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Games PC Ultima Underworld I   IIUltima Underworld II: Labyrinth of Worlds [PC Game]

Developed by LookingGlass Technology - Origin Systems (1992) - First-Person RPG

Origin Systems and Looking Glass Studios follow up their 3D Ultima offshoot, Ultima Underworld: The Stygian Abyss, with an adventure in which no one accuses the Avatar of kidnapping, murder or any other non-heroic deeds. In fact, Lord British is celebrating the recent victory over the Guardian by throwing a grand feast for the Avatar's achievements.

Details
Platform: PC
Developer: LookingGlass Technology
Publisher: Origin Systems
Release Date: 1992
Controls: Joystick/Gamepad, Keyboard, Mouse
UPC: 017814804113

 

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[Intro][Retro PC] Ultima Underworld

 

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Comments to date: 2. Page 1 of 1. Average Rating:
Melody 6:03pm on Tuesday, September 14th, 2010 
Awesome game player, and has replaced my laptop but I do not have to need for business and so I do not know about how those work. Great for traveling,...
rajesh_pathak 9:53am on Friday, May 21st, 2010 
My Company uses Citrix, so I am able to run Windows Applications, SAP, even flash and all my GO TO corporate applications on the device. Does this device have any real flaws? Lets address some real shortcomings of the iPad.

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Documents

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REEMERGENCE OF A CLASSIC: The Legacy of Ultima Underworld

By Oliver Zeller

2002 | The labyrinths and dungeons of the eighties computer gaming scene were figurative prisons, broken when players in early 92 first ventured forth into the Stygian Abyss. Rooted in the Greek mythological underworld and computer gamings greatest mythology, the Ultima series, Ultima Underworld: The Stygian Abyss transformed the choppy, first person perspective dungeon hack n slash into an immersive, 360 degree smooth scrolling role-playing experience. One that heralded the first significant steps to a realization of virtual reality as prophesized in pop culture landmarks from Neuromancer to Star Trek: The Next Generations Holodeck. Ultima Underworld was a symbolic high point for its publisher, embodying the goals Origin and its Ultima series had been striving toward. Goals represented by Origins corporate slogan We Create Worlds, and the classic Ultima introductions involving the protagonist Avatars unwitting transportation from modern Earth into the virtual world of Britannia. Following the kidnapping of Baron Almirics daughter and your untimely arrival arousing accomplice accusations, you are tossed into the claustrophobic depths of the Stygian Abyss where the kidnapper fled, and the doors locked behind. Gamings first immersive experience had arrived. Despite its apocalyptic prison setting, Underworld ironically broke bothersome linearity and impeding limitations that sadly still reside in most similar software today. This in stark contrast to the comparatively simplistic, hard-boiled first person arcade action of influential mainstream darlings, Wolfenstein 3D and Doom; both released later. Unlike those latter titles, Underworld wasnt bound by a highly restrictive environment, lack of player
choice or a vertically locked perspective. Even rudimentary physics and materials were simulated. Toss an object at a wall, and it would appropriately bounce off, even slide down sloped surfaces. Leap off a bridge into a river and the current could push you downstream into the writhing tentacles of a waiting Lurker. Close combat mimicked medieval combat, constant movement interspersed with terse offensive and defensive flurries. Some hostile enemies utilized ranged weapons, maintaining a distance and only unsheathing hand-to-hand weaponry when absolutely necessary. Even the means of attack was interactively simulated with mouse drags determining thrust, bash, cutting and attack strength. This level of interactivity pervaded the entire game. A simple locked door could be breached in numerous ways. A user could scribble notes directly onto a map, the first game to offer this feature. One could even influence the politics of two warring goblin tribes to your own desired outcome. The developed society of the Stygian Abyss was considerably varied, complete with various groups and outcasts with their own beliefs, agendas, culture and languages, all attempting to survive. This resulted in memorable scenarios including learning a language from a mute prisoner to communicate his release. The virtual society easily rivaled any role-playing game to date. The foundation of role-playing, statistical skill advancement was also present, though it rightfully took a backseat so as not to decrease the immersion factor. However, today, many similar games continue to revolve entirely around statistics, using its inherent redundant addiction as a crutch. In spite of Ultima Underworlds prophetic glimpse into the future possibility of computer games and virtual
reality, the next decade has passed with few releases simply rivaling what was accomplished. Those that have were usually created by Ultima Underworlds legendary developer, Looking Glass Studios, (formerly known as Blue Sky Technologies until a merger after Underworlds release), and included Ultima Underworld II: Labyrinth of Worlds (1993), System Shock (1994), Thief (1998), Thief II (2000) and from spin-off studios, System Shock II (1999 - Irrational Games) and Deus Ex (2000 - Ion Storm Austin). Despite the shocking death of Looking Glass Studios in 2000, Ultima Underworld is set to reemerge from its abyss on its tenth anniversary. This reemergence is led by what some have dubbed Ultima Underworlds spiritual successor, Arx Fatalis, an upcoming first-person role-playing game also set within an underworld from French Developer, Arkane Studios. Arkane Studios CEO, Raphael Colantonio, considers Underworld a milestone in the history of computer games. (Upon first playing) I simply couldnt believe it, virtual reality had landed on Earth! It represented such a big step forward for role-playing and first-person games! It was the first impressive 3D textured game engine featuring physics, human walk simulation and other impressive attributes. What particularly struck me was the overall perfection of the work. It was probably (and still is) one of the only games that managed to ally advanced technology, fantastic atmosphere, greatly composed music and perfectly balanced, innovative gameplay. Arx Fatalis may be inspired by Ultima Underworld, but Arkane Studios is striving to take its virtual world beyond, offering greater player control, higher attention to detail and subsequently a more realistic virtual reality.

