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Читы для Ultima 5: Warriors of Destiny

Чит-файл для Ultima 5: Warriors of Destiny

Ultima 5:
Warriors of Destiny

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Origin Systems
Издатель:Origin Systems
Жанры:RPG
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1988 г.

FAQ [ENG]

Информация актуальна для
Ultima V
FAQ/Walkthrough.
Version 0.1.0--very little, but with specific info on locations/NPC's I
haven't seen anywhere else

By Andrew Schultz
schultza@earthlink.net

This FAQ is not associated with Origin.  It is my original work except
where noted.  It is part of my efforts to help preserve classic Apple II
games.

Additional personal links(i.e. "ad space":)

Maps of all indoor locations(no NPC's in towns/castles, alas!):
http://www.geocities.com/SoHo/Exhibit/2762/u5/tmphtm.htm
Big maps of underworld/overworld:
http://members.fortunecity.com/cartographics/
General Apple game stuff:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm

------------------------------------------
Outline:

HELPER CHARACTERS

OVERVIEW

LOCATIONS

BEING A GOOD GUY

ULTIMA 4:  SAME/DIFFERENT

FUNNY STUFF I FOUND

------------------------------------------

HELPER CHARACTERS

Part of the game is deciding who your other characters should be.  You
have five slots open but fifteen characters to choose from.  Who is
best, then?

Here is a list of NPC's you can get(and where).
Name      St?Sex Prof    C S  D  I  MP HP  MHP EXP L
Zippy     Y  M  Avatar   G ?? ?? ?? ?? 060 060 ??? 2 (start)
Shamino   Y  M  Fighter  G 20 22 16 00 005 060 167 2 (start)
Iolo      Y  M  Bard     G 19 21 17 08 090 090 249 3 (start)
Mariah    N  F  Mage     G 12 20 22 22 002 090 278 3 Lycaeum
Geoffrey  N  M  Fighter  G 24 21 16 00 090 090 260 3 Buccaneers' Den
Jaana     N  F  Mage     G 15 17 21 21 060 060 142 2 Yew
Julia     N  F  Bard     G 21 19 18 09 060 060 138 2 Empath Abbey
Dupre     N  M  Fighter  G 22 18 16 00 090 090 268 3 Bordermarch
Katrina   N  F  Fighter  G 22 21 18 00 150 150 800 5 New Magincia
Sentri    N  M  Fighter  G 23 20 19 00 060 060 101 2 Bordermarch
Gwenno    N  F  Bard     G 17 22 17 08 090 090 234 3 Britain
Johne     N  M  Mage     G 14 20 24 24 090 090 206 3 Ararat
Gorn      N  M  Fighter  G 21 19 15 00 060 060 134 2 Blackthorn's
Maxwell   N  M  Fighter  G 21 19 14 00 030 030 042 1 Serpants Hold
Toshi     N  M  Bard     G 17 21 16 08 030 030 064 1 Empath Abbey
Saduj     N  M  Bard     G 21 26 20 10 120 120 541 4 Lord British's

Fighters really aren't much help in tough battles;  it's useful to have
as much magic as possible.  Besides, anyone can use a magic axe...of the
remainder, Toshi is too weak to help in the early stages, and Saduj is
evil--don't let him join when you have a certain special item.  He's
looking for it so Blackthorn can use it.  In fact I would recommend
dumping Shamino at an inn once your party starts filling up(perhaps even
earlier) and leaving him there.  You aren't charged for leaving people
at an inn if you don't ever pick them up again.

This leaves the Avatar, Iolo, Mariah, Jaana, Julia, Gwenno, and
Johne...seven people!  Since Johne is rather hard to find, you may want
to keep Julia in the party until very late.  Mages are a scarce
commodity in Ultima V so you will want all of them in your group,
especially for the last stage of the game.

Gwenno's probably easiest to pick up(plus, she's Iolo's wife, so you
have to keep them together :) ) and Mariah may be the hardest(you need a
moongate or a skiff/frigate to get to the Lycaeum)--but Jaana should be
annexed as soon as you get to Yew, and you can follow the trail(isn't
the "new" Britannia nice?  Directions everywhere!) to Empath Abbey to
fill your party up.

