Ultima II(Apple/Commodore/PC) FAQ
version 1.0.0
Copyright 2002 by Andrew Schultz schultza@earthlink.net

================================

  1. INTRODUCTION

    1.1. WHAT THIS FAQ'S ABOUT

    1.2. EMULATION VS. THE WINDOWS APP

    1.3. I VS. II VS. III

  2. THE PLOD-THROUGH

    2.1. GETTING STARTED

    2.2. GETTING A BOAT

    2.3. DRUDGIN' THROUGH A DUNGEON

    2.4. HOW TO USE THE TIME PORTALS?

    2.5. FLYING A PLANE

    2.6. OUTER SPACE AND PLANET X

    2.7. MINAX'S PLACE

  3. DETAILS

    3.1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM

    3.2. ITEMS, COST, ATTRIBUTES NEEDED

    3.3. TIPS AT THE BAR

    3.4. TOWN DIALOG

    3.5. WHAT'S ON WHICH WORLD

      3.5.1. EARTH'S TIME PERIODS

      3.5.2. OUTER SPACE

      3.5.3. LUCKY SPECIAL XYZ CHART

    3.6. USING THE GATES

  4. IMPORTANT MAPS

    4.1. GREENLAND DUNGEON

    4.2. NEW SAN ANTONIO

    4.3. PIRATES HARBOR

    4.4. OZY'S PALACE[CASTLE BARATARIA]

    4.5. MINAX'S PLACE

  5. CHEATING

    5.1. HEX OFFSETS

    5.2. ! WARNINGS !

    5.3. WINNING QUICKLY

  6. BUGS AND NUISANCES

  7. VERSIONS/CREDITS

================================

  1. INTRODUCTION

    1.1. WHAT THIS FAQ'S ABOUT

  There are other Ultima II FAQs floating around on the 'web. This one 
looks at the more technical aspects and tries to get into the details of 
what you have to do. It even allows you to run through the game 
quickly(or to get in a position to do so) with a bit of cheating. Ultima 
II contains a shocking amount of tedium and is clearly the worst of the 
early series. However if you get sick and think 'Gee, I won't let a dumb 
game like this stump me,' then this walk- or rather cheat-through is for 
you.

  Once your character gets rather good there's substantially less to 
worry about. However it's a few random events that this game turns on, 
it's understandable most people get frustrated early on. It took me 
several tries to get anywhere. And I still cheated.

  Getting through the game honestly requires some generally shady gaming 
techniques, in fact. Stuff like retrying something that has a random 
chance of working until you get it right.

    1.2. EMULATION VS. THE WINDOWS APP

  I cannot recommend the original Windows application unless you have 
much more patience than I do. In fact I find that emulation allows for 
cheats in critical places. If you have an especially fast computer parts 
of the game may be hell as MOSLO, which comes with the Ultima 
Collection, can't slow it all down enough. Plus MOSLO forces it to take 
2 minutes to start.

  AppleWin, downloadable from zophar.net, works well especially since it 
doesn't take time like the Apple did for disk loading functions--I 
forgive the imperfection. Then you can go to 
ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/ultima_II/ and 
download the following files:

u2prog.dsk.gz
u2master.dsk.gz
u2galaxy.dsk.gz

Decompress them and I like to rename them
u2prog -> u21
u2master -> u22(the blank player disk the program asks you to insert)
u2galaxy -> u23

If you want to remake a character you'll have to decompress 
u2master.dsk.gz again, which kid of sucks, but oh well.

  For AppleWin you can change the emulator speed(F8) to get through the 
dreary parts.

  Also you don't quite use the arrows for controls; you use

up   : return
down : /
left : left arrow
right: right arrow

  The Commodore version should be OK as well. ftp://arnold.c64.org and 
you can use the VICE emulator.

  The Windows application also appears to have the following cut out:

--Mars and its town
--Jupiter and its town

    1.3. I VS. II VS. III

  2. THE PLOD-THROUGH

    2.1. GETTING STARTED

  I recommend using a Cleric because they have some nice spells that 
help get you out of a bind--for instance, it's easier to leave a 
dungeon. However, a thief is also good. Spellcasting isn't terribly 
important, but thieves get good bonuses early on. I also recommend 
getting an Elf for the agility and a female for the charisma. As you get 
+10 charisma for females vs. +5 strength for males it's nice to have all 
the points you can get at first.

  As for allotments before this, I lean heavily towards agility(which 
helps you steal stuff early on and wield a good weapon) and 
charisma(which gets you lower prices on weapons.) Make strength 12 so 
you can wear leather armor but if you're not a mage you shouldn't care 
too much about intelligence. Charisma should work well enough to keep 
prices low in the short term.

  Strength 12
  Agility 34
  Stamina 10
  Charisma 34
  Wisdom 10
  Intelligence 10

  First you need to build your character up. The best place to do this 
is in the 1423 BC world(with Towne Linda, etc.) The very start is 
critical. It's worth it to head northwest, across Alaska/Russia and 
AROUND any monsters that attack you, so that you get to Towne 
Linda(southwest of this isthmus) ASAP. Enter it and in the northeast 
there is an armor shop. Pick up leather armor. Go west and pick up a bow 
from the weaponry. (R)eady the bow and (W)ear the armor. Go outside and 
start thrashing around.

  If there don't seem to be too many monsters to fight then you may want 
to circle around the world for a bit and come back. They're dumped 
randomly over the world and although they may not be immediately 
visible, they should be dumped on the land mass, so there'll always be 
some to fight if you look hard enough.

  You might not be able to sustain your food supply on fighting monsters 
and buying food alone, though. For this I think you will want to take 
the moongate in Western Europe in 1423 B.C. which leads to England in 
1990 A.D. There's a lot to do here for such a small land mass. Lord 
British is here(Lord British hid away on the British Isles--oh the 
irony!) and the castle has different conversations than the 1423 B.C. 
one--although you may not find this out until you get a ship later. But 
if you've piled up enough gold from your adventures, then you might want 
to transact with Lord British. He'll give you 300 to start, but that 
will go down as you get better.

  There's also some treasure for the taking if you have two keys but 
it's not worthwhile. 

  In Port Boniface you can also gain food. However it may require some 
trial and error. At McDonall's, go to the right side of the carry-out. 
Try to Steal north and often you'll get some food. As you start out you 
may only want to steal once at a time, leave and save. One hundred food 
versus the twenty you use to get there is a good trade off. Sometimes 
you'll get caught, but just boot up and try again if this happens.

  As for saving, note the game does so whenever you enter a town or 
dungeon.

  Once you've got 1000 food that should last you for a while. 
Unfortunately you're not strong enough to get a boat in Port Boniface 
yet(that requires hit points and--for insurance--a Negate Time spell.) 
Go back to 1423 BC and stomp around a bit. Remember to walk all over the 
place. The more you visit places, the more you're lucky to stumble on an 
enemy boat.

  Oh--and practical gameplay stuff--push Z for Ztats if you want to 
pause the game. Otherwise you'll pass X times in a row and an orc may 
sneak up and kill you unless you starve first.

    2.2. GETTING A BOAT

  Well, first of all, boats only seem readily available in 1423 B.C., 
and you'll need a blue tassel first anyway. This informs the game that 
you can, indeed, sail a ship. You get random items in combat so after 
knocking about you should wind up with one. Save when you get it and 
make sure to keep inventory after a thief attacks you--regaining one is 
spotty and can put a cramp in your game, but you can win multiple ones 
in fights(just watch so that the total doesn't roll over to zero.)

  I'd be so paranoid about finding a boat that if one appeared I'd save 
the game--JUST in case. And whatever you do don't attack it. Even 
without a tassel you can come back to conquer it.

  Once you've got a boat you can move around without using up so much 
food, pick up levels more easily(for what good that does you) and more 
importantly win fights quickly, which leads to more gold and hit points.

  Having a boat will also allow you to explore the further reaches of 
the Earth. One particularly nice place is Greenland, just north of 
England but out of walking range sadly. It's got a dungeon which is 
great for picking up Trilithium regardless of what time period you're 
in; it's the one constant in the changing world.

  You'll also want to check England out in 1423 for kicks. No longer do 
you have to wait around for the moongates which whiz you between time 
periods!

  If you're good enough there's a way to get a boat in 1990. Go north 
and off to the left you'll see the letters 'Port Boniface.' Now five 
thieves guard the entry. Here's a good place to use a 'negate time' 
coin. Roast them and use two if necessary--the boat is worth it--and you 
can either use another negate time to get past the serpents OR fake them 
out so they damage you the least. There's an island that goes like this:

~~XX
~XX~
XX~~

  Go to the left of its lower left corner. The serpents won't be lined 
up any more. Go just above the island and left. Turn up when you see the 
river to leave Boniface. You can do this many times, in fact even 
establishing a bridge full of boats from England to America. Through 
Greenland if you wish in fact!

  This can be done with combats in 1423 BC once you get really good as 
well.

  Also once you have a boat and some money you may want to use the 
attribute gaining trick I detail below in the New San Antonio section.

