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Ultima VI seems to be a big upgrade in technology from the previous games, but Im finding myself struggling getting around the land with the much narrower view of the world on the display.

Its of course easy to use the orb of moons to get around. But even using copious amounts of gems Im finding it very difficult to get to places that should be pretty easy -- for example getting to dungeon destard from Trinsic.

Does anyone have any good tips or solutions to work through this?

Thanks much!
This question / problem has been solved by bliznikimage
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GamerKen666: Ultima VI seems to be a big upgrade in technology from the previous games, but Im finding myself struggling getting around the land with the much narrower view of the world on the display.

Its of course easy to use the orb of moons to get around. But even using copious amounts of gems Im finding it very difficult to get to places that should be pretty easy -- for example getting to dungeon destard from Trinsic.

Does anyone have any good tips or solutions to work through this?

Thanks much!
The way we did this back in the day was to create our own maps. I used the map that was included in the game as a reference (it's a jpg download via GOG) and then I would draw some generalized maps of areas. This is particularly useful in the overworld to map out forests that you can't walk through, and in the dungeons as there are certain staircases that go up/down in weird ways that are difficult to understand without mapping it out. If you want to try it out yourself, get the "Dispel Field" spell from Xiao at the Lycaeum, then dispel the fields around the ladder that leads down the Lycaeum. This layout is quite square, so it's easy to map out what the Lycaeum looks like if you pay attention to which direction the up/down ladders go.

If that's too difficult, then the alternative is to get a map that's already created. The cluebook provides you with maps (you can decline to read spoilers in the text, and just follow the map), and there are also plenty of maps online for each dungeon and area.

Another technique you can use is to use a 3rd party engine, like Nuvie and ScummVM, to look at a wider view, similar to how you might use Exult to do so. I'm actually currently doing a replay of Ultima 6 using the ScummVM engine since they recently fixed all of the bugs I reported last year, and I'm happy to report that it's a great improvement over the previous engine. ScummVM allows you to see a larger view around the Avatar, which makes for easier navigation, but could also be considered "cheating," since the original view of the game was limited to 320 x 200. You'll be able to see *way* more than you could in the original game. I prefer the "original_+full_map" view. I think by default ScummVM doubles your view to 640 x 400, but you can increase that to absurd sizes like 1280 x 800 if you want. Just edit the scummvm.ini file (navigate to your "saved games" directory and then go up one directory to find it), and under [ultima6] or [ultima6_enh], then in that section add the following:
video/screen_width=xxx
video/screen_height=xxx
video/game_width=xxx
video/game_height=xxx

FYI, for ScummVM, all of the settings are the same as Nuvie, whose settings can be found here (https://nuvie.sourceforge.net/?page=docs), but scummvm.ini uses slashes instead of XML brackets.

So in Nuvie you would have:
<video><game_width>320</gamewidth></video>

But in ScummVM you have:
video/game_width=320

Also, note that for ScummVM, the Great Light spell radius won't show you light beyond the 320 x 200 default screen size. So if you want to illuminate larger sections of a dungeon or the overworld at night, you'll need to enable cheats and then adjust the minimum brightness so that you can see more of the screen at night or in dungeons. (also, a side note, torches don't work. I recently reported that as a bug)
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bliznik: The way we did this back in the day was to create our own maps. I used the map that was included in the game as a reference (it's a jpg download via GOG) and then I would draw some generalized maps of areas.
you've reminded me. back in the day i mapped out the sewers of Castle British (and some but probably not all of the connecting cave system) on graph paper, tile by tile.

for the forest paths, i'm pretty sure i didn't make any maps, just followed the right hand rule around trees and sort of vaguely learned the ways through.
Some spells that might be useful:
* View: Displays a low-resolution birds-eye view of the surroundings. As an alternative to using the spell, you can use gems.
* X-Ray: Allows you to briefly see through walls, seeing everything on the screen.
* Wizard Eye: You now control an eye. This eye can go through walls (and things like trees), and can see through walls just like with the X-Ray spell, but you can move it around, allowing you to scout ahead in directions that you wouldn't otherwise be able to see without having to travel in that direction yourself. You get a limited number of moves before the spell ends, though I believe time pauses during this spell's effect.

(While not useful for navigating, it's worth noting that the Infravision spell makes creatures appear on screen even if they're in the dark, and I think it might let you see creatures on the other side of a wall.)
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dtgreene: Some spells that might be useful:
* View: Displays a low-resolution birds-eye view of the surroundings. As an alternative to using the spell, you can use gems.
* X-Ray: Allows you to briefly see through walls, seeing everything on the screen.
* Wizard Eye: You now control an eye. This eye can go through walls (and things like trees), and can see through walls just like with the X-Ray spell, but you can move it around, allowing you to scout ahead in directions that you wouldn't otherwise be able to see without having to travel in that direction yourself. You get a limited number of moves before the spell ends, though I believe time pauses during this spell's effect.

(While not useful for navigating, it's worth noting that the Infravision spell makes creatures appear on screen even if they're in the dark, and I think it might let you see creatures on the other side of a wall.)
Thanks for all of the responses this is helpful. I probably should have mentioned in my original post that I have the sextent but for some reason cant find any sites online that show the lat/long coordinates of places. I find a bunch with the cheat teleport coordinates but I really dont want to go that far.

In general, Im trying not to fully cheat. I know we are everything we are talking about is some form of cheating but I want to mostly play the game if that makes sense, I guess I just dont want to have to go so far as the old school mapping out on graph paper. I did that myself back when I first played these games as a kid but I definitely had more time on my hands those days :-)

Thanks again!
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GamerKen666: Thanks for all of the responses this is helpful. I probably should have mentioned in my original post that I have the sextent but for some reason cant find any sites online that show the lat/long coordinates of places. I find a bunch with the cheat teleport coordinates but I really dont want to go that far.
I think you can convert the cheat teleport coordinates into sextant latitude/longitude with some math. It takes some time though...