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GoingDown: There is certain boots which will protect from that nasty swamp... Or was it on later Ultimas only?
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organmike: That starts in Ultima VI, I think. Until then, you take your lives into your hands walking into the swamps.
But in Ultima V, you could safely cross swamps if you used the magic carpet.
One more little tidbit for beginners - and for more advanced players:
Lord British can analyze the state of your game and tell you what needs to be done. Simply go to him at any time and ask him for HELP. He will give you a reasonably detailed description of what you have to do to continue on the Way of the Avatar, or at least a good starting point for the same.
Way back when I was playing this thing on the Commodore 64, it was held on four diskettes (that's five-and-a-quarter-inch floppies, thank you): a Boot disk, an interior map ("Townes") disk, an Overworld ("Britannia") disk, and a dungeon ("Underworld") disk. The only diskette not write-protected was the Britannia disk; thus, you were only allowed to save on the overworld map. This disk also held all the information about what quests you had or had not completed; some of the information (for example, your standing in the Virtues) was transferred to resident memory, and some was not. Therefore, in order to actually speak to Lord British, you were required to change disks for that one conversation, swapping from Towne to Britannia disk when you started, specifically so the game could check for the "already spoken to British" flag (he has special dialogue the first time you meet him) and so that you had access to the HELP dialogue, and then swapping back because all the information regarding Castle Britannia was on the Towne disk. Origin Systems went to some trouble to make sure that British could provide decent advice; I would suggest that you honour their commitment and take advantage of it.

Ultima V maintained some of this usage, but expanded on it. Of course, it was on four double-sided floppies (!) but it allowed saving anywhere (you just had to swap disks to the Britannia disk, still the only non-write-protected disk) and stored more information in resident memory - or at least knew what information had to be transferred to the resident memory for any given sub-map - allowing for more in-depth interrogation and character action within the sub-maps.
I didn't see it mentioned, but I believe that allowing creatures to flee from battle helps you raise Compassion.
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organmike: One more little tidbit for beginners - and for more advanced players:
Lord British can analyze the state of your game and tell you what needs to be done. Simply go to him at any time and ask him for HELP. He will give you a reasonably detailed description of what you have to do to continue on the Way of the Avatar, or at least a good starting point for the same.
Way back when I was playing this thing on the Commodore 64, it was held on four diskettes (that's five-and-a-quarter-inch floppies, thank you): a Boot disk, an interior map ("Townes") disk, an Overworld ("Britannia") disk, and a dungeon ("Underworld") disk. The only diskette not write-protected was the Britannia disk; thus, you were only allowed to save on the overworld map. This disk also held all the information about what quests you had or had not completed; some of the information (for example, your standing in the Virtues) was transferred to resident memory, and some was not. Therefore, in order to actually speak to Lord British, you were required to change disks for that one conversation, swapping from Towne to Britannia disk when you started, specifically so the game could check for the "already spoken to British" flag (he has special dialogue the first time you meet him) and so that you had access to the HELP dialogue, and then swapping back because all the information regarding Castle Britannia was on the Towne disk. Origin Systems went to some trouble to make sure that British could provide decent advice; I would suggest that you honour their commitment and take advantage of it.

Ultima V maintained some of this usage, but expanded on it. Of course, it was on four double-sided floppies (!) but it allowed saving anywhere (you just had to swap disks to the Britannia disk, still the only non-write-protected disk) and stored more information in resident memory - or at least knew what information had to be transferred to the resident memory for any given sub-map - allowing for more in-depth interrogation and character action within the sub-maps.
You know what really sucked? Ultima VI on the C64. You had to swap disks, twice, for every single conversation in the game, because conversation data was kepts on three separate disk sides - the game had a boot disk, surface world disk, underworld disk, and three "populace" disks with conversations.
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RetroGamer: I didn't see it mentioned, but I believe that allowing creatures to flee from battle helps you raise Compassion.
Only if they're not evil by nature - snakes, spiders, rats and the like.

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SirChaos: You know what really sucked? Ultima VI on the C64. You had to swap disks, twice, for every single conversation in the game, because conversation data was kepts on three separate disk sides - the game had a boot disk, surface world disk, underworld disk, and three "populace" disks with conversations.
Zoiks. Well, we were sort of used to that sort of thing back then - you could have acquired a second disk drive as well to cut down on the swapping. We got U6 for the Amiga - only four disks, and you had to switch from "Player" to "Populace" for conversations, if I recall; however, there was enough information stored in resident memory to continue playing for a while on the Populace disk even if you were wandering about. It was only once you got too far from town, or if you started a fight, that you had to swap back to the Player disk. Or if you tried to save (again, only one disk not write-protected).
Again, if my hazy memory serves, the other two disks were "Program" (for booting) and ... it was another "P" word, but I don't remember what, and it was for the dungeons and the Underworld or what have you.
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RetroGamer: I didn't see it mentioned, but I believe that allowing creatures to flee from battle helps you raise Compassion.
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organmike: Only if they're not evil by nature - snakes, spiders, rats and the like.

