letter of its name. With the mouse, move
the pointer to the command button you want to use and click the lefft mouse
button. Then select the object or person you want to use the command on.
For frequently used commands, such as Get, Look, Attack or Move, you can set
up a default commmand for use with the right mouse button. Click the right
button on a command, and a blue line will appear under it. From then on,
clicking the right button on any shape on the map or in your inventory display
will execute that command on that object. You can change the default command
at any time. For all functions other than executing the default command, the
left mouse button should be used. The ten main commands are:
ATTACK (A) is used to fight monsters, animals, or people, or to attempt to
destory objects. After choosing the Attack command, choose a target on the
map that is in range of the weapon you have readied.
CAST (C) allows you to cast magic spells. You must have a spellbook readied,
and have enough magic points and reagents available to cast the desired spell.
When a character tries to Cast a spell, the spellbook will be shown in the
status display, listing the names of all the spells they have learned. Each
name is followed by the number of times that spell can be cast with the
reagents in inventory. To page through the spells, click on the blue arrow
buttons below the list or use the left and right arrow on the keyboard.
You cast a spell by clicking on its name, or by selecting it with the up and
down arrows and pressing <enter>. Typing the first letter of each syllable of
the spell also works. For instance, to cast the Repel Undead Spell - AN XEN
CORP - you could type AXC and press <enter>. Some spells require you to
specify whom or what you are casting them on. Simply select a target on the
map or in your inventory.
There is one special spell, the Help Spell, whih requires no reagents. This
will return you instantly to Lord British's Castle. It should only be used in
the most desperate of situations, however, as it will usually cost your party
many experience points.
TALK (T) lets you converse with the people you encounter in the game. You can
also speak with some shrines and statues, and with the other members of your
party. You must select the character on the map you wish to speak with.
Their portrait will appear in the status display while they are speaking.
You talk by typing single words on the keyboard and pressing <enter>. All
words may be abbreviated to the first four letters (e.g., "elephant" may be
abbreviated to "elep").
Most people will respond to the words "name," "job," and "bye." (The "bye"
command ends a conversation. You can accomplish the same thing by pressing
<enter> without typing anything.) Some people will also respond to the words
"join" and "leave," allowing you to add members to your party (up to a maximum
of eight) or remove them.
During the course of conversation, people give you an idea of what they're
interested in talking about. If you have the help function on, as it is when
you start the game, the subjects they want to talk about will appear in a
different color on the screen; if help is off, you've have to figure out the
key words in their conversations. However, be aware that some people will
respond to other subjects, if you ask them.
LOOK (L) allows you to identify anyone or anything in the location you select,
on the map or in your inventory. This command can be used to read books,
signs and gravestones or to examine paintings. It will also give information
on the effectiveness of weapons and armor. When you use the Look command on
an object you are adjacent to, you will search it. This will reveal the
contents of chests, bags, crates, barrels, etc. It will also let you find
hidden items or secret doors.
GET (G) lets you pick up an object on the map. You must be standing next to
it. If it isn't too heavy, it will be put into your inventory.
DROP (D) can be used to lighten your load by getting rid of items you no
longer need. First select the item in your inventory, then choose a spot on
the map to place it.
MOVE (M) is used to push an item or to move it between charaters in the party.
If you select an item on the map, you can sometimes push it to an adjacent
squrea to get it out of your way. If it's something alive, though, it may not
always let you! Moving an item into a square with a chest, barrel, or crate
will place the item inside it.
This command can also be used to move things in and out of containers or from
one character to another. To move an item to another character, click on them
on the map. When you buy a new spell, you must move it into your spellbook
before you can cast it.
USE (U) operates any object that has some function. Among other things, it
will let you open and close doors and chests, enter or exit ships, climb
ladders, milk cows, mount horses, light or extinguish fires, look into
telescope or crystal balls, ring bells, eat or drink food and beverages, or
play musical instruments. After using a musical instrument, you play it with
the numbers 0 through 9, and press <enter> when finished.
REST (R) lets your party set up a camp and recover health and magic points.