    2.3. DRUDGIN' THROUGH A DUNGEON

  You'll need a lot of tools to undo the traps that pop up in a dungeon. 
They're pretty random, so you'll want to have at least one per level. 
You may even need to take a couple of trips through just to find the 
best way. The dungeons are 16x16 and 16 levels tall. I recommend the 
Greenland one in my walkthrough, although the tower in North Africa AD 
1990 is a great way to build up gold if you can run through the secret 
doors and if you just want to see if you can avoid traps.

  2S 2E (i.e. right, forward 2, left, forward 2, up stairs) U(this is a 
tower not a dungeon.)

  4 forward, left, 6 forward, right, 4 forward and you're in a corridor 
with lots of gold chests. True, they're only about 5 each, but that adds 
up to a lot if you leave/reenter the dungeon a few times.

  Not having a compass may be annoying but fortunately the monsters are 
always the same--green monsters with red eyes--and you can pause with 
ZTATS, so it is not too stressful. And if you die you just have to try 
again.

    2.4. HOW TO USE THE TIME PORTALS?

  Time portals are rather nasty past the simplest levels. Section 3.6 
details the flowcharts, but the only really important one to know right 
off the bat is W Europe 1423 <-> Britain 1990. Before you get to New San 
Antonio and figure it out, 2112 won't be relevant, and there's not much 
to see in 9 million BC or the Time of Legends. However once you're in 
New San Antonio you'll want to get to 2112. The only problem is that you 
need to find gates that are on grass and get you where you want to go. 
This is not easy and requires a two- or three-step in the portals. So 
we'll continue this thought after we learn about...

    2.5. FLYING A PLANE

  Before getting the plane you should make sure you're pretty pumped up. 
99 in all attributes would not be a bad idea. Be sure you have 4+ 
trilithiums too. This next circuit will take thought and time.

  New San Antonio has an airport and I've detailed the way through it in 
section 4.3. The basic idea is to get there, use Negate Time if you have 
to, ride the airplane(stopping to get the quicksword by parking the 
plane in the doorway to the jail; Santre in the middle left is the one 
you want. So you only need two keys, which means killing a guard.) Go 
through Customs to leave and if you hit the pool go left.

  Once outside you can (L)aunch the plane. At this time here is where 
not having a MOSLO-ed version of the PC game comes in handy. You should 
have the emulator running at regular speed but if you want to be extra 
sure of where you land, run it at slow speed(is this the only ancient 
RPG where you want to do this?) Push L when you're where you want to be, 
i.e. close to a gate. Now there are two paths to get where you want to 
go, i.e. within walking distance of a moongate. Note that you can only 
travel over grass when in a plane and it is not launched. This means 
you'll need to find a gate that's in grass(too bad, Argentina in 1990 
would have kicked you right to 2112.)

  So what you need to do is fly to Australia--east of south Africa. 
Around where the sign post is. Land there and while in the plane go 
through the time portal. From there you'll note you're in the Time of 
Legends. Go over to the right edge and in the middle square there you 
can go left into the rightmost gate when it opens. You are now in 2112 
AD, the Aftermath. You should fly the plane east to what was Russia. 
Land in the center and note the town to the north: Pirates' Harbor.

  Note you may only want to go through this once as planes get stranded 
in 2112 unless you bring them back through a time gate. Although they 
can be handy in earlier eras ships should be more than good enough. You 
should go to 2112 with the objective of getting the blessing on Planet 
X.

    2.6. OUTER SPACE AND PLANET X

  It's pretty easy to get the space shuttle in Pirates' Harbor--the best 
exact technique related in section 4.4. Enjoy the amusing knock off of 
Communist propaganda and (B)oard then (L)aunch the space ship into 
orbit.

  NOTE: YOU CANNOT SAVE YOUR GAME AWAY FROM PLANET EARTH. FRUSTRATION 
MAY ENSUE FROM THIS AS LANDING THE SPACE SHIP, FOR LACK OF A BETTER 
WORD, SUX0RZ. USE SLOW EMULATION TO COMPLETE THIS TASK.

  Now the chart for the XYZ of each planet is listed in 3.5.3; note you 
use one tri-lithium for each launch.

  Futz with the others if you want but rememeber that Planet X is the 
one with what you want(9,9,9 is easy to remember, too.) It should be an 
uneventful trip--speed up the emulator to get through with it.

  (L)and and now slow down the emulator. The game isn't too clear on 
this, but you need to land the spaceship where there is just grass. Your 
ship generally goes ESS with each step but you may want to wait until 
there's a huge grass patch around. This is the toughest part of the 
game--along with landing back on Earth. If you get killed there you have 
to start over.

  There's a huge chunk of grass space in the center of Planet X so wait 
until you're around that and land--you can't miss. To the north you'll 
see a mountain range, probably a bit to the west. The entrance is to the 
south and you'll find Ozy's Palace aka Castle Barataria there.

  There are two ways through there; Route One is to go left from the 
entry(well, go north and get hit points from Ozy on the left if you need 
'em first,) defeat the guard, and go north along the wall to the 4-way 
intersection. Beat guards away as necessary and go west at the 
intersection. Hidden in the southwest you'll find Father Antos. He'll 
bless you.

  The other way involves using keys, for which you probably had to kill 
guards some time anyway, but there you go. I don't recommend it, but 
maybe it'll make you feel honest and all ahead of Ultima IV. Unlock the 
door above the throne room, stopping to transact for more hit points if 
you're in three digits or worse. Go to the left and unlock the door 
below. Go south through the jail. Walk across the swamp--hold your nose 
and take the damage. Southwest, east, south. Le Chapel is off to the 
left. Enter it and go to the lower left. Exit how you entered.

  Now you can return to the Earth. It'll still be 2112 but all you have 
to do is land in North America or Asia and then hit a time warp. Any one 
will kick you back to familiar pastures--EXCEPT the one in Texas. If you 
can land in Asia, great(you can reuse the shuttle more easily) but USA 
should be OK as you can go to Alaska. Back to 1990/Argentina. You may 
want to build yourself up a bit before this next part. Of course you'll 
want to stop in New San Antonio for the quicksword(offer the man in the 
grove in the north of town 500 gold--since you're blessed he'll give it 
to you--and then ready it.) It's the only thing that can damage Minax. 
Then fly/row to Australia and enter the gate there for the final battle.

  You'll want 30+ negate times if possible for this part. The first one 
is to run up, around the mountains, up and back to enter the canyon 
through the northern pass. There's a palace there and even with Negate 
Time you may have to hack through baddies. Enter if you have 4000+ hit 
points; otherwise, try again. Saving with all these monsters around can 
be hurtful. This next place is a doozy.

    2.7. MINAX'S PLACE

  The basic strategy is this; go to the northeast room, bop Minax, go 
southwest, bop her again, then NE/SW/NE until she conks out. Should be 
only 5 times. The details are in 4.5 if you want to see how to lose as 
few hit points as possible. They'll get drained faster than you think.

  3. DETAILS

    3.1. MONSTERS AND HOW TO GET EXPERIENCE FOR BEATING THEM

  First of all, don't attack anyone in the town unless you're REALLY 
good. Folks there do 100 damage each. It's not funny. Also guards move 
diagonally towards you when possible so they can get to you in a hurry. 
And they can attack diagonally too so if they're next to you you better 
not have to turn too much. There's another problem with monsters in 
general too--even if they're stunned by Negate Time, if you run away 
from them they'll take a free shot at you.

  Monsters will run away from you if you attack them. So often you have 
to beat them twice. Beware that if they start running away you may wind 
up with them running back at you without warning, thus getting a free 
shot in(the computer treats invalid moves as actual moves.)

  There are only seven monsters outside and they are:
  Goblin
  Devil(freezes legs, you need boots--and freezes arms, you need cloak)
  Fighter
  Thief(steals valuable items but never weapons/armor)
  Orc
  Ship(board it if you have a blue tassel)
  Balron(can cast sleep spell)

  They generally give 0-20 gold and 0-5 experience, completely randomly.

  Guards tend to do 200 damage each and can move diagonally. If you need 
to kill your first few to get keys, use a Negate Time coin and whack one 
a few times. The trade off is worth it.

  Outside, I find it's nice to be able to sucker monsters into a 
culdesac--or to where they'll retreat into one--so you don't have to run 
too far to kill them off(which takes food.) Fortunately they never turn 
direction either. Towne Linda or the square right of it are good 
retreats in this vein of thought.

    3.2. ITEMS, COST, ATTRIBUTES NEEDED

    3.3. TIPS AT THE BAR

  These correspond roughly to the money you give(0..9) but sometimes you 
get a 'lower' tip than for what you give.

CAUGH...
ISN'T THIS A GREAT GAME?
HHMMM...
SOME FIGHTERS WEAR MAGIC HELMS!
AVIATORS USE SKULL KEYS!
SAYLORS WEAR BLUE TASSLES!
MAGES CARRY WANDS OR STAFFS!
GUARDS CARRY KEYS!
ANKHS OPEN SPACE!
PLANES NEED BRASS BUTTONS!

    3.4. TOWN DIALOG

  There are some spoilers here so don't say I didn't warn you if you 
want to avoid all that.