Ultima Underworld is also returning as a mirror-like port by Ziosoft for the next technological wave of the future, Pocket PCs. As computer games have advanced mainstream computing faster than any other software, Underworld may arguably help transform the Pocket PC from a glorified Palm Pilot into a complete mass-market handheld computing device as pundits expect. Its upcoming arrival on the Pocket PC interestingly coincides with the recent start-up of companies dedicated to game creation for the Pocket PC and its hand-held computer brethren. Most notably, renowned role-playing game developer, Guido Henkels (Realms of Arkania, Planescape: Torment) G3 Studios and mainstream PC game development poster boy, John Romeros (Doom, Daikatana) Monkeybone Games. These ventures further indicate the potential direct impact the aging Ultima Underworld may have. This port currently in its beta testing stage according to a company spokesperson, makes Ultima Underworld once again accessible to another generation of gamers and a sector of casual computer users. For those not planning to pick up a Pocket PC in the near future, a patch offers an option to circumvent the difficulties of playing Underworld on current operating systems. Game developers arent alone as gamers and hobbyist developers are engaging in ports of their own via user modifications for existing game software. One programmer has created a tool that exports Underworlds original map data to 3D data for use in 3D animation programs. Locales can then be subsequently modified and exported to existing 3D game engines. Perhaps the most notable project is a beta testers complete recreation of the Stygian Abyss as an add-on dungeon for Bethesdas anticipated role-playing epic, Morrowind. A large section of the recreated Stygian Abyss will be complete in time for Morrowinds release. Epic Class Productions has even recreated the Underworld labyrinths as a series of
impressive deathmatch maps for Unreal Tournament. Twister Software is also currently working on remakes of both Ultima Underworld titles. Raphael Colantonio comments, Im always surprised to see that since Underworld, most games have actually less to offer. We all have a lot to learn from the Underworld experience. May Looking Glass Studios spirit continue to inspire us game designers. With recent acclaimed titles including Deus Ex, System Shock 2, Shenmue 2, Grand Theft Auto 3 and many more on the horizon, there is finally light at the end of the tunnel.

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09/08/95 10:36 am

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LOOKING AROUND

First, examine your surroundings. Move the cursor into the View Window, and notice again how the shape of the arrow changes depending on where it is. Near the middle of the screen, the arrow changes into cross-hairs. Moving to the right makes the arrow point to the right; moving to the left makes the arrow point left. In the View Window, the shape of the arrow controls which direction your character moves. To move, click-and-hold the left mouse-button. Your character moves as long as you hold the button down. For instance, move the arrow to the right side of the screen, then move it up or down until the arrow bends and nearly forms a circle this allows you to turn in place, without moving forward or backward. With your cursor in this position, press and hold the left mouse-button (left-click-and-hold). The view in the window shows what you see as you turn around. If youre just starting a game, you see a room with wooden walls, a door on the east wall, and a fireplace to the south. As you spin around, note that the compass below the View Window spins too. The compass shows which direction you are facing; the silver-tipped point of the compass indicates north.

MANEUVERING

Now youre ready to try moving around. Two rules govern movement: Rule 1. While your cursor is inside the View Window, its shape determines the direction in which you move if you left-click-and-hold the mouse-button. If it points right, youll move to the right; if it points upward, youll move forward, and so forth. Rule 2. The speed at which you move depends on how far your cursor is from the center of the View Window. When the cursor is exactly centered, it changes into a cross and you dont move at all. As you move the cursor closer to any edge of the View Window, you move faster. Try right-clicking while youre moving forward this causes you to jump. The faster youre moving, the farther you jump. J will cause you to jump in a similar fashion, while Shift J will make your character perform a standing long jump. Dont worry if you run into a wall you cant hurt yourself by walking or running into walls. However, flying (or jumping) into a wall can cause injury.