You will be asked how many hours you wish to rest, from 1 to 9, and who will
stand guard. Select a character on the map display, or press <escape> to have
no guard. A chracter will not regain hit points if they are out of food, or if
they stand guard. If you are ambushed while resting, however, your party will
not be awakened unless you have someone on guard! You can only rest on land.
At sea, this command repairs your frigate. Multiple 'rests' may be required to
repair a ship completely.
BEGIN/BREAK OFF COMBAT (B) switches back and forth between party mode and
combat mode. In party mode, the members of your party automatically follow you
around. In combat, each character will behave according to the combat mode
you have selected for them on their inventory dispaly. Characters in Front,
Rear, or Flank modes will position themselves in a formation centered around
you. Characters in Assault mode will attack the nearest enemy, while those in
Retreat mode will avoid combat. Chracters in berserk mode will charge and
attack the strongest foe. Lastly, if you select Command mode for a character,
you can control their actions each turn, just as you do for your own
character. You can change a character's combat mode at any time, even in the
middle of a battle.
KEYBOARD COMMANDS
Ctrl-S saves the game. You will be asked if you really want to save the game.
Type "Y" to save or "N" to cancel the command and keep playing.
Ctrl-R restores the game to the last saved position. As in the case of the
Save command, you will be asked to replay "Y" or "N"
Ctrl-Q quits the game and exits to DOS. Make sure to save the game first if
you want to return to the same position later!
Ctrl-H toggles help mode on/off.
Ctrl-Z toggels sound and music on/off.
1 through 8 place a member of the party in solo mode. In this mode, you can
move that character around and perform whatever actions you wish, while the
rest of the party remains motionless. Note that you can't talk to people or
use ladders, dungeons entrances, or moongates in solo mode - you must be in
party mode.
0 (zero) exits solo mode and returns to party mode.
Esc aborts most functions.
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Ultima VI: Addenda
Ultima VI
by Origin
Addenda
Typed by Golden One
and Hill Billy
THE IMPLEMENTS OF BATTLE
No brave adventurer, knight or common traveller should venture into the
hostile regions of Britannia without an appropriate selection of armour and
weponas. Whenever possible, wear strong armour, a helm and shield, magical
rings, tunics or amulets, and, of course, carry an effective weapon.
BODY ARMOUR
Foolish is the adventurer who embarks on a quest without the best armour he
can afford. Several different types of armour are available--everything from
inexpensive and relatively ineffective cloth to costly but highly protective
plate. The armourers of Britannia will gladly allow you to examine their
wares. Take advantage of this and acquire the armour best suited to your
abilities and fighting style.
Helms
An unprotected head is sure to be the target of any shrewd opponent's sword.
Helms are available in a variety of leather and metal forms, and one should be
worn at all times when combat seems likely.
Shields
Unless wielding a heavy, two-handed weapon, the warrior should carry a shield
with which to parry and block his opponent's attacks. Shields are constructed
of wood or metal and vary greatly in shape and weight.
WEAPONS
The variety of types and uses of weapons exceeds full explanation in this
treatise. Still, the proper choice of weapons is the single most important
decision a warrior makes before setting out to do battle. In all cases, as
your finances and opportunities allow, choose weapons which deliver the most
powerful damage at the greatest range.
Daggers
Useful for stabbing and cutting in close-quarter fighting and for throwing in
long range combat, the dagger is a most convenient and lightweight weapon to
keep on hand.
Main gauche
Similar to a dagger, the main gauche also sports defensive hand protectors
that can be used to parry an opponent's attack. Unlike a dagger, a main
gauche cannot be thrown.
Swords
The warrior's chief weapon, swords come in two varieties: short swords, and
two-handed swords. Despite their name, short swords are formidable weapons--a
good thing, for only the strongest adventurers can wield the hefty two-handed
swords. Always examine a sword closely before buying it, paying particular
attention to its weight and the force with which it will deliver a blow.
Missile weapons
A complete battle strategy must include the use of weapons which can be shot,
thrown or hurled from a great distance toward advancing opponents.