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SirChaos: You know what really sucked? Ultima VI on the C64. You had to swap disks, twice, for every single conversation in the game, because conversation data was kepts on three separate disk sides - the game had a boot disk, surface world disk, underworld disk, and three "populace" disks with conversations.
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organmike: Zoiks. Well, we were sort of used to that sort of thing back then - you could have acquired a second disk drive as well to cut down on the swapping. We got U6 for the Amiga - only four disks, and you had to switch from "Player" to "Populace" for conversations, if I recall; however, there was enough information stored in resident memory to continue playing for a while on the Populace disk even if you were wandering about. It was only once you got too far from town, or if you started a fight, that you had to swap back to the Player disk. Or if you tried to save (again, only one disk not write-protected).
Again, if my hazy memory serves, the other two disks were "Program" (for booting) and ... it was another "P" word, but I don't remember what, and it was for the dungeons and the Underworld or what have you.
The things we used to put up with to play games, back in the days... ;-) Young people these days don´t know how good they have it. (insert grumpy old geezer rant here...)
But, Sir C, we were glad to do it. It beat the heck out of running around outside with... uh... whaddya call 'em... friends, that's it. All that sunshine and fresh air and cameraderie ... eugh. No thank you. I'll take the disk-swapping any day.
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organmike: But, Sir C, we were glad to do it. It beat the heck out of running around outside with... uh... whaddya call 'em... friends, that's it. All that sunshine and fresh air and cameraderie ... eugh. No thank you. I'll take the disk-swapping any day.
Exactly! Others play soccer, we save the world.
In the start of game, if want you make quick money you had to be little evil steal the money often in the bank until you feel rich enough and bought powerful weapons then stop steal and turn into nice one.
If you're going to steal or cheat your way to early riches, the time to do it is very early in the game, before you've found any of the plot-critical items. This way you'll be able to regain most of your lost karma simply by collecting the Runes and Stones, as well as doing all the usual things you'd do to attain partial Avatarhood in a given Virtue, and you won't necessarily have to risk losing an eighth.

This trick also works in Ultima V, where you also have Shrine Quests to rebuild any karma you lose by (for instance) raiding the treasury under Lord British's castle.
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TheKid965: Q - Quit and save (note: does not exit game program)
so how does one correctly exit the program?
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TheKid965: Q - Quit and save (note: does not exit game program)
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valkin15: so how does one correctly exit the program?
One does not. Back in the day you turned off your computer after saving and today you close the dosbox window.
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TheKid965: Fortunately, cure spells are cheap and easy to acquire. As long as you always keep a few mixed cure spells (An Nox in V and VI) on hand, you should be okay.

I haven't tried this yet in GOG's version to see if this was patched, but in IV at least there used to be an exploit you could use to cure poison without using up spells. All you had to do was make it to Hawkwind's room and step on the purple "curtain" (actually sleep tiles) until your poisoned party member(s) were put to sleep. Since the game wasn't intelligent enough to keep track of multiple status ailments for your characters, the "sleep" condition overwrote the "poisoned" one, and once he or she woke up the poison was gone. (Naturally, this worked wherever there were purple sleep tiles; Hawkwind's room is just the best-known example.)
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organmike: In the C64 version, being poisoned prevented being slept, and vice versa, as the game couldn't overwrite one status with another - which became interesting when you camped, because anyone who was poisoned wouldn't lie down. They'd just stand there.
Also made life easier (as much as that was possible, anyway) fighting Balrons, with their sleep spell. Ugh.
It is the same with the PC version of Ultima IV. If your party is poisoned it cannot be put to sleep by sleep spells. Comes in very handy in the abyss. But I think a sleep field still overwrites the poison if you step into it.
Post edited June 24, 2012 by xy2345
> Never attack non-evil creatures such as bears.

You'll have to fight them sometimes. In this case, the trick is to stop hitting them as soon as they enter "run away" mode.

> so how does one correctly exit the program?

You can't. Many OSes didn't support exiting back out to the command line, so you had to reset the system.
Doesn't the graphics upgrade patch add a function to exit the game? Ctrl-Q or ctrl-X, I think.
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timotaka: Doesn't the graphics upgrade patch add a function to exit the game? Ctrl-Q or ctrl-X, I think.
Actually, yeah I think it does. Let me check...

Yup alt+x
Post edited June 24, 2012 by VisElEchNon