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INTERACTING

WITH THE

When you can reliably maneuver about the room you are in, you will want to start paying attention to the objects you see around you. Initially, you will probably want to use the Command Icons for interaction with such objects. Clockwise from the upper left, these icons represent: Options Get Fight Talk Look Use
Selecting these various icons (only one of which can be active at a time) allows your right mouse-button to perform different tasks. Well address each of these as the need arises. (For an explanation of the Options icon, see pages 18-19.) Useful tip: The icons are easy to use and give you a good understanding of the way ULTIMA Underworld II works, but if you are an experienced gameplayer and mouse-user, you can access many commands without using the icons. If none of the icons is highlighted, you enter a very useful shortcut mode called Quick mode. However, if youre just learning to play ULTIMA Underworld II, we recommend using the icons for a while (and this tutorial assumes you will do so). Eventually, however, perhaps even before you complete this tutorial, you will want to try the icon-less quick interface. For an explanation of Quick mode, see page 18.

Looking at Things

Stand in the center of the room, and turn to the southwest, so that the blue bottle is on your screen. Click on the Look icon with either button, then move the cursor over the bottle, and right-click. (Dont press the left mouse-button that will cause your character to move.) Right-clicking in Look mode causes your character to look at an object what you see is printed on the Message Scroll. Turn until you see the bright blue bottle on your screen and Look at it. The words on your Message Scroll read, You see a bottle of water. Looking Up and Down. You might wish to look down toward your feet, to see things like the rug youre standing on. It may be hard to see what is on the floor, unless you tilt your characters head down. To do this, press 1 at the top of your keyboard (in ULTIMA Underworld II the right-side keypad numbers have a separate function) each time you press this key, your characters head tilts a little further downward, until it finally reaches its maximum. To look up again, you can either press 3 (which lets you look up a little more every time it is pressed) or 2 (which returns your head to looking straight ahead). 7

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(Note that 1,2 and 3 on the numeric keypad control cursor movement and do not cause your character to look up or down.) Occasionally, looking at or using objects calls up a scene that temporarily replaces the View Window. The scene will last as long as you continue holding the mouse button down. When youre finished looking at one of these scenes, release the mouse button, or press Enter to return to the View Window.

Getting Things

Now, pick up the bottle and place it in one of your eight inventory circles. First, make sure that the inventory side of your Character Panel is displayed. This is the side with your characters picture on it. (If this picture isnt visible, click either button on the chain below the right-hand panel.) The circles at the bottom of the Character Panel are for inventory objects your character is carrying but which arent necessarily ready for immediate use. The circles surrounding the picture of your character, the ready-at-hand circles, are for objects your character is wearing or holding armor, weapons, rings, lit torches and so forth. To pick up the bottle, change to Get mode by clicking either button on the Get icon (the hand grasping an object) and move your cursor until it is on the bottle. (Look down, using 1, if you have trouble seeing it.) Right-click-andhold, and move the mouse. You now have the bottle in hand. An image of the bottle replaces the cursor, and as long as you keep the right mouse-button pressed, the bottle moves around the screen as you move the mouse. Move the bottle over to one of the empty circles at the bottom of your Character Panel. Release the right mouse-button and the bottle settles into place. Manipulating Your Inventory. To drink from the bottle, left-click on it. The bottle empties, and a message informs you of the waters effects. You can try this again with the piece of paper in the room. Later on, you should do what Lord British suggests in his note, but first, we have more work to do. Now pick up the bag in the northeast corner of the room, and place it in your inventory. Left-clicking on the bag opens it, and your Inventory Panel now displays the contents of the bag. If you dont recognize any of the items, you can find out what they are by Looking at them. To do so, click either button on the Look icon, then move the cursor over the object you want to identify. For example move the cursor over the object that looks like a stick and right-click the Message Scroll now reads You see a somewhat used torch. Looking at an object may tell you the nature and condition of the item you are looking at. Right-clicking on the sword-like object in the bag, for instance, reveals that it is a dagger, and that it is in badly worn condition. At the 8

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moment, it is the only weapon you have, so you should place it in your weapon hand, just in case. If your character is right-handed, your weapon hand is your right hand otherwise, it is your left hand. (Note that your characters right hand is not the hand at the right of the screen, but the figures right hand.) To move the dagger from the bag in your inventory to your weapon hand, place the cursor on the dagger, right-click-and-hold on it, and drag it to the inventory circle nearest your weapon hand. When you release the button, the object will settle into place. Note that your left mouse-button will not pick up items in inventory this avoids any confusion when you are attempting to Use an item, but do not wish to pick it up.

