Ultima II Walkthrough
The following Ultima II Walkthrough Is a heavily modified version of the original by Fallible Dragon available at (http://www.ultimacodex.com/archive/ultima2/u2walk.html)
- Character Attributes in Ultima II
- Dungeon Solution for Ultima II
- Ultima II Monster Data
- Map of Timegate Locations
- Map of Terran Solar System
You have 90 ability points to distribute among the six attributes: Strength, Agility, Stamina, Charisma, Wisdom, and Intelligence. You must assign at least 10 points to each of the six (for a total of 60), therefore you have 30 points left that you can freely assign.
After you assigned the 90 points, you can choose gender, race, and class. It is better if you plan ahead (on a piece of paper) which gender, race, and class you want and their bonuses, and then assign the 90 initial points accordingly.
Attributes, sorted by importance:
- Sum of Intelligence and Charisma: it reduces purchasing prices (nothing can be sold back) in shops when the sum reaches about~40 and about~86, respectively; prices will skyrocket when the sum reaches about~160.
- If you create a character whose "Int+Cha sum" is exactly 10+30 or 20+20 or 30+10, you get a 38% discount on all prices since game start!
- A Female Wizard automatically starts the game with Int=20 and Cha=20; this makes character creation easier: assign all her remaining points to Strength (25) and Agility (25).
- Agility: it determies hit rate when attacking and the best weapon you can wield (it also determines stealing success rate, but stealing is absolutely unnecessary).
- Strength: it determines the heaviest armor you can wear (one of the two heaviest armors is necessary to complete the game); after Agility allowed to hit an enemy, then Strength detemines the damage dealt.
- If you are playing the Apple II version, it is impossible to raise Strength during the game, therefore you must set it to 29 or 31 during character creation.
- Stamina: damage done by hits on you.
- Wisdom: required to cast spells successfully.
Gender, sorted from the most powerful:
- Female: +10 Charisma (a larger bonus to one of the most important attributes).
- Male: +5 Strength (a smaller bonus to the 3rd attribute by importance).
Race (NOTE: it is better if Race and Class give bonuses to two different attributes):
- Human: +5 Intelligence (fitting classes: Cleric, Fighter, Thief).
- Elf: +5 Agility (fitting classes: Cleric, Wizard, Fighter).
- Dwarf: +5 Strength (fitting classes: Cleric, Wizard, Thief).
- Hobbit: +10 Wisdom (less useful attribute bonus, especially at game start).
Class, sorted from the most powerful:
- Wizard: +10 Intelligence, can cast 6 spells.
- The Wizard gets a starting bonus in one of the most useful attributes, plus she can use magic in dungeons.
- Suggested races: elf, dwarf.
- Fighter: +15 Strength (+10 in the C64 port).
- The fighter gets a larger attribute bonus, and nothing else.
- Suggested races: human, elf.
- Cleric: +10 Wisdom, can cast 6 spells.
- The Cleric can use the best magic in dungeons, but she gets a starting bonus in one of the less useful attributes.
- Suggested races: human, dwarf, elf.
- Thief: +10 agility.
- The Thief is just a "wizard without magic" or a "fighter with lower strength".
- Suggested races: human, dwarf.
Weapons & armors
Enemy thieves can steal most items, unless otherwise stated.
|Green/red Gems|| No effect;
slightly reduce probability that more useful items get stolen.
|Boots||Protect from "leg paralysis" spells.||--||Permanent||Fight Thieves|
|Cloaks||Protect from "arm paralysis" spells.||--||Permanent||Fight Thieves|
|Green Idols||Protect from "sleep" spells.||--||Permanent||Fight Thieves|
|Strange Coins||Temporarily [N]egate time.||[N]egate||Consumable||Fight Thieves|
|Keys||Necessary to [O]pen locked doors.||[O]pen||Consumable||Fight Guards|
|Helmets|| Allow to [V]iew a map of the present world.
