Ultima Stones
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Frequently Asked Questions

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What do I have to do?

You play the final reprise of the role of the Avatar, returning to Britannia after adventures abroad and in exile. Now will you attempt to end the interference of the Guardian once and for all.

What do I start with?

This is a rather two pronged question. The game was designed to make it very accessible for anyone. This is evidenced by the Timelord Hawkwind aiding you in the beginning through the ankh messages. So really what you have are attributes and equipment.

First comes the training session at and near your home on Earth. This serves as familiarization but is ultimately fruitless save the information gained. Everything grab-able by you in the home and park are lost when you travel the dimensional moongate to Britannia (save a few very special cases). So much for equipment here.

Next is the role-cast, a-la Ultima IV. You are set upon with (perhaps) a very familiar set of questions that chose how you start. As in U4, your class or profession is chosen via this method. Also based on this casting is a set of gifts provided by the gypsy once you arrive in Britannia.

Finally you are tossed into the world with a few basic necessities to complete the training and to find your way to the goal.

How do I get there?

As with most of the later Ultimas, you make your way in this world exploring or finding your way with the map. You follow a mostly linear plot-line that tells the story. There are ways to circumvent the linearity, but in this game such an attempt would likely place you face to face with a killer bug.

Items abound but your space to carry them is absolutely limited. Realistically, you never need to purchase anything except the one thing no provisioner will sell, bags! This former staple of the game is now limited to some few you can find and a few others manufactured by game mechanisms that grant you them to carry excess items when your backpack is removed from you. (HINT that)

Hostile NPC's are everywhere, even in the towns (especially during the night). As seen before, the choices are fight or flight. Some later encountered hostiles will give chase or even capture you to prevent your departure. Early on, though, you can avoid those you do not wish to battle. Needless to say, defeated opponents are the source of your cash-flow. Except for certain cases, found money does not make up for a few successful battles. The occasional key and some few pieces of equipment or tools are also acquired this way. There may not be a need to purchase items in the game, but there are services (training, specifically) you could use the cash for.

Speaking of found money, another thing found that provides income are valuables, gems and jewelry and re-sellable armor. Given the room in your inventory and your proximity to a buyer, these things, especially the gems, can make for some fast cash.

On lights, atmosphere and the cycle of day make it almost vital to always include a means of illumination in your inventory. Torches, candles and lanterns can be found about all throughout the game but in the early stages they should be coveted for needy times. Quickly, given a sense of exploration, you should happen upon a useful alternative. Beyond that, though, lies the useful Light spell when magic becomes available and your mana store isn't so crimped.