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Home > Ultima Worlds > Ultima VII: Serpent Isle > Hints & Tips > Ultima VII Cheat Mode Guide by Adam | |||
Ultima VII Cheat Mode Guide by Adam
In this game you are on an Island called SERPENT ISLE in search of Batlin, he may of got away in the Black Gate, but this time you have to track him down with your party and stop his evil doings. The graphics are slightly better than the Black Gate but still the same movement and combat. I don't have much info on this game but I have lots of hints and cheats, here is one: In the cave that connects the northern woods to the frozen ice lands, search around until you discover a room with a moon gate in the centre. Enter the moon gate and you'll be teleported to a crypt like place. A ghost be there and eventually drop a scroll for you to read. Read it and get the key. Take the key to the House of Wears near Monitor and unlock the door. Walk inside for a surprising discovery on the table to the north. Now for a nice and very helpful cheat: With Silver Seed Add On: When loading the game at the DOS prompt type SERPENT MANIMAL S And in the game the following keys are active: F2 Cheat Menu F3 Teleport Map Instead of typing just serpent pass type SERPENT PASS PS the ps will include the 'eggs' in the game. WITHOUT THE SILVER SEED: SERPENT PASS - For normal cheat mode SERPENT PASS S - For programmer Debug mode WITH SILVER SEED ADD-ON: SERPENT MANIMAL For normal cheat mode SERPENT MANIMAL S For Programmer Debug mode When travelling around The Serpent Isle, anywhere infact, it is best to wear some kind armour, even if it's just a leather breast plate. I have written a small peice about the arms and armour. Arms and Armour Though I have no need for such provisions, many are the common journeymen who find use in weapons and armour, and longer-lived is the adventurer who chooses such items wisely. My disregard for arms and such leaves me inexperienced, but I have overheard enough loose tongues spewing tales of heroic bravado that I can relate what others claim. Armour and Shields Armours main use lies not in its ability to prevent anothers blow from landing, but from its ability to prevent, or at least decrease, damage caused by the opponents strike. Most armour is pieced together to cover six main regions of the body. The three most vital are the torso, neck and head. While most defenders naturally pro-tect these three areas more than their extremities, limbs are also integral to survival. Thus, it is important to provide armour for all parts of the body, including the remaining three regions the arms, legs and feet. While these latter three are easier to live without, the appendages are directly in the line of fire, if thou wilt permit the turn of phrase, and therefore struck more often. Armour is crafted from four types of material: leather, metal scales, chain mail (or chain links) and metal plates. For the most part, the thicker the material, the higher the level of protection. In addition, the thicker the material, the heavier and more expensive it is. Leather, being light and inex-pensive, is useful for those less likely to face powerful foes. But were one to enter a war-torn bat-tlefield without metal armour of some sort, I would assume the warrior poor, weak, or fatally foolish! Although a shield serves the same function as armour, its form is entirely differ-ent. A shield does little to reduce the effects of a blow; its main purpose is to deflect attacks away from the fighter. Personally, I see little difference, but many warriors have sworn to the distinction. I do, however, know that the experienced combatant wears the best armour and carries the sturdiest shield that money can buy and endurance will permit. Weapons According to sources, the simplest definition of a weapon is anything that extends the range and enhances the wounding capability of the wielder. I cannot argue, for that sounds logical to me. Weapon selection seems to be as important a decision as armour selection, as each type leads to a variety of effects. There are four main types of weapons: blud-geoning, cutting, piercing and projectile. Apparently, some weapons blur the dis-tinction, their versatility making them exceptionally valuable. Swords are very useful, as blades slice through skin quite easily. The main drawback, it appears, is that armour is very effective protection against them. In contrast, blunt weapons such as maces and clubs deliver their punch, limited though it might be, based on the brute strength of the wielder, nearly ignoring the protection of the target. The third weapon type, piercing, performs much like cutting weapons. Piercing weapons require less force to penetrate armour but leave more devastating wounds upon the flesh. And projectile weapons, often referred to as missile weapons, include any tool that permits the attacker to strike at a distance. As far as I can see, many of these weapon types do overlap. Most swords can cut and pierce; a two-handed sword can bludgeon and cut; an arrow is a piercing missile weapon; and a slung rock is a bludgeoning projectile. Presumably, it is up to the individual warrior to chose a preferred form of attack based on his or her per-sonal strengths and weaknesses. To be candid, I find the Vas Corp Hur spell much more effective. Now, here is a list of useful items that you can create during the game, using the cheat mode. In the game just press F2 then C to create an item and type in the following. NOTE if there is a dash "-" then a number this is the FRAME NUMBER, for all other items with no dash & number enter the frame number as "0" Ultima 7 - create item list, orignal file TEXT.FLX - found in the STATIC directory. 