Lightweight, hand-held items such as daggers, spears, axes or flasks of
flaming oil can be most effective in times of need. Bows and crossbows are
capable of firing with tremendous force, but they require the use of both
hands and cannot be used effectively at point blank range. Some clever
travellers have even been known to carry slings so they can drive off
aggressors with hurled stones.
Bludgeoning weapons
While the effectiveness of cutting and thrown weapons is determined by the
dexterity of the user, bludgeoning weapons, like clubs, depend upon the
strength of the wielder. The mace is favored by many knights, whereas the
two-handed hammer has been used by the mightiest of warriors to deal a
crushing blow to the foe.
Polearms
A polearm is generally a stout wodden or metal staff topped by a metal cutting
or bludgeoning fixture. The morning-star, a variation on this theme, consists
of a staff with a chain attached to one end, and attached to the chain, a
heavy, spiked bludgeon. Morningstars, halbers and other polearms are prized
for the damage they are capable of doing and for their long reach.
Unfortunately, polearms are unwieldy weapons which are most effective in the
hands of a user possessed of great strength and dexterity.
A BESTIARY
Numerous and diverse are the beasts that inhabit the plains, forests,
waterways, and dungeons of Britannia. Attempts to catalog them all have met
with only limited success--such an endeavor requires the researcher to put his
life in grave peril in order to make his observations. Therefore, much of
what follows is information collected from first hand accounts of travellers
and adventurers who have managed to return with their tales.
Acid Slug: Though seldom encountered except in the darkest corners of the
dampest caves, this featureless creature will secrete its corrosive juices on
anything you possess that is metal, thus dissolving it. Painful but
superficial skin burns may result from contact with the acid while it eats
away at your armour. Conventional weapons have little effect on the monster,
whereas a flame will send it fleeing.
Alligator: Care must be taken whilst wading in the murky swamps which are the
home of this aggressive man-eater. Possessiong great physical strength, this
fearsome lizard can inflict heavy damage with a single blow from its mighty
tail.
Ant, giant: The shifting desert sands conceal these warrior insects all too
effectively. Beware their powerful mandibles, capable of crushing a man in an
instant.
Bat, giant: Equipped with keen hearing and night vision, these large, winged
rodents are swift and efficient in their nocturnal attacks. Though difficult
to hit, their fur-covered bodies are extremely vunerable to damage.
Bird: Generally posing no serious problem to the traveller, these swift,
delicate creatures can peck annoyingly about the head if they are disturbed or
threatened.
Cat: Among the most common of domesticated beasts, the cat is often found
prowling about alleys and storefronts, looking for bits of food or hapless
mice.
Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled
ghouls drag their screaming victims into subterranean dens. What fearful end
awaits the poor captive none can say. Only a burning flame has been known to
have any effect on these creatures of the dark.
Cow: A fine source of meat and dairy products, the complacent cow is a common
sight on most farms.
Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable
strength, it wields a mighty oaken club when it isn't hurling large boulders
as its foes. The earth trembles as this giant lumbers about its domain, or so
say those who claim to have survived an encounter with a cyclops.
Daemon: This most wicked and formidable of foes is not to be underestimated.
Overwhelming strength, skill and intelligence make daemons nearly unbeatable.
Possessing magical powers rivaling the most powerful of mages, the daemon can
summon hordes of his brothers to assist him in killing or possessing his
victims. Being already undead, the daemon has little fear of death. You are
forewarned!
Deer: These graceful athletes of the forest can be spotted dashing through
the shadows on sunlit afternoons. Deer are a good source of food, but be
aware that the antlers they sport can do significant damage.
Dog: Though related to the vicious wolf, the common dog poses far less of a
threat than his wild counterpart. As much at home in the field hunting
rabbits as at the dinner table of its master, the dog should be respected, but
not feared.
Dragon: How many myths have been built around this winged, fire-breathing
holdover from Britannia's distant past? Even the strongest warrior has been
known to wilt under the intense magical flames and noxious fumes that pour
from the enraged beast's nostrils. Though mortal, dragons are extremely
difficult to kill. It is, therefore, a wonder that some bold souls have
actually managed to steal eggs from a dragon's nest to satisfy the culinary
delights of wealty town dwellers!