Baradins Town dialog:

AN ASTRONAUT CLAIMS:
THERE IS A PLANET 'X'!
AN ASTRONAUT CLAIMS:
FATHER ANTOS LIVES ON 'X'
THE DRUID: ANOL NATHRAC UTH
DAS BESSOD DIEN DOCH DIENTES!
THE PHYLOSOPHER THEORIZES:
SHE'S GOT TO BE AT 9-9-9!

[The upshot of this town is that Father Antos is on X and you need the 
shuttle--and locations 9-9-9--to get there.]

Le Jester dialog:

GRENDEL THE BUM SAYS: MASTERS
OF RIDDLE ARE MASTERS INDEED!

ANDY GREENBERG COMPLAINS:
WHAT? NO SOFTWARE?!?

ROBERT WOODHEAD EXCLAIMS:
COPY PROTECT! COPY PROTECT!

[Note: there's an allusion here to Wizardry, which Garriot felt(as I 
read in an interview) never really tried to introduce anything new. 
Greenberg and Woodhead wrote Wizardry, you see. Putting them in BC is 
also -not- nice!]

THE CHASTE NUBILE NYMPH ASKS:
VISIT THE HOTEL CALIFORNIA!

Towne Linda dialog:

LADY SHERRIE CRIES:
GAG ME WITH A SPOON!

RONALL MC DONALL SINGS:
TRY OUR NEW RIDE THROUGH!

THE SIGHTLESS SAGE SAYS: FIND
THE FATHER EARN THE RING!

LADY MARY ELLEN PLEADS:
BEAT ME KICK ME TELL ME LIES!

WANDERING BARD ASKS: DO
YOU KNOW THE WAY TO SAN JOSE?

Pirates Harbor dialog:

WAREN BEATTY ASKS:
HAVE YOU SEEN DIANE KEATON?

CHUCKLES THE BUMBLE CRIES:
CAN I LOOK YET, IS IT OVER?

THE VILLAGE IDIOT SUGGESTS:
OFFER THE HOTEL CLERC GOLD!
[in New San Antonio]

RED THE PIRATE BOASTS: I'VE A
BROKEN ULTIMA ]I[, WANT ONE?

New Jester dialog:

THE SWAMP JESTER LAUGHS:
YOU LOSE, CADET!

THE COURT JESTER SAYS:
ISN'T THIS A SILLY PLACE?

THE FRENCH JESTER BEGS:
MANGER MOI!

THE STONED JESTER COMPLAINS:
ROCKS HAVE SPIRITS, TOO!

Computer Camp dialog:

DEBBIE THE LIFEGUARD YELLS:
GET A BIG GRIP!

RICHARD GARRIOTT PROMISES:
TOMORROW--FOR SURE!
[the author--of course! Note there seems to be no Shamino in this game, 
so he makes up for it here I guess.]

HOWIE THE PEST HOUNDS:
ISN'T ULTIMA ][ FINISHED YET?
[I bet this is an inside joke.]

JOHNATHON BEN ASKS:
THIS EVER HAPPEN TO YOU?

Tommersville dialog:

MARGOT TOMMERVIK EXCLAIMS:
TALK SOFTLY TO ME!

AL TOMMERVIK INQUIRES:
DO YOU READ ME?

BIG BOB JAWS:
GIVE BILL 300 GOLD!

BILL BRUISER DEMANDS:
GIVE BOB 600 GOLD!

[Nice racket there.]

New San Antonio dialog:

SANTRE THE SWASHBUCKLER WARNS:
BEWARE, I'VE A QUICK BLADE!
[Offer him 500 gold and he gives you a quicksword.]

AN OLD MAN MUMBLES:
I'M AN OLD MAN.
[Offer him 500 gold and he gives you a ring if you've been blessed.]

THE FLOPY FIGHTER BRAGS:
I OWN ONE OF EVERYTHING!
[by the Serpents' pool.]

A CLERK STATES: WELCOME
TO THE HOTEL CALIFORNIA!
[HEY! We're in Texas not California...I think. But offer him gold for 
something cool.]

Towne Makler dialog:

THE SEAWORTHY PIRATE SAYS:
SEE THE CLERK IN NEW SAN. [Antonio, cut off so the advice would fit, I 
guess.]

THE BURLY PIRATE SAYS:
NEW SAN. IS FULL OF MAGIC!

THE UGLY SMELLY PIRATE SAYS:
ANTOS IS THE ANSWER!
[Brother and Father Antos...]

THE BIG BOUNCER STALLS:
WHERE THE HELL IS YOUR I.D.?

Towne Basko dialog:

UGLY IRVING STATES:
NO MAGES ALLOWED!

KIETH ZABALAOUI SAYS:
I'VE NEVER DONE THIS BEFORE!

AN EXPERIENCED WARRIOR SAYS:
FIND ANTOS, EARN THE RING!

A WIMPY WARRIOR SQUEALS:
ANTOS IS ON 'X'!

Minax's Castle dialog:

THE SHE CREATURE BEGS:
TAKE ME I'M YOURS!

HOMER THE SALESMAN ASKS:
YA WANT SOME LIFE INSURANCE?
[Good place to sell it.]

DAVID ALPERT WHIMPERS:
I'VE DONE A BAD THING...

MINAX CRIES: A COWARD DIES A
THOUSAND DEATHS, A HERO ONLY
ONE. EITHER WAY, YOU LOSE!!!
[She only dies five times actually.]

Lord British's Castle(1423 B. C.) dialog:

BROTHER ANTOS ORDAINS:
SEARCH THE STARS FOR MY KIN!

BISHOP BOB PREACHES:
CONFESS TO BROTHER ANTOS!

ANDRE THE FRENCH CHEF BURPS:
I DRINK THEREFORE, I AM!

COMMANDER DECKER SCREAMS:
IS IT SOUP YET!!!

THE WANDERING BARD ASKS: DO
YOU KNOW THE WAY TO SAN JOSE?

Lord British's Castle(1990 B. C.) dialog:

BROTHER ANTOS INQUIRES:
HAVE YOU FOUND MY FATHER?

SISTER SLEDGE SINGS:
WE ARE FAMILY!

ANDRE THE FRENCH CHEF SAYS:
HIC, WAN SOM COLDUCK, HIC?

THE MERCHANT ORDERS:
GIVE THE KING A TRIBUTE!

THE SUBDUED BALRON WHIMPERS:
LITHIUM PACKS THE 16TH LEVEL!
[Go to 16th level to get Lithium.]

Ozy's Castle(on Planet X) dialog:

FATHER ANTOS CHANTS:
YOU HAVE EARNED MY BLESSING.

RETURN AND CLAIM THE RING!
[Cleric in the lower right corner, above the kitchen]
[Go back to New San Antonio now.] 
SING LEE THE COOK YELLS:
KICHEN CLOST, COM BAC LATO!

JUSTIN THE JAILER WARNS:
I WOULDN'T GO IN THERE!

QUEEN SUSAN SAYS:
FATHER ANTOS AWAITS YOU!

    3.5. WHAT'S ON WHICH WORLD

      3.5.1. EARTH'S TIME PERIODS

9 million B.C.: it's all congealed. To get around you generally want to 
walk along the outside of this C-shaped continent. There'll be passages 
to the inner parts where monsters may build up if you've been waiting 
around a bit. The only town is Baradins Town. It's found at the pass 
north of the swamp and contains some information. No ships, but you can 
run a plane through a time portal here to move around. Portals in the 
northeast(two) and southeast and also northeast of Baradins.

1423 B.C.: where you start. You're in the US with a tower in Venezuela 
by swamp(not worth it) and Towne Linda, which should be your base, 
across Alaska and in what would make Italy. Lord British's Castle isn't 
available until you get a boat. Portals in west Europe(best to shuffle 
between here and 1990,) east Europe, Argentina, and northern Ontario. 
The world is still connected.

1990 A.D.: the world is still connected but you won't benefit from that 
at first. The first you'll likely see of here is on the British Isles, 
which still have Port Bonifice and Lord British's. Steal food at the 
second, get HP at the first. There's a time portal back to 1423 here but 
also there's one in Argentina to 2112 and one in Australia. One's in 
Greenland too. The time portals aren't connected by land, though.

2112 A.D.: hard to make it around here without air transport. Asia, 
where you need to get, is locked off as are all the other major 
continents. You'll probably wind up in America at first where there are 
portals back to 1990(NW) and also to the Time of Legends(SE.) Two 
portals from Asia go to Western Europe 1423 BC(northern) and Iceland 9 
million BC(southern.) But at least there's not much to do.

Time of Legends: lots of monsters here so you'll find Negate Time very 
useful. Only one real location here other than the time portals(this 
time period is great for a certain game furthering transition you need) 
but it's Minax's.

      3.5.2. OUTER SPACE

Mercury: no towns, but one dungeon I think.

Venus: no towns, but one dungeon.

Mars: one town, Towne Mary.

Jupiter: one town

Saturn: no towns, but pretty to visit, I guess.

Uranus: branching, cycling grass paths through forest lead to one town. 
It's called New Jester.

Neptune: one town, Computer Camp. Nothing else.