(Precursors of Peer Gems)
|[V]iew||Consumable||Fight Thieves and Fighters|
|Blue Tassles||Necessary to [B]oard a pirate ship.||[B]oard|| Permanent
Japanese versions: consumable
|Skull Keys||Necessary to [B]oard a plane.||[B]oard||Permanent||Fight Thieves|
|Brass Buttons||Necessary to [L]aunch/Land a plane.||[L]aunch/Land||Permanent||Fight Thieves|
|Ankhs||Necessary to [B]oard a space rocket.||[B]oard||Permanent||Fight Thieves|
|Tri-Lithium|| Necessary to [L]aunch/Land a space rocket
and to perform [H]yperjumps in space.
|Consumable|| Fight Thieves (not in Japanese versions) |
Find in dungeons
|Tools||Automatically disable traps in dungeons and towers.||--|| Consumable
Thieves cannot steal them.
|Torches||Illuminate the interior of dungeons and towers.||[I]gnite|| Consumable
Thieves cannot steal them.
|Fight Thieves and Fighters|
|Staff / Wand||Allow Wizards and Clerics to use magic.||--||Permanent||Fight Thieves and Wizards|
|Force Field Ring||Allows passage through fire and force fields in Shadowguard.||--|| Permanent
Thieves CAN steal it!
| Offer 500 GP to the Old Man in New San Antonio, |
but only AFTER being blessed by Father Antos on Planet X.
|Foot||n/a||n/a||--||Normal||Normal movement on grass, forests and swamps.|
|Horse||Gold pieces||Double|| Moves twice as fast as land creatures. |
Travels on grass and forests.
|Pirate ship||Blue tassles||Zero|| [F]ire cannons (one of the most powerful weapons). |
Cannot cross Time Doors.
|Bi-plane|| Skull key
| Double on land,
Zero on air
|You can only land on grass and bricks.|
|Zero|| Can be used to fly to other planets. |
Cannot cross Time Doors.
1423 B.C.: starting the game
When you select play for the first time, you are transported to North America near the great lakes. It is 1423 B.C. and you are naked and weaponless. Fortunately you are not penniless. Head north-west across the Bering Strait land bridge and then southwest to Europe. Towne Linda is there now, and you can buy weapons and armor.
You should probably buy an Axe (n.3) and Chain Mail armor (n.3). Anything more may be beyond you abilities. Wield and equip them and then head back outdoors. Travel south, to Africa, and visit the village there. Buy as much food as you can afford.
Now you need to kill some monsters. Use the [P]ass command to pass turns while waiting for them to show up, since it uses less food. Because enemies may spawn onto islands currently unreachable to you and will *not* respawn, Pangea may be the most prudent choice for this task, as it is a mostly contiguous continent. The Asian time gate in your starting timeline (1423 BC) is a two-way gate to Pangea. You can also use the European time gate northeast of Towne Linda (also 1423 BC) to get to Lord British's castle (1990 AD), if you run low on hit points. You are really not ready for extensive time travel yet, due to gold/food/HP constraints.
You need to kill some thieves as that is how you get special items. In particular you want Blue Tassles since these let you command a frigate. Again, Pangea is recommended, because enemies may spawn on islands unreachable to you, lessening your encounter rate and possibly leading to a situation in which no enemies, including frigates, will spawn until you kill the enemies, which you need a frigate to reach. Once you have them, wait for a frigate to appear, and then instead of killing it, endure the blasts, board it, move away, and then kill the second frigate. Now that you have got a frigate you can kill monsters by firing with the cannons, and you do not use up food!
From this point until you are much more powerful, the game boils down to killing monsters, collecting items, frigates, planes, and other similar tasks.
Main Game Play: basically, fight, kill, and have fun. Things to do include:
- Food: keep well stocked on food. If you hit zero food you will die. Food can be purchased at any village.
- Hit Points: visit Lord British in his castle on the British Isles in either BC or AD (the castle traveled in time). Talk to him and he will accept a 50 gold tribute in exchange for Hit Points. Initially he will give you 300 HP for the gold, but that falls off after a while.
- Frigates when you have blue tassles and there is a pirate ship nearby, you can board it and sail off. After you move a couple spaces in your new frigate, the pirates will successfully procure a new ship and pursue you. You can e[X]it your current boat and board the new pirate ship as well! You can continue this until you have as many frigates as you desire. Then simply turn your cannons on the pirate ship and sink them.
- Negate Time: useful when you are up against a very powerful monster. You will need a strange coin to do it... And each time negation uses up one strange coin.
- View: see the whole land. Uses a magic helm.