The timing of when to pick up characters may help you get through the
game much quicker.  More on that below.

OVERVIEW

1.  Get the Grapple from Lord Michael at Empath Abbey.  You need it to
get places.
2.  Find all the mantras, go to the shrines, and learn about the
virtues.
3.  Learn all the words of power to open up the dungeons.
4.  Find the three shards(in the underworld) and learn the Shadowlords'
names.  Cast the shards in the castles' flames after summoning the
Shadowlords.
5.  Get the following special items of Lord British's:
Sceptre(Stonegate), Crown(Blackthorn's), Amulet(beneath Destard) and
Sandalwood Box.
6.  Go through Shame to the dungeon at the center of the world(Doom.)
Lord British will be there at the bottom of the dungeon.  If you have
the Sandalwood Box, don't lie and say no!

GETTING GOOD QUICK

NOTE:  A lot of the character choice is personal preference.

  I'd recommend starting with a mage.  Because you're the Avatar, you
have better statistics than the players that join you.  After this, I'd
recommend dumping Shamino and Iolo at an inn--for now.  Having more
comrades only means more monsters to fight.  That'll only hinder you as
you try to get good quickly.  At first you don't really want to worry
about any major quests.  You'll have to wait a few days for favorable
moongates, so first you might want to go ask Lord Michael in Empath
Abbey about the grapple.  Pretty much northwest of Iolo's Hut.
  The first moongate I'd take is the one to Minoc.  There you'll find a
tree in the northwest corner that holds skull keys.  You can get five of
them a day.  Minoc also has a free healer which will help you--you may
be stuck there a while waiting for the moon phase to change.  Jhelom is
the place you want to go next.  In the meantime, the best way to gain
experience is by fighting on bridges(pick up skull keys as well!)
Trolls are relatively easy to beat and hold good treasure.  Remember
always to have enough An Nox and Mani spells mixed.
  Once you can get to Jhelom, there is a magic axe in a tree stump in a
secluded part of town.

LOCATIONS

** SHRINES **
Shrine/honesty O'J'' E'C''
Shrine/compassion I'A'' F'M''
Shrine/valor C'E'' N'P''
Shrine/justice E'J'' A'L''
Shrine/sacrifice M'N'' C'N''
Shrine/honor F'B'' M'P''
Shrine/humility O'H'' N'I''

** DUNGEONS **
Deceit P'A'' E'J''
Despise F'L'' E'D''
Destard E'I'' K'I''
Destard(alt) D'G'' I'J''
Wrong H'O'' B'E''
Covetous J'M'' B'L''
Shame D'K'' G'G''
Hythloth O'P'' P'A''
Doom I'A'' I'A''

** TOWNS **
Moonglow O'I'' I'H''
Britain F'B'' G'K''
Jhelom C'E'' N'O''
Yew D'K'' C'L''
Minoc J'P'' B'E''
Trinsic G'K'' L'I''
Skara Brae B'G'' I'A''
New Magincia L'L'' K'J''

** CASTLES **
Empath Abbey B'M'' D'C''
Lycaeum N'K'' G'L''
Serpants Hold J'C'' P'B''
Lord British F'G'' G'L''
Blackthorn M'E'' P'F''

** DWELLINGS **
Iolo's Hut C'N'' D'O''
Sutek's L'A'' N'A''
Grendel's J'J'' F'L''
Sin Vraal's M'J'' D'L''

** VILLAGES **
Paws G'C'' J'B''
Buccaneers' Den I'I'' J'O''
Cove I'I'' F'K''
North Brittany F'G'' G'J''
West Brittany F'F'' G'K''
East Brittany F'I'' G'K''

** KEEPS **
Stonegate J'E'' E'K''
Windemere P'I'' A'I''
Farthing E'A'' P'A''
Bordermarch A'P'' K'A''
Ararat D'B'' D'K'' (underworld)

** LIGHTHOUSES **
Greyhaven G'I'' N'I''
Stormcrow J'I'' B'I''
Waveguide N'I'' H'I''
Fogsbane F'I'' H'I''

** SIGNPOSTS **
underworld signpost D'G'' I'P''  (underworld)
Keep out! P'F'' A'G''
Desert signpost M'D'' C'J''
Isle/Avatar post O'J'' P'C''
Paws roadsign F'P'' J'E''
Brittania roadsign E'M'' H'B''
Serpents Pass F'F'' E'O''
Forest sign D'H'' E'C''
Signpost at sea C'N'' K'M''

** OTHER **
Shard of Falsehood M'A'' F'A'' (underworld)
The Codex O'J'' O'J''

BEING THE GOOD GUY

You of course need to go on a shrine quest for each of the eight
virtues.  Each one asks you to enter the Codex, get a message about that
virtue, and return.

