► TUTORIAL: Ultima I - The First Age of Darkness

1. Begin

Click BEGIN ADVENTURE, then create your character: pick a Race, Class, and Sex. Each choice adjusts your starting STR/DEX/INT/WIS. Then press ENTER SOSARIA.

2. Moving in the World

The overworld is a wrapping hex map with six directions:

KeyDirKeyDir
WNWENE
AWDE
ZSWXSE

Or click an explored world hex to walk there automatically through known land. Press M for the world atlas and route planner.

◆ Fog of war hides the land. Explore to reveal it - your sight radius grows the map.

3. Key Actions

KeyAction
EnterEnter town/dungeon, or board the starship
CCamp / rest (on grass or forest)
BBuy at a shop stall (in town)
TTown services (also U)

4. Towns

Towns are hexagonal with six shops around the edge (T/M/P/F/W/A) and a fountain in the center. Stand on a stall and press B to trade, or use U / T for town services. Inns restore full health for 25 gold. Expedition restock fills food to 250 at 1 gold per 5 food, rounded up. Equipment offers show the exact STR or DEX gain and disable duplicate or ineffective purchases. Food shops sell partial bundles near the 999-food limit.

5. Tactical Combat

Choose Fight or Flee when an enemy appears. During battle, read its next intention: Strike, Heavy blow, or Recover. The cycle repeats. Damage previews include your current defence. Recovery heals the enemy by up to 10% maximum health instead of attacking.

KeyActionEffect / cost
SpaceAttackNormal strike; gain 1 focus
PPower strikeSpend 2 focus; 1.8 times normal strike damage
GGuard70% less incoming damage this turn; gain 1 focus
MMagicSpend 20 food; intelligence-based damage
HMendSpend 15 food; heal up to 25% maximum health
RRun40% escape chance; failure gives the enemy its announced turn

Each fight begins with 1 focus, capped at 3. Buttons show costs and disable unavailable actions. The enemy acts after your action unless you win or escape. Enter continues after victory.

Try attacking to build focus, guarding a heavy blow, then using a power strike or mending while the enemy recovers.

Rescue after defeat or starvation

Rescuers bring you to a town with half maximum health and at least 40 food. You lose 10% gold, rounded down. Equipment, experience, explored dungeon floors, and conquests remain intact. Select Continue to save the recovered expedition. Rescue events appear in your journal.

6. Dungeons

Each dungeon is 3-10 levels deep. In the first-person cave view: W=forward X=back A=turn left D=turn right. Find the stairs down (▼) and descend to the bottom to conquer it. The minimap (top-right) shows stairs, chests, and monsters you've seen.

7. Camping

Press C on grass or forest. Rest recovers about half your health; Sleep recovers fully. Both consume food and risk an ambush.

8. The Endgame

Conquer all three dungeons and a starship descends near the eastern peaks. Board it (Enter) to fly in space:

KeyAction
W/↑Thrust
A/DTurn
SpaceFire
EscRetreat

Destroy 8 vessels to reach Mondain, then defeat him (200 HP) to shatter the Gem of Immortality and win. A victory chronicle appears, and you may begin a new quest.

9. Winning and Losing

Win: defeat Mondain. Losing a fight: rescue to a town at half health, losing 10% gold. Continue: restore your latest exploration checkpoint from the title screen. A new quest replaces the browser checkpoint when you enter Sosaria.

10. Save, Continue, and Backups

Exploration saves every 10 seconds while you are in the world, a town, or a dungeon and no popup is open. It also saves before encounters or launch. Use Save checkpoint or Ctrl/Cmd+S for an immediate checkpoint.

Continue Quest restores your character, supplies, equipment, map exploration, town position, and every visited dungeon floor, including the current position. Combat and space flight preserve your last exploration checkpoint; they do not save mid-battle.

Export backup downloads a JSON save. Use Import Backup on the title screen to restore it. Browser saves are tied to the browser and game address, so export before moving the file or clearing browser data. An unreadable backup is rejected before the current quest changes.

11. Your New Interface

The left sidebar shows health, supplies, equipment, the three-dungeon checklist, and your journey log. The right sidebar has movement and action buttons, map view controls, and saving options. Drag the map to pan, use +/− to zoom, and Center to return to your character. Fullscreen is available when your browser permits it.

On narrow screens, scroll below the map for controls and information. Help opens a dialog without generating a new world.

12. Persistent Dungeons

Every visited floor keeps its map, opened treasure, cleared monster tiles, and exploration. Returning through stairs arrives at the matching stairs on the adjacent floor. Re-entering from the surface starts on floor 1 without discarding deeper maps.

Enter uses stairs beneath you. Away from stairs it gives a hint, so an accidental press no longer abandons the dungeon. Use Leave dungeon or Escape to confirm returning to the surface.

13. Atlas and Journal

Press V in a dungeon for the enlarged atlas. Floor buttons inspect previously visited floors; the arrow shows your current or last recorded position. Select a route to discovered stairs to highlight explored passages only. A route may include known monsters. Atlas controls never move the character.

Press J for the explorer's journal. Track mapped floors, chests, victories, steps, discovered settlements, and milestones. Dungeon cards link to recorded floor maps.

Save compatibility: v2.1 checkpoints load with their saved current floor intact. Other floors are recorded as visited. Journal counters begin with the upgrade. v2.2 and v2.3 checkpoints retain all saved exploration. Older saves begin with all civic contracts available. v2.4 checkpoints also retain contracts. New backups remain schema 3; v2.4 can read them but drops the waypoint.

14. Civic Contracts

Press Q or select Contract ledger to see six contracts. Accept and claim each contract inside its issuing town or castle. Recorded achievements count before acceptance. Progress updates as you fight, explore, and conquer. Each reward can be claimed once per quest; food rewards cap at 999.

SettlementObjectiveReward
BritainWin 3 battles80 gold + 40 food
PawsMap 3 dungeon floors100 gold + 50 food
TrinsicOpen 3 treasure chests120 gold + 60 food
YewReveal 128 world hexes100 gold + 50 food
Lord BritishConquer 1 dungeon200 gold + 80 food
BaratariaConquer all 3 dungeons300 gold + 100 food

The sidebar shows completed contracts and ready rewards. Town services link to the local contract, and the journal links to the full ledger. Purchases, inn stays, restocks, acceptance, and reward claims save immediately. If browser storage is blocked, export a backup after closing the dialog.

15. World Atlas and Travel

Press M or select World atlas. Choose a known destination or explored hex to preview a shortest route. The planner excludes unknown terrain, sea, and mountains and respects the wrapping world edges. Selection does not move your hero or reveal terrain.

The atlas shows terrain, known locations, and creatures currently in sight. Zoom with + / - and scroll to pan, or use Fit map. Focus the canvas and use arrows or W/E/A/D/Z/X to select a hex; Enter sets a waypoint. The destination list is another way to select known landmarks.

Set waypoint keeps a destination without moving. Walk this route starts walking from the surface. In towns and dungeons, plan first and leave before traveling. Gold marks show the route on the main world map.

Walking costs one food per step. Starting a planned route requires enough food for all steps plus one ration in reserve. Battle costs are additional. Automatic walking stops with one food left; manual movement can still cause starvation.

Encounters, manual movement, dialogs, Escape, Stop walking, and loss of browser focus pause travel. Your waypoint stays available. Select Walk / Resume to continue, or Clear waypoint to remove it. Saves retain the waypoint but never resume automatic walking on load.