Shoulder Slots

Shield (hand slot) Finger Slots
Weapon Hand Slot (for left-handed character) Additional Weight Limit Rune Bag

Inventory Slots

Perhaps the most important item in the bag is the square parchment, which a Look will tell you is a map. The game automatically updates this map as you move about. Place the cursor on the parchment and left-click a full-screen map appears. Auto-Map. At the moment, your auto-map displays a map of the ground floor of Lord Britishs castle, sketched in brown ink. Your position is noted by the yellow pushpin, and the cursor is a quill pen. Writing on the map tells you where some of the important places are. If you want, you can write notes to yourself directly on this map. For instance, mark your starting location for future reference: Move the quillpen cursor to your current location on the map and press either mouse button. The quill pen shifts into writing position whatever you type now will be added to the map. (Try typing START.) When you are done with the comment, click either mouse button (or press either Enter or Esc) to return the quill pen to its non-writing position.

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To erase a remark, click either button on the eraser symbol. This turns your cursor into an eraser. Move the eraser to the comment and left-click. The comment goes away. To call up maps of levels other than the first, click on the dog-eared corners on the right-hand side of the map. The upper corner allows you to examine higher levels, while the lower corner allows you to examine deeper levels. Since you havent explored any levels other than the first yet, those other levels are blank. To return from the map to the game, press Esc or move your cursor to the Close symbol at the lower right, and click either mouse button. Youll want to use the map often, so you shouldnt keep it inside a bag. Rightclick on the map symbol on your Character Panel, drag it to the bag symbol above the lower inventory circles, and release the button. (This takes the map out of the bag, but keeps it on your person.) Now left-click the bag symbol to close the bag and return to the main inventory screen. The closed bag and the map should be side-by-side. In the later stages of the game, your character might become lost or disoriented, at which point the pushpin marking your characters position on the map will disappear, and the auto-map will no longer record your progress. Once you find your way back to territory you have already mapped, your pushpin will reappear, and the auto-mapping function will resume. (Note that if you had all your inventory slots full, dragging the map to the bag symbol to take it out of the bag would have had no effect to move the map out of the bag, you would have had to empty an inventory slot to make room for it.) Now that it is out of the bag, you can click on the map any time you want to get a fix on your location. Dropping Objects. Now, you know how to pick things up and manipulate your inventory, but what if you want to get rid of something? For instance, how about the empty glass bottle that held the water you drank? To drop the bottle on the floor, first pick it up out of your inventory, by rightclick-and-holding on it, then drag it from its position. Move the image of the bottle anywhere in the bottom third of the View Window, and then release the button. To throw the bottle, release the button while the bottle is in the top two-thirds of the View Window. If there is an obstacle in front of you, a thrown object is placed on the ground in front of you. If youre too close to an obstacle (the wall, for example), you may not be able to drop the bottle at all. Any time you find you are unable to drop or throw an object because you are too close to a wall or door, try backing up a bit.

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Wearing Things
The Avatars quarters also contain a pair of boots, tailored right to your size. To don an article of clothing or piece of armor, click on the Get Icon with either button, then right-click-and-hold on the item. Drag it and release it over the appropriate part of your characters picture on the Inventory Panel in addition to the inventory circles surrounding the picture (which represent things your character holds), the picture itself includes inventory slots for items you wear on your head, body, hands, legs and feet. Select the Get icon and then right-click-and-drag the boots onto the pictures bare feet. When you release the mouse-button, the boots settle into place there your character is then wearing them.

Opening Doors

Turn until you are facing east (i.e., until the silver-tipped arrow on the compass is in the 9 oclock position), then click on the Use icon. Approach the door which is recessed in the east wall, and right-click on it. If you are too far away, approach closer. If you are near enough, it will swing gently open. Right-clicking on it again will close it, unless you are standing close enough to block its movement. However, do not be so eager to leave your room there is more to see! Approach the north wall of your room, and click on the Look icon. Move the cursor to the center of the north wall, and right-click on the wall. The Message Scroll may say, You see a wood paneled wall, but if you have hit the right spot, it will say, You see a secret door. If you do not find this right away, keep trying the door is in the center section of the north wall of this room, but it is well-hidden! When you have found it, click either button on the Use icon, and then right-click on the secret door. It will swing open, revealing a hidden room! Go inside and have a look around. Here is where Lord British has stored some adventuring equipment for your use. In particular, you might recognize a rune-bag made for you by Nystul, similar to the one you once used in the Great Stygian Abyss. Pick up items that interest you and move them into your inventory. You will probably want all of the items you find here, but the choice, as always, is yours.