Here are the messages from the virtues:

"A dishonest life brings unto thee temporary gain, but forsakes the
permanent."
"Only a detested life owes its pleasures to another's pain."
"Those who fear to try, know not their limits and thus know not
themselves."
"Those who inflict injustice upon others, cannot expect fair treatment
unto themselves."
"None live alone, save they who will not share their fortune with those
around them."
"It is the guilt, not the guillotine, that constitutes the shame."
"To forsake one's inner being is to abandon thy hopes for thyself and
thy world."
"Pride is a vice, which Pride itself inclines one to find in others, and
overlook in oneself."

After completing all eight quests, you are given the following message:
BEYOND SHAMES EGRESS IN THE CENTRE OF THE UNDERWORLD THERE IS A PLACE OF
DARKNESS.
BEYOND THIS DARKNESS LIES THE GATE TO THE CORE OF THE WORLD.
WHEN THOU ART READY THOU MUST CALL FORTH VERAMOCOR TO UNLOCK THE GATE
AND VENTURE PAST ETHEREAL WARDS AND STEALERS OF SOULS.
THAT WHICH THE WORLD HATH LOST AWAITS THY COMING.

The nice thing about shrine quests is that you get:
  a)  +100 experience for each shrine quest
  b)  +1 strength if the virtue contains courage, +1 intelligence if the
virtue contains truth, and +1 dexterity if the virtue contains love.

ULTIMA 4:  SAME/DIFFERENT

The game has many things in common with Ultima IV but has some nice
improvements.  Here are a few:
  **  In Ultima V, if monsters are chasing you, the terrain slows them
down as much as it slows you down.
  **  In Ultima IV, you were slowed down randomly, allowing monsters to
catch up to you if you fled.
  **  The towns all have two levels in Ultima V(only one in Ultima IV)
and castles have three or more levels(two in Ultima IV).
  **  Dungeon rooms, once cleared, are cleared for good in Ultima V.
  **  People remember your name in Ultima V.
  **  Roads and signposts.  They eliminate much of the tedious mapping.
  **  Bridge trolls ask for tolls.
  **  Towns close their gates at night--but there's always a way to
sneak in.

Here are a few things that are the same:
  **  Mantras(which takes a good deal of puzzle solving out of the game)
  **  Many monster icons have carried over.

There are a few differences in the maps as well.  A few islands have
sprouted up and house keeps and dwellings(Sutek's, Windemere, Farthing,
Bordermarch), and lighthouses have been installed to keep ships from
crashing at night.  (Of course, there was no night in Ultima 4--or
crashing for that matter!)  There are more villages as well, and of
course, the Isle of the Avatar now houses the Codex with the Guardians.

The towns and dungeons are, of course, almost entirely re-designed.

FUNNY STUFF I FOUND

If you leave a poisoned character in an inn, they'll have died when you
retrieve them.
Swearing during conversation makes the person you're talking to ask,
"With language like that how did you become an Avatar?"  I can't print
examples since GameFAQs doesn't permit it, but those curious for detail
will be pleased to know that some classic interjections as well as
lesser-seen body parts will elicit this response.

------------------------------------------
Versions:
Version 0.1.0--posted to Gamefaqs.com, with very little, but with
specific info on locations/NPC's I haven't seen anywhere else.  Besides,
I needed to get back into FAQ-writing mode!

Credits:  Richard DeMain and Carlotta Stein's nice book _Ultima:  The
Avatar Adventures_ helped me compile a lot of details much more quickly
than if I'd had to go through the game.

Comments, suggestions, etc. to schultza@earthlink.net

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