Drake: Smaller than their cousins, the dragons, but no less ferocious in
battle, drakes are usually found in the company of their more formidable
relatives. In a battle against a dragon, one must be ever mindful of the
deadly drakes.
Gargoyles: Frequently confused with daemons, the gargoyles are a little
understood race of beings. Only fragments of information have made their way
back from expeditions to the underworld habitat of these creatures. We do
know that there are two classes of gargoyles--a dominant, winged variety and
smaller, wingless drones. The larger gargoyle is a daunting opponent,
possessing very high intelligence and impressive magical powers. But, the
smaller drones are not to be ignored, for their attack is deadly, despite
their apparent lack of magical ability. Scholars at the Lycaeum are
feverishly analyzing all incoming information regarding these perplexing
creatures.
Gazer:
How this monstrosity evolved is anybody's guess, for gazers are among the most
unusual creatures found in the realm. They are usually spotted hovering above
the ground in dungeons, searching for creatures they can mesmerize with their
multiple eyes. One experienced adventurer claims that gazers emit a strange
buzzing sound as they move about. Remain alert when you suspect the presence
of a gazer, as it is constantly on the alert for prey.
Ghost: Ghosts are generally found in cemeteries and other places of the dead,
though their movements are all but unlimited. These ethereal spirits pass
easily through solid walls and other obstacles, making them difficult to chase
and difficult to elude. Though they do not possess great strength, their
mobility and ability to use magic make them a force to be reckoned with.
Gremlin: Unimpressive in battle, gremlins usually roam in packs and will
attempt to overcome you through sheer force of numbers. Given the chance,
these persistent creatures will take whatever food you are carrying in your
pack, distributing it amongst themselves in a frenzy of feeding.
Headless: The product of a wizard's failed experiments, these wretched
creatures somehow manage to sense the location of their quarry and strike with
unnatural accuracy. Do not fall prey to pity, for a headless would as soon
strangle you with its bare hands as accept your mercy.
Horse: Being both strong and swift, these companions of the trail are
invaluable when time is of the essence and one's strength is at an end. The
traveller should obtain a steed early in his adventuring. Occasionally, you
may spy a majestic wild stallin roaming the broad plains, but catching and
taming it is another thing.
Hydra: The putrid quagmire of the swamp is the spawning ground of this
botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell
of driving the enemy into the adjacent swamplands where the carnivorous hydras
completed their mission of destruction. While fearsome, hydras also bring
good luck, of a sort--when one finds a hydra, the valued nightshade mushroom
can usually be found close by.
Insects: These pesky, flying nuisances can be quite bothersome if stirred up
by the careless explorer. A single buzzing swamp fly can be annoying; a
biting swarm can leave the traveller depleted and exhausted.
Mimic: Disguised as abandoned treasure chests, these masters of illusion wait
patiently for passing adventurers whose greed exceeds their wisdom. if you
take a moment to observe questionable chests from a safe distance, the mimic
may reveal its true nature by spitting venom in your direction.
Mongbat: Resembling a monkey as much as a bat, these winged anomalies are
swift and powerful in their attacks. Though seldom encountered except in the
deepest dungeons, encountering one in the dim subterranean light can unnerve
even the stoutest among you.
Mouse: This timid rodent seldom ventures from its lair except under cover of
night, and then only in search of crumbs of food. Cheesemakers are especially
wary of the nocturnal activities of these otherwise benign creatures.
Rabbit: Though quite shy and non-threatening, these long-eared creatures are
the bane of farmers, whose crops attract them in hordes.
Rat, giant: These voracious, overgrown rodents have evolved over the
centuries in the dank, inhospitable sewers that honeycomb the levels below
some castles. Having grown immune to most poisons, they are difficult to
exterminate. Even a single bite from one of these giants can cause disease or
plague.
Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a
cataclysmic upheaval, the reaper at first appears as a solitary tree trunk
rooted in the dungeon rock. Closer examination reveals a grim intelligence
which lashes out with long, gnarled branches and magical bolts of destruction.