Pluto: Very mountainous so it's tough to land. But once you do planes 
are all over. Towne Makler is by a very lucrative dungeon where level 16 
is a straight shot and tri-lithium abounds. In another area with very 
little room to land you have Tommersville.

Planet X: Towne Basko is a town, south of the enclosed Castle Barataria. 
This world also cycles NE/SW foreshadowing Sosaria(NW/SE) perhaps.

      3.5.3. LUCKY SPECIAL XYZ CHART

You get kicked to x=6 y=0 z=7 once you blast off so you can't (L)and 
right after getting in a shuttle. However, any one of these(besides the 
Sun) is a viable place to land, although some are much much harder than 
others due to the lack of grass.

      X(1st #) Y(2nd #) Z(3rd #)
  Sun    4        4        4
Mercury  5        4        5
 Venus   3        3        4
 Earth   6        6        6
 Mars    6        2        3
Jupiter  1        3        4
Saturn   2        8        5
Uranus   9        4        6
Neptune  4        0        5
 Pluto   0        1        4
Planet X 9        9        9

    3.6. USING THE GATES

  Unfortunately I can't really include stuff like detailed time travel 
charts or a handy map and so forth. That's covered extensively in other 
FAQs--and much more prettily in the game's instruction manual--and 
besides if you really want to cheat you don't need any of that. The 
other FAQ on GameFAQs works quite well, so I'm happy just to cover the 
annoying details they didn't.

  Although a short analysis might be useful.

  First note that each gate stays up for eight moves, and there are four 
in each time period on Earth.

  Many are two way and some gates are obvious 'feeders' and others are 
locations you want to get to.

  I include the chart here with the stipulation that the walkthrough 
covers how best to use it.

Siberia 2112 ------+                     Time of Legend(3)
                   |                           v
                   +-> W Europe 1423 <-> Britain 1990
                   |                           ^
Central Asia 2112 -+                     Australia -9mil


Argentina 1990 <-> Alaska 2112 < Africa -9mil

1990's gates are all unconnected without boats.
2112's requires planes to get from the main gates(Alaska and Texas) to 
the others.

Note that I define continents in 9 million BC by what land areas would 
form them. Back then the continents-to-be were divided by mountains. So 
if the big mass is in the shape of a C, then you would find Africa on 
the southwest part of the inner part of the C. Also Iceland is at the 
tip just above the right inlet and Greenland is a bit north of that. 
Australia is in the southeast. In fact there's always a sign where 
Australia is(type E(Enter) to see the year.)

  4. IMPORTANT MAPS

  First, a ledger for towns.

* = wall
: = bushes
~ = water
. = tile
  = grass
g = guard
! = resident
I = locked door
P = plane
R = rocket
$ = armor/weapons(no gold chests)

  For dungeons.

X = wall
$ = chest

  I don't want to include all the maps here. That would be a waste of 
time and space for you and me. Rather, I'll just write in the important 
ones that contain game-critical puzzles or people so that you can see 
conclusively how to navigate them.

  Note that if you just want tri-lithiums the dungeon on Neptune is a 
rather easy one for piling them up. It goes straight up to level 16. But 
it is rather hard to find.

    4.1. GREENLAND DUNGEON

  Below is the map for the Greenland dungeon. It's the same no matter 
what time period you're in. It seems every other level is too simple or 
very twisty. Pay attention for secret doors here.

  I recommend a surface spell to get out.

Level 1
XXXXXXXXXXXXXXXXX
X              $X
X:XXXXXXX:XXXXX:X
X X :   X :     X
X X XXX:X XXXXX X
X : X^      :   X
X XXXXXXX X:XXX X
X   :     X   : X
XXX XXXXX:X:XXXXX
X           S   X
X XSXXXXXXXXX X X
X S        vX X X
X X XXXXXXXXX X X
X S           S X
X XXXXXXXXXXXSX X
X               X
XXXXXXXXXXXXXXXXX

It's important to find secret doors to help make things a lot shorter 
here.

4E 4W 6W 2S 8E D

  NOTE: you can also rip off the chest in the NE corner repeatedly if 
you want to cheat and pile up gold that way, i.e. enter, get gold, exit, 
repeat, etc.

Level 2
XXXXXXXXXXXXXXXXX
X       X     : X
X XXXXX X XXX X X
X   X$S X X : X X
XXX:XXX X X X X X
X    vX X X   : X
X X XXX X X:X X:X
X     X X   X X X
X X X X X X X X X
X     X X X X : X
XXX X:XSX XXX X X
X         S^  X X
X X:XXX:XXXXXXX:X
X X   X : X     X
X XXX X X X XXX X
X   : : X :     X
XXXXXXXXXXXXXXXXX

6W 4N 2W 2N 2E D

Level 3
XXXXXXXXXXXXXXXXX
X               X
X X X X X X X X X
X               X
X X X X X X X X X
X    ^          X
X X X X X X X X X
X               X
X X X X X X X X X
X               X
X X X X X X X X X
X          v    X
X X X X X X X X X
X               X
X X X X X X X X X
X               X
XXXXXXXXXXXXXXXXX

6E 6S D

Level 4
XXXXXXXXXXXXXXXXX
X       X S S   X
X XXXXX X X X:X:X
X     X X X X   X
XXXXX X:X X X X X
X$  XvX   X X X X
XXX XXX:X X X:X:X
X X     X X X X X
X X X X X X:X X X
X   S X S S S   X
XXXSX XXXSX XSXXX
X     X :  ^  : X
XXX XSX XSX XSXXX
X X S     S S   X
X X X X X X:X X X
X   X X X X   X X
XXXXXXXXXXXXXXXXX

2N 4W 8N 6W 2S 4E 2S D

Level 5
XXXXXXXXXXXXXXXXX
X   X   : : : : X
X:X XXX X:X:X:X:X
X X :   : : : : X
X XXXXXXXXXXXXXSX
X    ^          X
X XXXXXXXXXXXXXXX
X X             X
X:XXX XXXXXXXXX X
X   X   X     X X
XXX XXX X X X X X
X : : : X  v  X X
X X X X X X X X X
X : : : X     X X
X X X X XXX XXX X
X : : : : X     X
XXXXXXXXXXXXXXXXX

4W 4S 2E 2S 4E 2N 2W 2N 10E 8S 4W 4N D

Level 6
XXXXXXXXXXXXXXXXX
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : :v: : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X : : : : :^: : X
X:X:X:X:X:X:X:X:X
X : : : : : : : X
X:X:X:X:X:X:X:X:X
X X X X X X X X X
XXXXXXXXXXXXXXXXX

6N 6W D

They have a few levels like this, don't they? Well, it makes up for the 
sheer volume--sort of--even if it's a bit pointless.

Level 7
XXXXXXXXXXXXXXXXX
X               X
X X:XXXXXXXXXXX X
X :       X  $X X
X X XXXSX X:X X X
X X X^  S   : X X
X X X X XSX XXX X
X X S     S   X X
X X XSX X XSX X X
X X   S     S X X
X XXX XSX X X X X
X X :   S  vX X X
X X X:X XSXXX X X
X X$  X       : X
X XXXXXXXXXXX:X X
X               X
XXXXXXXXXXXXXXXXX

If you're good enough to get this far you probably don't need to bother 
with the $$.

2E 4S 4E 2S D

Level 8
XXXXXXXXXXXXXXXXX
X         X     X
X XXXXXXX X XXX X
X X     X X   X X
X X XXX X XXX X X
X X Xv  X   X X X
X X XXXXXXX X X X
X X     S$X   X X
X XXXXX XXXXXXX X
X   X   X       X
XXX X XXX XXXXXXX
X   X   X X^    X
X XXXXX X XXXXX X
X X   X X X   X X
X X X X X X X X X
X   X   X   X   X
XXXXXXXXXXXXXXXXX

4E 4S 2W 2N 2W 2S 2W 6N 8E 8N 4W 2S 2E 4S 2W 2N 2W 4N 8W 8S 2E 2S 2W 4S 
2E 2N 2E 2S 2E 4N 2W 2N 2E 2N 4W 4N 4E 2S 2W D. Whew!! A contrast from 
the last one...

Level 9
XXXXXXXXXXXXXXXXX
X     X   X     X
X X:XXX:X X:XXX:X
X :     :       X
X X X X XXXXX:XXX
X X  ^  X       X
XXX X X XXX:XXX X
X :     :     X X
X X:XXX:X:XXX:X X
X   X   :     : X
X XXXXX X X X XXX
X X     X  v  X$X
X XXX:XXX X X XSX
X   : : :     : X
XXXXX:X X:XXX:X X
X     X   X$S   X
XXXXXXXXXXXXXXXXX

2S 4E 4S 2E D.

Level 10
XXXXXXXXXXXXXXXXX
X     :   X   : X
X XXX:XXX X X X X
X X     X   : X X
X X XSX X:X:X:X:X
X : SvS X     X X
X:X XSX XXX XXX X
X X     X : :   X
X XXXXXXXXXXXXX X
X       X     X X
X:X:X:X:X XSX X:X
X       X S^S : X
X X X X X XSX X X
X       X     X X
X:X:X:X:XXX:XXX X
X         :     X
XXXXXXXXXXXXXXXXX

4S 12W 12N 4E D.