160: Serpent gate 178: Cloth map 231: Magebane sword 241: Staff 249: Oracle 258: Keg 262: Blackrock serpent 330: Serpent rune 340: Potions 377: Food items 383: Magic helm 404: Food 417: Magic bolts 419: Breast plate 450: Orb 452: Wand 456: Flux analyzer 467: Magic plants 474: Magic sling 486: Usecode Container 489: Rod 490: Dupre's shield 519: Moon's Eye 527: Death bolt 535: Dragonslayer sword 547: Magic sword 548: Sceptre 549: Lightning whip 551: Fire sword 552: Magic axe 553: Firedoom staff 554: Burst arrows 555: Serpent jawbone 556: Magic arrows 557: Juggernaut hammer 558: Lucky arrows 559: Serpent tooth 563: Blowgun 564: Poison dagger 567: Sword of defense 568: Sleep arrows 573: Plate armour 576: Plate leggings 580: Gauntlets 583: Bed roll 587: Boots - 1 for magic boots 591: Serpent arrows 592: Spears 595: Torch 596: Morning star 604: Glass sword 606: Magic bow 608: Decorative sword 609: Kite shield 614: Magic music player 627: Lockpicks 629: Lightning wand 630: Fire wand 635: Serpent Earrings 636: Serpent daggers 637: Serpent sword 638: Serpent Armour 640: Serpent Staff 641: Keys 644: Gold coins 645: Gold nuggets 646: Gold bars 648: Sleeping powder 650: Sextant 663: Magic shield 666: Magic armour 686: Magic leggings 710: Ophidian sword 711: Infinity bow 715: Magic scroll - 1,2,3,4 etc. for different spells 722: Arrows 723: Bolts 726: Pulsating object 727: Dream Crystal 728: Force_Wall 760: Gem 761: Spellbook 771: Rudyom's Wand 784: Web of Fate 792: Magicians wand 794: Severed limb 799: Body part 802: Bag 803: Basket 806: The Black Sword 835: Magic gauntlets 836: Antique armor 842: Reagents - 1,2,3,4 etc. to chang reagent 926: Serpent sceptre 927: Serpent slot 929: Philanderer's Friend 934: Magic telescope 942: Hammer of dedication 948: Filari 951: Monetari 952: Guilders 955: Amulet 965: Glowing sphere 988: Magic compass 990: Erinons Axe 996: Belt of Strength 1001:Gauntlets of Speed 1013:Helm of Light If you know any more items that could be useful please let me know I have written a list of very useful Magic Items Key Ring. Every key you add to your inventory while you have this key ring automatically attaches itself to the key ring. (You can also Use a key on the key ring to add it to the ring.) The key disappears, and there is no more searching for the appropriate key in your inventory. Dont lose it; it will be gone forever, along with any keys that are on it. See Hot Keys (below) for how to Use the key ring. Helm of Light. This helm serves as a permanent light source you dont have to carry a lit torch while wearing it. Your hands will be free to carry weapons and shields. It has a Defense Value of 4, and keeps you warm like a fur helm. Wear it as you would wear a normal helm. Belt of Strength. This belt increases your strength by ten points. Wear it as your regular belt. (Make sure that the belt slot is open before you try to put it on.) Ring of Shal. This ring supplies you with unlimited reagents to cast spells. Slip it on your finger like a normal ring, and you no longer need to collect reagents. It cannot help anyone else. Gloves of Karas the Quick. These gloves increase your dexterity by ten points. They have the same Defense Value as magic gauntlets (3). Make sure that you arent wearing any other gloves or gauntlets before you try to put them on. Erinons Axe. This powerful weapon increases your combat ability by ten points. Its Damage is 20 and it has a Reach of 4. (It can not be thrown.) The axe automatically equips to your right hand if you are not holding anything else in that hand. Orbs. The orbs have no use beyond the Silver Seed quest. Silver Seed. You must plant the Silver Seed at a hallowed site. It is the seed for the magic Tree of Balance. This tree can save Serpent Isle from destruction. Hot Keys The Silver Seed provides you with several new hot keys, usable both in this module and while playing the rest of Serpent Isle. Several recurring procedures needed to play your game are now a matter of a single keystroke. Note that Serpent Isle keystrokes and all other functions remain the same. Checking the Time. If you have a pocket watch, you can always find out what time it is by pressing W on your keyboard. Feeding Yourself and Your Party. To feed yourself and/or your party members, press F and click on the hungry person with your mouse. This function will feed that party member until he or she is full. (This assumes that someone in your party is currently carrying food. F doesnt create food, it just quickly distributes any food that is available.) Using Keys. If you have the magic key ring, you dont have to search through your keys any more. Press K and cross-hairs appear. Click the cross-hairs on a locked item and if you have the right key the item opens. (Once you add a key to this ring, you can not remove it again, but dont worry; there will be no reason to.) Magically locked doors still require a spell. Picking Locks. If you have a set of lock picks in your inventory, press P anytime you want to attempt to pick a lock. |