Selecting Weapons

Now you have a decision to make should you leave the dagger in your hand, or move that out of the ready position and replace it with one of the weapons in this room? To make this decision, you need to know more about your skills. Click either button on the chain below the Character Panel and the panel flips around to your Statistics Panel. This panel contains a great deal of information about your character, but right now were concerned with the skill list at the bottom. To scroll through the list, click either button on the up- or down-arrow.

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You will see skill scores for your character with various weapons sword, mace, axe and barehanded. You will probably want to ready the weapon with which you fight most skillfully (the one in which you have the highest score), or, if you are skilled in barehanded combat, you may want to fight with no active weapons. Now click either button on the chain below the Statistics Panel to flip back to the Character Panel. Move whichever weapon you want (if any) into your characters weapon hand.
Dealing with Grouped Items
If the pack you saw in the secret room to the north of your quarters isnt in your inventory, retrieve it now. In the pack, you will find a variety of items, including a torch with a small white number next to it. When you try to pick up the torch youll find that theres something different about it its actually several torches! When you click either button on the Get icon and then try to right-click-and-drag the torch, the message Move how many? 1 appears in the Message Scroll. To take one of the torches, leftclick on the torch symbol. To take all the items in the group, right-click on the torch symbol. To take more than one but less than all of them, type in a number from the keyboard, then press Enter. You can move the torch(es) you have chosen just as you would move any other object. Items of the same type can usually be stacked within a single circle on your inventory panel for instance, five torches are generally shown as one torch symbol, with the numeral 5 above it. The only time you cant stack identical objects is if their quality is different. For instance, you cant stack a somewhat used candle in the same circle with halfway used candles.

FURTHER EXPLORATION

There are several other interesting items in this room, including a gray bag (your rune bag), with some brown and gold stones near it. These are rune stones the stuff of magic. Pick these up and put them in your inventory. The magic items are very important. The rune bag allows you to cast magic, but only if you have the proper rune stones inside. Pick up each rune stone and drag it on top of the rune bag this actually puts the stone inside the bag. (You can use this method to place anything inside of any bag or pack.)

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With a rune bag and some rune stones, you may be able to cast spells, even if you arent a mage. The amount of Mana you have and your casting skill level determine how successful you can be with magic. Preparing a Spell. Before you can cast a spell, you must prepare it. Try to anticipate your needs and have a spell (like Resist Blows) ready for use in an emergency or keep a common spell (perhaps Light) ready simply because you expect to use it repeatedly. To prepare a spell, open your rune bag. Go to the inventory section of your Character Panel, and left-click on the rune bag this causes the Character Panel to slide away, revealing the Rune Panel. Rune stones are shown here in alphabetical order, with empty squares representing stones you havent yet collected. Now take note of the empty rectangle just to the right of the compass this is the Rune Shelf, where your readied spell is displayed. Left-clicking on any stone on the Rune Panel causes that stone to appear on the shelf. When all of the stones necessary to cast a spell are on the Rune Shelf, in their correct order, the spell has been prepared. The shelf to the left of your compass displays icons representing spells that you have already cast and are currently active. Necessary Rune Stones. The rune stones you find in the secret room are Bet, In, Jux, Ort and Sanct (B, I, J, O and S). The spell tables on pp. 30-32 reveal that these stones can be used to cast several spells, including Luck (B, O and I), Magic Arrow (O and J) and Resist Blows (B, I and S). Casting a Spell. All that is necessary to cast a prepared spell is to click on a set of runes on the Rune Shelf, regardless of whether your rune bag is open or closed. If you have the required Mana, and the correct runes on the shelf, the spell will eventually work but your chance of success each time depends on your characters casting skill level, as well as the Circle of the spell being cast. The higher your level, the better your chance of succeeding at a spell. Characters with lower casting ratings may have to try over and over in order to get a spell to work. Fortunately, there is no penalty for a casting failure unless the spell backfires a rare occurrence. If you make a mistake or want to try casting a different spell, you can erase the Rune Shelf by clicking either button on the symbol at the bottom of the Rune Panel. This represents the rune stones being replaced in the rune bag. In fact, even if youve properly arranged a set of rune stones on the shelf, you can remove them any time before casting the spell, by clicking on the symbol. Once a spell is successfully cast, the Blue Flask drains to reflect the amount of Mana used up.