Level 11
XXXXXXXXXXXXXXXXX
X   X   X       X
XXX X:X X:XXX:X X
X     X   X X : X
X XXXXXXXXX X XXX
X   X^  X X : X X
X X XXX X XXX X X
X   X : :   X : X
XXX XXX XXX X XXX
X     : : X : X X
XXXXX X XXXXX X X
X   X X    vX : X
X X X XXXXXXX XXX
X X   X X   : X X
X XXX X X X X X X
X   X   X   X : X
XXXXXXXXXXXXXXXXX

2E 6S 4E D.

Level 12
XXXXXXXXXXXXXXXXX
X               X
X X XXXXX X X X X
X   :   X       X
X X:X X XXX X X X
X X  vX   X     X
X X XXXSX XXX X X
X X   S$S   X   X
X XXX XSXSX XXX X
X   X   S$S   X X
X X XXX XSXXX X X
X     X   X^  X X
X X X XXX X X:X X
X       X   :   X
X X X X XXXXX X X
X               X
XXXXXXXXXXXXXXXXX

Pick up the gold chests, if not to get extra powerful, to relieve the 
monotony.

2E 2N 4W get chest 2W 2N get chest 4W 2N 2E D.

Level 13
XXXXXXXXXXXXXXXXX
X         X X   X
XXX XXX XXX X X X
X     X       X X
XXXXX XXX X XXX X
X X  ^  X X X   X
X XXX XXXXXXX X X
X   X X X     X X
X XXXXX XXX X XXX
X   X       X   X
XXX XXX XXXXXXXXX
X       X Xv    X
XXX XXXXX XXX XXX
X       X       X
XXX X X X XXX X X
X   X X     X X X
XXXXXXXXXXXXXXXXX

2N 2W 2N 4E 2S 6E 2N 2E 4S 2W 2S 2W 2S 4W 2S 4W 2S 4E 2S 2E 2N 4E 2N 2W 
D.

Level 14
XXXXXXXXXXXXXXXXX
X               X
X XSXXXSXSXXXSX X
X S           S X
X X XSXSXSXSX X X
X X Sv      S X X
X X X XSXSX X X X
X S S S   S S S X
X X X X X X X X X
X S S S   S S S X
X X X XSXSX X X X
X X S      ^S X X
X X XSXSXSXSX X X
X S           S X
X XSXXXSXSXXXSX X
X               X
XXXXXXXXXXXXXXXXX

6N 6W D.

Level 15
XXXXXXXXXXXXXXXXX
X X             X
X XXXXXXX XXX:XXX
X X       :     X
X XSXXX X XXX XXX
X X$X^X : X     X
X XXX XXX XXXXXXX
X       X       X
XXX:XXXXX X XXXXX
X       X X X   X
XXXXX XXX X X X X
X : X X : XvX   X
X:X:X X X XXX XXX
X : X X X X     X
XXX:X X X XXX XXX
X       X       X
XXXXXXXXXXXXXXXXX

2S 2W 2S 2E 6S 2E 4N 2E 4N 2E 4S D.

Level 16
XXXXXXXXXXXXXXXXX
X$$$X           X
X$X$X XSXXXXXSX X
X$$$  S X     S X
XXX XSX XXX X X X
X   S       X X X
X XSX XXXXXXX:X X
X S   X   :   X X
X XXX X XXX XXX X
X X X X X     X X
X X X X:X XXX:X X
X X   X   X^  X X
X X XXX X X XSX X
X S   : X : S   X
X XSXXXXXXXXX X X
X               X
XXXXXXXXXXXXXXXXX

2S 4E 12N 12W 2S 2W [loot like heck].