1990 A.D.: level up
The clerk at the Hotel California in New San Antonio in 1990 A.D. is the key to improving your attributes. [O]ffer him gold and he will sometimes raise your abilities, saying "Alakazam!". The clerk will also sometimes merely thank you for your contribution and not offer any attribute gains. The trick to this is your chance of getting attribute gains is based upon your character's turn count. Offer just 100 GP at a time to minimize money losses, [P]ass or check your [Z]tatus, then offer 100 GP more.
- Stop leveling up
If any of your attributes gets past 99, it will be reset to zero. If the sum of Intellect & Charisma gets past 160, prices will skyrocket.
Therefore, offer gold to the clerk little by little, and keep an eye on your attributes. When any attribute (or the sum Int+Cha) reaches the limit (95 for the single attributes, 155 for the sum Int+Cha), stop offering gold to the Hotel California clerk.
Pangea age: gather information
- Keys: to get past doors you need keys. There is only one way to get keys: kill a guard. You will get two keys for each guard you kill. Once you have a couple keys, you can go to the village in AD 1990 or the village in Aftermath, take a frigate, and blast guards with cannons to get more keys. Beware: there are guards who are invulnerable! These can be identified when you try and talk to them, as the game says: "Amusing! No answer".
- The Quicksword: Santre the Swashbuckler has been imprisoned in New San Antonio in AD 1990. He is in possession of the quicksword, Enilno. If you offer him 500 gold, he can be persuaded to give it to you. This is good, since only the Quicksword will harm Minax (in some ports of Ultima 2, any weapon will do). You will require an agility of 49 before you can wield it, though.
- Aerial Transportation: a single propeller plane can be had from New San Antonio (AD 1990) or from Pirate Harbour in the single dwelling left alive in the Aftermath. Unlock the doors, walk in, and board the plane. Kill people who get in your way, as necessary. You will need both a skull key and a brass button to board and pilot a plane.
- Baradin's town: visit the village during Pangea age and learn about the location of Planet X.
2112 A.D. aftermath: quests
- Blessing: getting Father Antos' blessing is not hard. Just talk to him. Finding Father Antos is the difficult part. He is hanging out on uncharted Planet X. Launch a ship from the red square in Pirate Harbour in the Aftermath. Make sure you are wearing reflect armour or power armor first. Also, make sure you have plenty of Tri-Lithiums for the trip! You would not want to get stuck in space. Hyper-jump to coordinates 9,9,9 and land your rocket (on grass: anything else is death).
On Planet X there is a single castle, Castle Barataria. Father Antos can be found there in the left hand area past a maze. Talk to him and get his blessing. Then head back to Earth at coordinates 6,6,6.
- The Force Field Ring: Minax's castle, Shadowguard, is a vicious place. Just to survive you will need the Force Field Ring to protect you from the force fields. Who has it? An old man under a tree in New San Antonio. He will give it to you for 900 gold, but only with Father Antos' blessing. Be careful upon acquiring the ring, for it can be stolen by thieves.
Time of Legends: winning the game
Once you have the Force Field Ring, the Quicksword, 9900 or more hit points from Lord British, and power armor, its time to kill a sorceress. Head to Shadowguard, located in the center of the Time of Legends.
Head for the northeast corner of the castle. Do not attack the monsters, negate time to get past them. Be careful: there are several invincible monsters within the keep which can not be defeated by any means. In the northeast corner of the castle, attack Minax. One hit! That was anticlimactic. No, wait: she has teleported to the the chamber in the southwest corner of the castle. Head there and attack again. Keep switching between the two until she dies.
Congratulations! Thou hast defeated Ultima II: The Revenge of the Enchantress.
|Game|| Ultima I ☥ Ultima II ☥ Ultima III ☥ Ultima IV ☥ Ultima V ☥ Ultima VI|
Savage Empire ☥ Martian Dreams ☥ Ultima Underworld I ☥ Ultima VII ☥ Ultima Underworld II
Ultima VII Part Two ☥ Ultima VIII ☥ Ultima IX
|Console||Ultima III (NES) ☥ Runes of Virtue|
|Fan Games||Ultima IV Part 2 ☥ Ultima V: Lazarus ☥ The Ultima 6 Project ☥ Ultima: The Dark Core|