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CONVERSATION
Now that youve sampled combat, try a little peaceful interaction. Return to your bedroom (the room with the fireplace), open the door on the east wall, and walk out into the corridor. Turn right and proceed south to the T intersection, where you should take a left. In a few moments, you will be in Lord Britishs splendid throne room, where all those trapped in the castle have gathered. Now turn left, and walk down the center aisle toward the throne. When you are close enough for him to speak, Lord British will address you and the other castle inhabitants. Before addressing you, most characters will wait for you to speak to them (by clicking either button on the Talk icon, then right-clicking on the character), but right now Lord British has something important to say. Conversation Screen. When you engage in conversation, a large scroll the Conversation Scroll appears in the middle of the screen. Below the Conversation Scroll is your Message Scroll. Above and to the left of the Conversation Scroll is a portrait of the person with whom you are speaking in this case, Lord British. To the right of Lord Britishs portrait is his Barter Area, and below that, his name. To the right of that is your Barter Area and character portrait. Selecting Responses. Lord British greets you with the words, Greetings, Avatar. Shall we begin the meeting? (His comments are printed in dark brown on the Conversation Scroll.) Below, on your Message Scroll, a menu of two possible responses appears: 1. By all means, my liege. 2. Not just yet. There is something I must attend to, first. These are the things you can say to Lord British. The choice you make determines how Lord British feels about you (friendly, angry, actively hostile, etc.) and what he says next, if anything. To select one of these responses, press the number of the option you want or move the silver cursor onto the option and click either button. Select the option you want now. The response appears in light brown below Lord Britishs greeting, followed by his response to you. You mustnt mind if hes a bit brusque he is carrying a great deal of responsibility for the realm, as are you. The [MORE] at the end of his comment is a signal that he has more to say click either mouse button or press any key to see the rest of his conversation. Lord British will now speak for a long time, since it is his responsibility to inform and organize Britannias citizens in this crisis. Pay close attention to his words Lord British is a wise man.

THE OPTIONS ICON

Quick mode allows you to do almost everything you will ever need to do within the game. However, to access the save or restore game features, toggle sound and music on or off, increase or decrease the level of graphic detail, or quit the game, you use the Options icon. (For a list of the keyboard equivalents of these options, consult your Reference Card). When you click either button on the Options icon, boxes appear on the right side of your screen, replacing the character information panels usually found there. Text in the boxes describes what each box does. To select an option, click either button on the appropriate box. 18

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Save Game. To save your game, click with either mouse button on the Options icon. Then click either button on the Save Game box, and new options will appear in boxes: 1, 2, 3 or 4. Each of these is a possible savegame, or bookmark, from which you can resume playing the game. The Message Scroll provides a description of each of the save-games. (The description for an unused saved game slot reads <not used yet>.) Click either button on any numbered box (or a box representing a saved game you dont mind replacing). Now the game asks you to type a description of this save-game. You want to enter something that will remind you what this bookmark stands for, and you can write as much as there is room for in the Message Scroll (about thirty characters). When you are done, click either button (or press Enter), and the process of saving your game will be complete. Restore Game. During the course of play, your character may die or you may do something you wish you hadnt. You may just want to pick up where you left off in an earlier play session. This can be accomplished by restoring the game to the point at which you saved it. You do this by selecting the Options icon. Click either button on the Restore Game box, then click either button on the boxed number which matches the save-game you wish to restore. When the game is ready, a notice appears on the Message Scroll, and you can resume play by clicking either mouse button. You can also restore a game from the main menu by selecting Journey Onward and then clicking on the saved game you wish to play. Music. This toggles music on and off, but has no effect unless you installed the game with music. Sound. This toggles sound effects on and off, but has no effect unless you installed the game with sound effects. Detail. The level of graphic detail in Underworld II has a direct effect on game speed. If your game seems to be running too slowly, click on the Options icon and then on the Detail box. The default detail level is Very High. To speed up game play, decrease that to High, Medium or even Low. The game wont look quite as good, but will run more smoothly and faster. Experiment until you achieve a pleasing balance of speed and graphic detail. Return to Game. When you click either button on the Options icon, the game pauses (combat stops, creatures freeze, time stops). When you want to exit the Options menu and restart the game, click either button on this box. Quit Game. This returns you to DOS. Make sure you save your game before you do this, or anything you accomplished after your last save will be lost.