    4.2. NEW SAN ANTONIO

***********************ATREE************************************
*::::::: I..I.*~~~~~~~::::::::::::I:::::::I        *...*...*...*
*::   :: ****.*~~~~~~~~::!::::::::***THE*** ::  :  *.!.I...I.!.*
*: ... : *..*.*~~~~~~~~~::::::::::*...!...*  ::::  *...*...*...*
*  ...   *..I.*~~~~~~~~~::::::::::*ARMOURY*   :::  *****...*****
*  ...   ****.*~~~~~~~~~~:::::::::*.......* ::::   *...*...*...*
*  ... ! *..*.**~~~~~~~~~:::::::::*.......* :::::  *.!.I...I.!.*
*  ...   *..I.I ~~~~~~~~~~***********...***  ::::  *...*...*...*
*  ...   ******  ~~~~~~~~~*                  :::   *****...*****
*  ...   *        ~~~~~~~~*                 :::    *...*...*...*
*  .P.   *        *********                ::      *.!.I...I.!.*
*  ...   *            g                            *...*...*...*
*        *                                         *****...*****
*AIR*PORT*         *******                         *[**].......*
*                  ~~~~~~~                         *.......~~~.*
*                  ~~~~~~~~        *IOLO*          Ig......~~~.*
*                   ~~~~~~~~       *    *          *.......~~~.*
*                   ~~~~~~~~~      *  ! *   ::     *...........*
***************      ~~~~~~~~~     *!   *    :::   ***PRISON****
*             *       ~~~~~~~~     *GWEN*     :::              *
*             *       ~~~~~~~~               ::::              *
*  **DEATH**  *       ~~~~~~~~              ::::::      :::    *
*  *       *          ~~~~~~~~            ::::  ::::     :::   *
*  *  [N]! *         ~~~~~~~~    g                :::     ::   *
*  *       *         ~~~~~~~~                              :   *
*  *DESTROY*  *      ~~~~~~~~                                : *
*             *      ~~~~~~~~           *THE*POOL*    :::  ::: *
*             *       ~~~~~~~~          *        *    :::::::  *
******   ******        ~~~~~~~~         *  !!    I     ::::::  *
*                      ********         * ~~~~~~ *         ::: *
*              :          g             * ~~~~~~ *********  :: *
*    :::      :::                       * ~~~~~~         * ::  *
*   ::::::   :::       ********    !    * ~~~~~~~~~~~~~  * :   *
*    ::::::::::        ~~~~~~~~         * ~~~~~~~~~~~~~  *     *
*      :::::::          ~~~~~~~         * ~~~~~~~~~~~[** *     *
*                       ~~~~~~~~        * ~~~~~~~~~~~~~! *     *
*                        ~~~~~~~~       * ~~~~~~~~~~~~~  *     *
*                         ~~~~~~~~~     *                *     *
*   *SWASHBUCKLERS*        ~~~~~~~~     *SWIM*AT*OWN*RISK*  :: *
*   *......!......*         ~~~~~~~~                       ::  *
*   *PUB*AND*PIZZA*         ~~~~~~~~~                     :::  *
*   *.............*          ~~~~~~~~  ::                  :   *
*   *.[**].........           ~~~~~~~   :::                    *
*   *.............*           ~~~~~~~~   :::        ***   ***  *
*   *******.*******            ~~~~~~~    :::       *       *  *
*   *...[*...*...[*            ~~~~~~~~   ::::      *       *  *
*   **]..I...I..[**            *********  :::       *       *  *
*   *]...*...*]...*               g      :::       *TRANSPORT* *
*   ******...******                                 *!      *  *
*   *...[*...*...[*            *********            **** ****  *
*   **]..I...I..[**            ~~~~~~~~~             I    !*   *
*   *]...*...*]...*           ~~~~~~~~~~             *;  [**   *
*   ******...******         ~~~~~~~~~~~   ::         *;;  !*   *
*   *...[*........*        ~~~~~~~~~~~~  ::          *;  [**   *
*   **]!.I....[*]..       ~~~~~~~~~~~~               *    !*   *
*   *]...*.........       ~~~~~~~~~~~*CUSTOMS*       *   [**   *
*   ******........g      ~~~~~~~~~~~~*.g..g          *    !*   *
*   *]..[*!.......*     ~~~~~~~~~~~~ *.g..g          *;  [**   *
*   **]..***DESK***    ~~~~~~~~~~~   *.g..*  *       *;;  !*   *
*   *.............*    ~~~~~~~~~     *.g..*  * :::  *STABLES*  *
*   ***THE*HOTEL***   ~~~~~~~~~      ******  *  :::  *     *   *
*                     ~~~~~~~~               *   :::           *
*                    ~~~~~~~~                *                 *
**********************NEW*SAN*    *ANTONIO**********************

  Here's where Iolo was, in case you're wondering. He's in a box with 
Gwen(who'd become Gwenno.) The transport here seems redundant, because 
the main thing you want--a plane--is much better and faster than you 
could imagine. You'll need a few coins for negating time to get 
everything you want from this town, especially if your hit points are 
low. Also be sure to bring several keys along. I count at least four 
you'll need. You'll want to do several things at once here so you only 
have to face one onslaught of guards. Be sure to have a few thousand hit 
points just in case things go awry.

  Until you get very good you'll probably want to go right, up(through 
customs) and left at the bridge. Then down the wall and left to the 
clerk. Offer him 100 gold and he may improve a random stat. If it's not 
one you want, or if he just says 'thank you,' you may wish to try again. 
I've seen claims it was determined by the number of moves you made, but 
this doesn't seem true. At any rate you get 4 points per improvement so 
you can get very close to 99 unless you've hex cheated there. Just Ztats 
continually to make sure you're not over 99 and if one of your stats is 
close then please do save after every improvement.

  After a lot of this you can finally visit the airport in the upper 
left. Unlock the door, go up and left, and unlock that one. You may want 
to use a coin here to negate time. Get the plane, i.e. (B)oard it, and 
fly out. Use a negate time if you feel nervous as you don't want guards 
blocking your path without a way to get by them.

  Move across the bridge and all the way to the right. Go down until 
adjacent to another door. Unlock it and dispose of the guard there. Now 
place the plane in the spot where the door was. This exact spot is 
important as guards will move diagonally around it otherwise. The only 
person you really want to talk to is in the center left cell. The others 
look suspicious as they lean against the locked doors and will, in fact, 
attack you if you release them. Offer the person inside 500 gold.

  Negate time before reboarding the plane. You may have to hack through 
a few layers of guards. And the exit is not easy to find. Go west to 
Iolo/Gwen, then south to the pool and west then south down its edge. 
When you hit customs use an extra negate time to make sure the exit 
isn't blocked and circle east/south/west, then down and left and OUT!

  Later on after you've been to Planet X you'll need two keys to access 
the area above the Armory and gain a Quicksword. But first you need the 
plane to time-shift to 2112, where you can access the shuttle to get to 
Planet X.

    4.3. PIRATES HARBOR

*CCCP**DEFENCE***DA*KGB*******CCCP*TEST*LAUNCH**EXIT]~~~[HERE***
*          :::*::*.gg.*::*::::                 ~~~~~~~~~~~~~~   
* ..... *****:*::*gggg*::*:::  .... .... ....  ~~~~~~~~~~~~~    
* ..... *   * *:.*gggg*.:*::   .[R. .[R. .[R. ~~~~~~~~~~~~~     
* ..... ***** *..**gg**..*:    .... .... ....~~~~^~~~~~~~~      
* .....       *..........*                   ~~~~^~~~~~~~~      
* .....       I!........!I       *********  ~~~~~^^^~~~~~       
* .....       *..........*       *.......* ~~~~~~^~^~~~~        
* ..... ***** *::......::*:      *CONTROL*~~~~^~~^^^~~~    ::   
* ..P....PPP* *:::....:::*::              ~~~~^~~~~~~~    ::::  
* .P.P......* *:::....:::*:::            ~~~~~^^^~~~~~   :::::  
* P.P.P..PPP* *:: .... :************   ~~~~~~~^~^~~~~   ::::    
* ..... ***** *:  ....  *:::      !~~~~~~~~^~~^^^~~~~    ::     
*             *   ....  *:   ::  **]~~~~~~~^~~~~~~~~            
***************   ....  I!  ::    !~~~~~~~~^^^~~~~       ;;     
  ::::            ....  *:  :::  **]~~~~~~~^~^~~~~ **MINIS;RY** 
 ::::::           ....  *::       !~~~~~~~~^^^~~~  *..   ;;;;;* 
 :;;;:::::        ....  *PIRATES*COVE]~~~~~~~~~~ ;;*...[OF];;;* 
 ;;;;;;;:::::     ....             !~~~~~~~~~~~   ;;;....  ;;;* 
 ;;;;;;;;;::::    ....  :::        ~~~~~~~~~~~     *PROPAGA;DA* 
 ;;;;*SEER*::     .... :::::      ~~~~~~~~~~~      *....;;;;..* 
  ;;;I    *:::    .... :::::     ~~~~~~~~~~~         .!  ;.  .* 
  ;;*IS*OUT*::    ....  :::::   ~~~~~~~~~~~         ***      ** 
   ;;;;  :::::    ....   :::  ~~~~~~~~~~~~     :::              
    ;;  ;;:::     ....      ~~~~~~~~~~~~~     :::::    ::       
       ;;;;;;     ....    ~~~~~~~~~~~~~~       :::    ::::      
    ;;;;;;;;      ....  ~~~~~~~~~~~~~~~~               ::::     
   ;;;;;;;        .... ~~~~~~~~~~~~~~~~~~!              ::      
   ;;;;;          ....~~~~~~~~~~~~~~~~~~~~   ***********        
    ;;            ....~~~~~~~~::::~~~~~~~~   *...........       
                  ....~~~~~~~::$$::~~~~~~~  ;**RED**LOBSTE      
                  ....~~~~~~~:$$$$:~~~~~~~  ;;.............     
                  ....~~~~~~~:$$$$:~~~~~~~   ;;***]...[**].*    
                  ....~~~~~~~::$$::~~~~~~~   ;;.....;......*    
                  ....~~~~~~~~::::~~~~~~~~  ;;.[**];;;[**].*    
                  ....~~~~~~~~~~~~~~~~~~~~  ;*....;;;;;....*    
                  .... ~~~~~~~~~~~~~~~~~~    *.[**];;;[**].*    
           *TASS* ....  ~~~~~~~~~~~~~~~~     *......;......*    
           *!!..* ....   ~~~~~~~~~~~~~~      ******...******    
           **]..g.....                             ...     ::   
           *!.!.* ....                          :::...   :::::  
           *CCCP* ....                        :::::...    ::    
*                 ....      *DA*RED*        :::::::...         *
..........................g *......* g..........................
........................... *......* ...........................
........................... *......* ...........................
........................... *......* ...........................
*                       ... *SKWARE* ...        ...     :::    *
     :::         ::     ...          ...       ..*..   :::::    
    :::::      :::::    ........!.......       .***.   :::      
   :::****   ****:::    ................       ..*..  :::       
   ::**         **:     g..............g    ;; ..*..   ::       
    :*           *            ....        ;;;;; ...             
     *  **RED**  *            ....       ;;;;;**.g.***          
     *  *     *               ....       ;;;;*.......*    :::   
     *  *  !  *         ::::  ....        ;; *.[].[].*   :::::  
     *  *     *  *     ::::   ....   :::     *..!.!..*     :::  
     *  *MAGIC*  *     ::::   ....  ::::::   *CATOLIK*    :::   
     *           *:     ::    ....   ::::::  *.....;;;   ::::   