But, the resourceful adventurer can turn the threat of the reaper into the
evening's campfire, ofttimes uncovering hidden treasure in the process.
Rotworms: Born of the decaying detritus which carpets the swamplands, these
loathsome invertebrates are more nuisance than threat--a pass of your torch
across their path will usually keep them at bay.
Scorpion, giant: Is there anyone who has not flinched at the sight of an
angered scorpion, its stinger poised to inject its victim with deadly venom?
You are advised to keep moving when confronted by one of these armoured
nightmares, lest you perish where you stand.
Sea Serpent: Like its land-bound cousin, the dragon, a sea serpent will
attack the seagoing traveller with magical fireballs and violent physical
swipes of its long tail. The wise sailor avoids this nasty beast.
Sheep: Among the most docile of the beasts of the field, flocks of these
highly beneficial creatures serve the common good by providing wool to the
garment- and rug-makers and fine mutton to the pubs.
Silver Serpent: Since the days of ancient Sosaria, the silver serpent has
been a part of our lives. Its form has been found etched on tomb walls, and
ancient monuments have been found which were crafts in its image. Yet, a
recent scouting brigade claims to have seen a dead silver serpent of
incredible size near a gargoyle encampment. The scouts observed for a time
and, upon their return, reported that the gargoyles milked the slain creature
of its venom and even ingested the fluid thus derived before entering battle.
This ritual act seemed to give the gargoyles a short-term increase in
aggression and strength, though causing their death in the end. Whether the
drinking of venom actually increased the gargoyles' strength is currently the
subject of some debate at the Lycaeum.
Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice
that animates this otherwise lifeless latticework of bone and sinew. Conjured
up by the malcontented mages bent on mischief, these creatures--the restless
remains of fallen warriors--are both fearless and tireless in battle.
Slime: This shimmering, amorphous mass seems more an oddity than a threat
when first encountered. Constantly dividing and recombining, it seeks to
surroung the traveller who happens upon its swamp or dungeon lair. Though
susceptible to damage from ordinary weapons, the experienced adventurer is
always ready to use fire against the ooze's subtle maneuvers.
Snake: Emerging from their rocky lairs at the first morning light, these
reptiles spend their days basking in the sun, warming their cold-blooded
bodies so they can strike swiftly at their unsuspecting prey. They can even
spit poisonous venom from several yards away with accuracy that is both
horrifying and deadly.
Spider, giant: Though they spin their lethal webs deep inside dark lairs,
spiders of this gargantuan variety often venture forth in search of prey.
They are capable of inflicting painful bites or spitting their toxic sputum
from great distances. But they are not invincible, and can be killed with a
few well-placed blows.
Squid, giant: The dreaded scourge of all mariners, this horror of the high
seas is legendary for its ability to destroy a large sailing vessel with its
dextrous tentacles and crushing beak. It being exceedingly strong and
durable, one should avoid confrontations with this nemesis of the deep.
Tangle Vine: Though this plant resembles a common hedge of briars and
thistles, wary adventurers take care to avoid tangle vines. The sharp thorns
that adorn this creeping foliage radiate from a well-protected central flower
pod. As if the swiftly growing limbs weren't threat enough, the flower pod
gives off a sleep-inducing fragrance whenever it is threatened.
Troll: The brutish troll takes perverted pleasure in hiding beneath bridges
so it can terrorize the unsuspecting traveller. Fortunately, trolls are
relatively weak and they lack endurance, so they pose only a moderate threat
when encountered.
Wisp: Often mistaken for harmless, forest firefly, the nocturnal wisp can
both mystify and antagonize the adventurer. Though only causing minor harm in
any single attack, its uncanny ability to dance about the field of battle,
striking at will, can lead to serious cumulative injury.
Wolf: Both revered and feared, this canine lord stalks the high plains and
forest alike on its quest for survival. Never, ever, put this wary beast in a
threatening situation! Its bite is far worse than its mournful howl.
Ultima VI: Cheats
Say "Spam" three times.
Now say "Humbug" to get the cheat menu.
Experiment with item numbers. You can get all the items, power-up the team, and look at character portraits.