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YOUR CHARACTER
To the right of the View Window is your Character Panel. Generally, this displays a picture of your character surrounded by small circles. Each circle is a place you can store or carry an object. Encumbrance. At the right center of the panel, look for the beige number. This number represents the weight (in stones) your character can carry. This weight-limit number changes when you pick up an object, to reflect the fact that you now are carrying something more. The more you carry, the slower you move. Encumbrance also affects how far you can jump, how long you can swim before you begin to drown, and how likely you are to fall through ice. If the weight-limit number ever reaches zero, then you are carrying your maximum load, and must drop something before picking up anything new. Statistics Panel. Note the chain hanging from the bottom of the Character Panel. Move the cursor to the chain, then click either button. This causes the panel to slide and be replaced by the Statistics Panel (or to slide back when you click again). The side of the Character Panel which you are now viewing lists your characters statistics: his or her name, class and level, and other measurements which you previously saw when creating your character. To become a more powerful character in the game and thus, more capable in combat or with magic, for instance you must accumulate EXP (experience points). These points are scored for exploring new territory, for slaying creatures which oppose you, and for accomplishing other difficult tasks. When you start, your EXP score is very low, but this will change as you play. And remember, no matter how much experience you accumulate, your basic strength, dexterity and intelligence will not change. Two other important measurements are your VIT (Vitality, or overall health) and MANA (a measure of your magical energy when you are out of Mana points, you cant cast spells). You can obtain a numerical measurement of your Vitality by clicking on the Red Flask on the right-hand side of the screen with either mouse button. To measure your Mana, click on the Blue Flask. Both Vitality and Mana are represented by two numbers the first is your current score, and the second is your maximum possible score at the present time. For example, if your Vitality score is 34/34, this means that you have 34 points out of 34 possible (in other words, you are in perfect health). As you advance in the game, your maximum VIT and MANA scores may increase. The 34/34 character described above may become a 44 maximum VIT character over time. In that case, a 44/44 would indicate full health, and a 34/44 would indicate that the character had taken some damage. Attributes. The three primary measurements on every Character Panel are ST (your strength), DX (your dexterity or quickness) and IQ (how smart your character is). The maximum score for any attribute is 30, and the minimum (for player characters) is 12. 20

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Each character class (fighter, mage, etc.) has its own starting level for each attribute. For example, the basic scores for a fighter are a high Strength, medium Dexterity and low Intelligence. In addition, each character class has its own advantages and disadvantages. Try creating characters of various classes to determine which combination of attributes and skills most suits you. Skills. Each class comes with its own required skills (which you receive automatically) and optional skills (from which you may select a limited number).

IMPROVING YOUR CHARACTER

Characters are not limited to the abilities with which they start the game they may improve over time. All of this is controlled by experience points. You gain points for exploring new territory, slaying hostile creatures and performing heroic deeds. Points can be taken from you for less-than-heroic actions, such as betraying your friends. Gaining Levels. The most obvious way in which your character progresses is through gaining levels. At the start of the game, you are a first-level character. As you gain experience, however, you will rise to second level, third level, and beyond (to a maximum of 15th level). As a higher-level character, you become harder to kill (your maximum Vitality rises) and you qualify to cast more powerful spells. Increases in character level are automatic with sufficient increase in experience points. Notice of a level increase appears on the Message Scroll. Improving Skills. Another way in which you progress is through raising your skill scores. Such increases only come as the result of training, study and practice, so you must visit a trainer, a master of the skill you are seeking to learn. Some trainers offer general instruction in, say, a range of combat skills. Others focus on a particular art or craft. Receiving training is not enough to improve a skill score you must qualify for it by having accumulated at least one skill point. You always receive a skill point after you gain a new character level, but you sometimes receive skill points between level increases. On your Statistics Panel, you will see a line labeled SKILL PTS. After you receive one or more skill points, you must decide how to spend the points you have earned, by deciding which skills you most want to improve and selecting among the trainers you know. You are able to improve one skill score per skill point, so spend your skill points carefully!

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INVENTORY

Finger Slots. Notice the two small inventory circles near your characters hands. These are the finger inventory slots. One ring can be readied in each of these positions. Magical rings are only effective when worn (i.e., when they are readied in a finger slot). Four Upper Circles. Of the four upper circles, only the one near your primary hand can be used for your weapon. Only the one near your off hand can be used for a shield. The other two, your shoulder slots, are good places to put torches or other items you want to carry around while keeping a weapon ready. If one of the top four circles is empty and a torch is in one of the lower circles, right-clicking to Use the torch automatically lights it and moves it to an upper slot. Combining Objects. In general, it is not possible to combine objects of different types. However, it is sometimes possible to make a new object by dragging the object in hand to an object in your inventory and dropping it there. (For instance, you can drop an ear of corn onto a torch to make popcorn.) Containers. Keep the bags and packs that you find, since you can use them to keep your goods organized. A typical adventurer might carry six or more bags, including a food bag, a bag of items for barter, a bag of torches and candles, and (of course) a rune bag. In the course of the game, you may find items, such as a key-ring, whose purpose is to hold a specific type of object. You can also place bags inside of other bags. To take an item out of your bag but keep it in your inventory, drag it to the symbol of the opened bag. (Note that you cant take rune stones out of your rune bag, but the game never requires you to do so.)