  :: **         **::          ....    :::::  *****;;;;;   ::    
 :::  ***********::::         ....     :::        ;;;;;;        
 ::::         ::::::          ....                  ;;;         
  :::           :::          *....*                             
                     *PIRATES*....*HARBOUR*                     

  Enjoy the 'RED SKWARE' bit and note that it's fairly easy to get to 
the boats and to the three rocket ships. First you just go north and 
left. Don't touch the water as the serpents along the edge are rather 
nasty. Follow the path and don't be scared by the guards near the end. 
Attack the poor fool to the left of the door you unlock just above 
PIRATES COVE. Then enter, go immediately up, and right. No guards will 
attack. The two serpents are still below you so take the top boat, go 
two right, and exit to the north. Any one of the three rockets is OK.

  Leaving with your boat is pretty useless. There's nowhere else to go 
in the Aftermath--after all, this desolate world is what you're trying 
to prevent so it better not be too populous.

  But don't get too cocky. This is the easy part. Maneuvering the rocket 
is the tough part.

    4.4. OZY'S PALACE[CASTLE BARATARIA]

*KUEEN*SUSANS*ROOM******************************KING*OZYS*ROOM**
*..............................................................*
*..............................................................*
*...........************CASTLE*..BARATARIA**********...........*
*...........*           *.....I..I.....*           *...........*
*..........**             ....****....             **..........*
*.........**               .g.*!!*.g.              .**.........*
*.........I g              ..........              g.I.........*
******JAIL* *               ..*..*..     ::        *.***********
*;;.*;;     *          :::   ..!...     ::::       *......*.*..*
*;..I    ;;;* ****    ::::    ....     ::::   **** *.****.*.**.*
*..!* ; ;;;;***~~**    ::   * .... *    :::: **~~***.*.*.....*.*
*****;; ******~O*~*     :     ....        :::*~Y*~**.*.**.*..*.*
*.;;*;  *..;**~*Z~*           ....           *~*M~**...*..****.*
*.!.I   I.!.***~~**          ......          **~~****..**..*...*
*..;*;  *.;;* ****       *  ........  *       **** ***..*..*..**
*****;; *****              ...****...    ::        *.**.*****..*
*;;;*;  *!..*             ...**~~**...    ::       *....*.*.*..*
*;;.I   I!!.*             ...*~D*~*...             *.**.*.*.*..*
*;.!*   *!..*    ****   * ...*~*I~*... *   ****    *........*..*
****** ******   **~~**    ...**~~**...    **~~**   **.*****.*..*
*;;::     ;;*   *~A*~*     ...****...     *~A*~*   *........*..*
*~;;;   ;;~~*   *~*N~*      ........      *~*S~*   *.*.**..**..*
*~~~;; ;;~~~*   **~~**    *  ......  *    **~~**   *.*..**.*...*
*~~~;;~~;~~~*    ****         ....         ****    *.*.....*...*
*~;;;~~~ :~~*                 ....                 *.*.***.*...*
*;;;~~    :~*              *  ....  *        ::    *...........*
*;;~~  !  ~~*                 ....          :::    *...........*
*;;~~  ::~~~*         ****   *....*   ****   :::   *****.***.***
*;;~~~::~~  ****     **~~**   ....   **~~**     ****...*...*...*
*;;;~~~~~      *     *~[*~*   .**.   *~[*~*     *......*.*.*.*.*
*;;;;;;        *     *~*]~*   ....   *~*]~*     *..*.***.*.*.*.*
************* !****  **~~** * .... * **~~**  ****..*.*.*.*.*.*.*
*                 g   ****    ....    ****   g.....*.*.*.*.*.*.*
*                 *           ....           *.....*.*.*.*.*.*.*
*                 *    ::  *  ....  *        *.....*.*.*.*.*.*.*
*                 *    :::    ....           *.....*.*.*.*.*.*.*
*LE*CHAPEL*   !   ***** :::  *....*      *****.....*.*.*.*.*.*.*
*.........*           *       ....       *.........*.*.*.*.*.*.*
*.[*].[*].*           *       .**.       *.........*.*.***.*.*.*
*.........*           *       ....       *...........*.*.*.*.*.*
*.[*].[*].*.******************....******************.*.*.*.*.*.*
*.........*..................g....g..................*.*.*.*.*.*
*.[*].[*].*.******************....******************.*.*.*.*.*.*
*..!!.....*.*.............*  *....*  *.............*.*.*.*.*.*.*
*.[*].[*].*.*..!.......****   ....   ****.....!....*.*.*.*.*.*.*
*.........*.*.......****     *....*     ****.......*.*.*.*.*.*.*
**..***...*.*....****         ....         ****....*.*.*.*.*.*.*
*!.*****......****            *..*  !         ****...*.*.***.*.*
***********.***               ....    :::::      ***.*.*.*.*.*.*
*KITCHEN*...*         :::    *....*  ::: :::       *.*.*.*.*.*.*
*.......*...*        :::      ....   ::   :::      *.*.*.*.*.*.*
*.......*...*       ::::  !   *..*         :::     *.*.*.*.*.*.*
*!.******...*        ::       ....                 *.*.*.*.*.*.*
*...........*                *....*   ::           *.*.*.*.*.*.*
*.[*******].*                 ....   ::            *.*.*.*.*.*.*
*...........*                 *..*       ::        *.*.*.*.*.*.*
*.[*******].*   ::::          ....      ::::       *.*.*.*.*.*.*
*...........*  ::::::        *....*   :::::        *...*.*.*.*.*
*.[*****]..**    ::::       **....** :::::         **..*.*.*.*.*
*.........**      ::     ****......*****:::         **...*.*.*.*
*.[****].**           ****.............****          **..*.***.*
*........g           .......................          g........*
*************************OZYS*....*PLACE************************

  The maze to the right contains nothing whatsoever. The mage in the 
cordoned room has so little to say you'll be mad enough to attack the 
guard just above--which would've gotten you in much quicker anyway. 
Going north with a few obstacles will get you to Ozy and Susan where you 
can replenish your hit points. But more pertinent to the game is a move 
to the left. Take out the guard and go up the left side of the wall. At 
the 4-way intersection go west along the south wall where you'll find 
Father Antos in a corner. Use a Negate Time or two to get out.

  Note you can also get places by going behind the throne, left, and 
generally tend down. But you'll take damage in the swamp anyway.

  Given how annoying it is to land the rocket and the relative ease of 
the castle, it does feel like a fetch quest, to use a term coined well 
after this game went in the bargain bin.

    4.5. MINAX'S PLACE

*************            *SHADOW*GUARD*            *CHAMBER*ONE*
*...*...*...*    ::     **............** :::       *...........*
*.!.I...I...*:   :::    *.....****.....*:::::     :*......!.**.*
*...*...*...*:    :::  **.....*..*.....**:::    :::*........1*.*
*****...*****::   ::   *................*::   :::::*...........*
*...*...*...*:::       *................*    ::::::*...~~~...!.*
*...I...I.!.*::::     **................**    :::::*..~~~~~....*
*...*...*...*::::::   I..................I   ::::::*..~~*~~....*
*****...***************..................***********..~~~~~....*
*...*..............................................*...~~~.....*
*.!.I..............................................*...........*
*...*.......................................++++...*...........*
*********...***********..................**...**...*%%%*********
::::::  *...*         *..................*.....*...*%%%*::::::  
 ::::   *...*  ;;;;;  *..................*.!.!.*...*%%%*::::    
  :::: :*...* ;;~~~;; *..................*.....*.......*:::     
   :::::*...* ;~~~~~; *..................*.!.!.*.......*::      
     :::*...I ;~~~~~; *..................*.....*.......*:   :   
    ::: *...* ;~~~~~; *****..........*****.!.!.*:......*:   ::  
   :::  *...* ;;~~~;; *...*..........*...*.....*::.....*   :::  
  ::::  *...*  ;;;;;  *.!..............!.*.!.!.*:::....*  :::   
  ::::  *...*         *...*..........*...*.....*::::...* :::::  
   :::: *...******************....********.*.*.*****...*::::::: 
    ::: *...*::::::::::::::::*....*......*..!...:::*...*::: ::::
  :  :: *...*:: ::::  :::: ::*....*.!!PR.*.........*...*::  ::: 
 :::    *...*: Q :: QQ :: Q :*....*......*.!.!.!.g.*...*:  :::  
  :::   *...*::  :::  :::  ::*....********.........*...*  ::::  
   ::   *...*:::          :::*....*$....$..!.!.!.!.*...* :::::  
   :::  *...*::::::::::::::::*....*................*...*::::::: 
  :::   *...***TIME****ZONE***%%%%******MUSEUM******...*::::::: 
  ::    *....................%%%%%%....................*:  :::  
  :     *....................%%~~%%....................*        
       :*....................%%~~%%....................*:       
      ::*....................%%%%%%....................*::      
     :::*...******************%%%%*TORTURE**CHAMBER*...*:::     
    ::::*...*................*....*......%.!!!!.%..*...* :::    
    ::::*...*..[APOTHECARY]..*....*.~~~..%......%.!*...* :::::  
    ::::*...*................*....*.~~~..%%%%%%%%.!*...*::: ::: 
     :::*...*.[***]....[***].*....*.~~~.........%..*...*::   :: 
      ::*...*.......!!.......*....*.............%%%*...*::: ::: 
   ::  :*...*.[***]....[***].*....*.[*].........%..*...* :::::  
  ::::  *...*................*....*.............%.!*...*  :::   
  ::::  *...*******....*******....*******g..g*******...* :::    
 ::::   *........+++++.................................*:::     
 ::::   *..............................................*::      
  ::    *..............................................*:::     
       :*...*....***THIEVES***....****MORGUE****...*...*::      
      ::*...*....*..........!*....*[].[]..[].[]*...*...*::      
     :::*...*....*..*GUILD*.!*....*............*...*...*:::     
    ::::*%%%*....*..*.....*.!*....*[].[]..[].[]*...*...*::::    
   :::::*%%%*....*....*.*...!*....*....!.......*...*...I:::::   
*********%%%*....******.******....******..******...*...*********
*...........*......................................*...........*
*...........*......................................*...........*
*.....~~~...*......................................*.[**].[**].*
*....~~~~~..************................************...........*
*....~~*~~..*::::::::::**..............**::;:::::::I.[**].[**].*
*....~~~~~..*::::::  :::**............**::;;;::::::*...........*
*.!...~~~...*::::     :::**.!*%%%%*!.**;;;;;;;  :::*.[**].[**].*
*...........*:::   ::   ::****%%%%****::;;;;;;;  ::*...........*
*.*2........*::     ::                ::;;;;;;; :::*.!...!...!.*
*.**.!......*::: ::        ::      ::  ::;;;;  ::::*...........*
*...........*::::::       ::::    ::::          :::*..*DEVIL*..*
*CHAMBER*TWO* ::::         ::      ::             :***WORSHIP***

  You'll need the ring to go through force fields(the weird things that 
aren't floors or anything else you've seen yet) and the quicksword to 
harm Minax here. If not, go back and get them. Oh, and 4000+ hit points. 
Preferably more if it's your first time. And lots of attributes and some 
power armor too.

  In fact you'll need to bring your thinking cap too. Beating Minax 
handily is not trivial and in fact I believe I lost the first time 
despite having 9000+ hit points. She's got quite a few footsoldiers, and 
they are nasty fighters--even casting spells. But you probably have 
enough cloaks/idols/boots to evade the lower-level stuff.

  Note "Chamber one" and "Chamber two." These are where Minax will 
bounce between so be sure to move between them as quickly as possible. 
First she'll be in the upper right. Now a simple way if you have a huge 
surplus of Negate Time coins(20 should give enough comfort) is to use 
them whenever you see a bad guy move. But you'll find there are some 
wrinkles to this.

1, 2 = where Minax alternates between.

  For starters you can probably just enter and go up any right wall you 
see. Some monsters won't get mad until you attack Minax. Don't use a 
negate time until you will obviously be on a collision course with a 
monster. If they're just chasing you, hold off, but by the same token 
don't rush forward too quickly at first.

  Once in the chamber you'll want to go two squares from the far edge. 
As long as you can't see Minax it should be pretty relaxing although if 
demons are in there with her the first time you may want to negate time 
as you run around them. Then go up and you'll be able to attack Minax 
head-on. This is important because every move you're in her sphere, so 
to speak, she nails you for 100 damage. At 5 hits and 3 squares in the 
sphere(bad geometry there I know) that's 1500 points to drain from you 
with an extra 500 if you step wrong.

  But that's nothing compared to the extra damage you might take from 
her minions. They get you for 300 a pop. Makes you wonder why she's the 
boss, huh? Well, maybe they get damaged in her radius, too.

  When going to either chamber you want to stay on the edge of any 
hallway you're on. Why? Because when you use Negate Time the monsters 
will be stuck in their path. If you do so it may be better to destroy a 
monster and waste another coin than to run away. If they're following 
you down the center(they'll align horizontally/vertically very easily) 
then if you run back at them they will get free shots at you despite 
being frozen(a seeming bug.) So it's worth going well around them 
especially given that Negate Time works for quite a while. Of course 
there is the option of going other ways back and forth but then other 
monsters can pop up. It is possible to win just using the outside routes 
back and forth, but there's no fun to it. Too workmanlike.

  So here's what I recommend to shake the monsters, which is a fun 
exercise in general grid-based evasion against 'superior' opponents as 
well.

Note: + = a good place to freeze a monster in my freeze-through below.

  There are several sinks where you can dump monsters. The idea is to 
use Negate Time to freeze them and then step away so when they run at 
you they get bottled up in a room it's hard to get out of. Basically 
they'll move around the edges, but if you don't lead them to the exit 
then they're as good as useless.

  The first place to dump baddies is in the 'monster' room to the left 
of Minax's. Freeze as many as you can at the +'s and then move down. 
Boom, diagonal left in there. Note this restricts you from going 
straight up then straight left to Minax's. That's ok, the way to stick 
the next batch is a bit different.

  Head to Minax's in the SW and bop her(remember to go along the edges) 
and take the first right you see, but take it at the top of that 
corridor. When enough baddies are following you, you can freeze them by 
the Apothecary and then move up before you pass the torture chamber(next 
room.) The monsters will move diagonally instead of right--boxing them 
in a bit!  There's even time for a finesse. Goad the monsters to the 
lower right once they solidify in a lump in the upper right. Root around 
for any strays and see if you can goad any in a similar fashion into the 
Torture Chamber--they will probably come from the left but be prepared 
to deal with those from the right. The Negate Time coins used in this 
sort of cause are worth it.

  Now at the force field go right(otherwise you release the ones in the 
Monster Room.) Then up. Biff, sock. Run down the way you came to the 
force field in the center. Go left and down to keep the monsters cooped 
up. Hit Minax again. Now if some monsters are still following you, cross 
the apothecary but use negate time as you go by first so the monsters 
aren't released. Others will follow them into the trap. Right at the 
force field, up, and that should be it for Minax. But if not you have an 
easy way back and forth until she dies, capturing more monsters each 
time unless you run out of Negate Time spells. In which case you would 
modify your path to go above the Apothecary on the return NW(as you do 
when going SE) instead of below it.

  5. CHEATING

  This is probably the part of the game that requires the most critical 
thinking. I'm including cheating for the Apple although there is a 
separate file for DOS/Windows/PC/whatever that has similar information. 
The difference is that in there the offset starts at zero while on the 
Apple the offset starts at 0x4800. I will assume knowledge of 
hexadecimal numbers and hex editors.

  Cheating can help the people who just want to get through the game, 
because you really only need a bunch of items and levels to get to the 
end. You won't really be missing much other than a general wandering 
about to find items. A quick cheat-walkthrough is mentioned afterwards.

  Also note that any value here is not put into hexadecimal(unless 
otherwise noted--i.e. for names) but is rather seen as its decimal 
equivalent. So if you want 99 you type 99 and not 63(63 hex = 99 
decimal.)

  In general letters are represented by 0x80+(ASCII value) i.e. 0xC0 + 
(# in alphabet.)

  Unmentioned bytes should not significantly affect your player, but as 
usual be sure to back up the disk image before hacking into it.

    5.1. HEX OFFSETS

Offset | Value
-------+----------------------------------------------
x04-x0f| name(add 0x80 to each ASCII value)
x10-x13| set to 0[end of name]
x14    | gender(C6 = F = Female/CD = M = Male)
x15    | race 00=Hobbit 01=Dwarf 02=Elf 03=Human
x16    | class 00=Thief 01=Wizard 02=Cleric 03=Fighter
x19    | Strength
x1a    | Agility
x1b    | Stamina
x1c    | Charisma
x1d    | Wisdom
x1e    | Intelligence
x1f-x20| Hit Points
x21-x22| Food
x23    | Level
x24-x25| Experience
x26-x27| Gold
x32    | Torches
x33    | Keys
x34    | Tools
-------+------ [weapons below]
x45    | # of dagger
x46    | # of mace
x47    | # of axe
x48    | # of bow
x49    | # of sword
x4a    | # of great sword
x4b    | # of light sword
x4c    | # of phaser
x4d    | # of quick sword
-------+------ [armor below]
x65    | # of cloth
x66    | # of leather
x67    | # of chain
x68    | # of plate
x69    | # of reflect
x6a    | # of power
-------+------ [spells below]
x85    | # of light
x86    | # of down ladder
x87    | # of up ladder
x88    | # of passwall
x89    | # of surface
x8a    | # of magic missile
x8b    | # of blink
x8c    | # of kill
-------+------ [critical game items below]
xa4    | # of ring(necc. to win game)
-------+------ [miscellaneous items below]
xa5    | # of wand
xa6    | # of staff
xa7    | # of boot
xa8    | # of cloak
xa9    | # of helm
xaa    | # of gem
xab    | # of ankh
xac    | # of red gem
xad    | # of skull key
xae    | # of green gem
xaf    | # of brass button
xb0    | # of blue tassle
xb1    | # of strange coin
xb2    | # of green idol
xb3    | # of tri-lithium

    5.2. ! WARNINGS !

  If you give yourself 99 of an item, 9999 hit points, or 9999 gold, the 
game may roll over on you once you find an item/win combat/tribute Lord 
British. This will also happen to attributes if you go see the clerk in 
San Antonio, but that's something you have much more control over.

  So I recommend filling in all those crazy bytes with the number 88. 
Except attributes and hit points. Make them all 99.

    5.3. WINNING QUICKLY

  If you want to win extra-quickly, give yourself 9000 hit points, quick 
sword, power armor, and a ring. Then you can walk into Minax's, pretty 
much. Just whip everyone in the immediate vicinity--walk away from the 
castle to get them coming to you on a straight line or even retreat into 
the area with the gates once they come for you if you want to avoid 
using coins. Once outside the castle save and bring your hit points back 
to 9999. Check the walkthrough for how to deal with Minax.

  Alternatively if you want to take the trip into outer space just don't 
give yourself any of the rings, but be sure to get plenty of everything 
else. The same things apply again with setting the statistics as you see 
fit.

  If you want to say you've been to a dungeon, then eliminate tri-
lithium from the items you cheated up.

  6. BUGS

  If you cross from Alaska to Russia in 1423 BC and get caught on one 
square that the computer sees as the edge of the map(it cycles over) you 
won't even be able to hit your opponent.

  Experience and gold being random in fights is goofy enough--doesn't 
rely on opponent strength--but getting ZERO experience or gold?!?! WTF?

  Run away from monsters frozen by Negate Time and they may still 
attack/hit you.

  7. VERSIONS/CREDITS

================================

  VERSIONS:
1.0.0: sent first version to GameFAQs.com 12/22/02. I left out info on 
two planets but hope to have 1) a complete waltkhrough and 2) a 
description of what the heck else is going on in this game. The frippery 
will fall later.

  CREDITS:

The usual gang of GameFAQs/AIM foolz!!!!u bloomer, falsehead, M Golding, 
MaxH, RetroFreak, those I forgot, etc...
Folks who encouraged me to write this FAQ. It wasn't easy.
ftp://ftp.apple.asimov.net for being Apple-istic, FOREVER.
Shay Addams's _Official Book of Ultima_ which gave me ideas about how to 
organize location names for the moongates and for his logical 
presentation of the gates which helped quicken writing the walkthrough.
Origin for pulling away from Sierra and trying to refine Ultima II from 
an interesting, annoying game with some good slapdash to U3 and 
eventually U4/U5.
The Police for writing/performing 'Invisible Sun' on their incomparable 
hits CD(I once wore out the tape, the only one I did that to that I 
didn't create myself) which is oddly appropriate for playing this game 
and which I releatedly listened to. It's writing guides for this sort of 
game that may make me give up the doing it for free mentality anyway.