Page 24

Aspects of An Attack. Every time you attack, you must make three choices: where to aim, the type of attack and the strength of the attack. Aiming. To aim, place the cursor on the creature or object you wish to attack. It is not necessary to pin-point a specific part of your foe just pointing at his or her body is generally good enough for the purposes of this game. Attack Types. Only one type of barehanded attack exists the jab. Similarly, there is only one form of attack for each missile weapon (bow, sling, etc.). Other weapons swords, daggers, maces and so on can be used in a variety of ways. You determine the type of attack you make by where the cursor is located when you first right-click. If you start in the top third of the screen, your attack will be an overhead bash. Pressing in the middle third of the screen will begin a sideways slash, and pressing while in the bottom third will cause a thrust. The three forms of attack inflict different amounts of damage, depending on the weapon being used and its appropriateness to that sort of attack. Attack Strengths. The Power Gem on the screen, in the center of the compass below the View Window, indicates the strength of your attack. When you right-click to begin an attack, the gem turns dark green while you pull your weapon back. If you release the button while the gem is still dark green your attack is aborted. After the weapon is pulled back, the gem begins brightening to represent more physical strength being put into the attack. When the gem is pulsing a bright green, your attack is at maximum strength. The longer you prepare an attack, the more damage it does if it hits its target. Your Foes Condition. This is indicated by the gargoyle at the top of the View Window. When you hit a creature in combat, glance at the gargoyles eyes. If they glow green, your opponent is still in good shape. If they glow yellow, the target is injured, and if the eyes glow red, the target is hurt badly. Missile Weapons. Bows and similar weapons work differently than other weapons. Ready a missile weapon by placing it in your weapon hand on the Inventory Panel (making sure you have the appropriate type of ammunition in your inventory). If you dont have the right type of projectile for the weapon, you cant attack. Bows use arrows, crossbows use bolts, and slings use rocks. Right-click in Combat mode to initiate an attack (screen location doesnt matter), then wait for the gem to glow green. When it is glowing, your bow is ready to shoot unlike other attacks, there is no bonus for delaying your missile-weapon shot further. A red, circular cursor appears. Move the cursor to your target, and release the mouse-button to unleash the attack. (Remember you have to lead a moving target ) After combat, you may be able to recover projectiles which missed the target.

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Attacking Inanimate Objects. In general, inanimate objects are not worth attacking you cant do much damage to stone walls. However, some objects can be affected by attack you can sometimes bash open locked chests and batter down locked doors, for example. This is time consuming and may damage (or destroy) your weapon, but if you lack a crucial key or dont feel like taking the time to find one, it may be worth your while.

WEAPONS

To make the most of combat, you must understand the benefits and drawbacks of the various weapons and armor types. You should also pay attention to the condition of your equipment. The more damage your weapon has taken, the likelier it is to break. Weapon Types. There are four weapon types. Larger weapons usually do more damage, but take longer to ready between blows than smaller weapons. Swords. Includes daggers, short swords, longswords and broadswords. Daggers can be readied swiftly, but do only light damage. Daggers are best used as thrusting weapons, while other swords excel at slashing. Axes. Includes hand axes, pole axes and battle axes. Axes do more damage than swords, but take longer to ready. They are slashing weapons only the pole axe is effective when thrusting, and no axe can bash very well. The battle axe is the most damaging weapon (excluding enchanted or special weapons). Maces. Includes cudgels, light maces and maces, all best used by bashing. Missile Weapons. Includes slings, bows and crossbows. Missile weapons allow you to attack most creatures before they can attack you. The problem is that each shot requires ammunition, and it can be hard to find arrows (for bows) or bolts (for crossbows). Slings fire rocks, which are slow, easy to dodge and dont do much damage but rocks are easy to find. (You can always make more rocks by using a rock hammer to break a boulder.) Armor. There are three types of armor: leather (the least protection), chain and plate. As you find various pieces of armor, you might soon be wearing several kinds (leather leggings, a chain shirt and a plate helm, perhaps). Armor degrades in quality as it suffers damage through combat, and eventually is destroyed (unless you repair it yourself, using an anvil). Also, note that armor provides less protection as it deteriorates. Keep armor in good repair whenever possible. Armor is also heavy a complete set of plate armor may be too heavy for you to wear, especially if you want to carry much with you! Shields. Shields are only effective when carried in the hand opposite your weapon hand if your character is right-handed, the shield must go in the inventory circle by the left hand. From least to most protective (and lightest to heaviest), the shields are: buckler, small shield, wooden shield and tower shield.

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THE RUNES OF MAGIC

AN Negate

BET Small

CORP Death

DES Down

EX Freedom

FLAM Flame

GRAV Energy

HUR Wind

IN Cause

JUX Harm

KAL Summon

LOR Light

MANI Life

NOX Poison

ORT Magic

POR Movement

QUAS Illusion

REL Change

SANCT Protection

TYM Time

UUS Raise

VAS Great

WIS Knowledge

YLEM Matter

 

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