Ultima Underworld I & II
1-Click XP/Vista/Win7 Installer
My games are genuine, install in one step, look, sound and play in XP/Vista/Win7 like they did in the old days, or your
This auction includes the original game CD. Complete electronic manuals and maps are also included. The box is pictured
for reference and is not included.
I will also provide a compatibility CD that will allow the games to run under XP, Vista and Windows 7.
One step: Insert the CD and the game will work on your computer. Done. Yes, it's that
Want to play? Click the icon. Want the game off your computer? Click Uninstall. Zero hassle.
Complete Satisfaction Guarantee:
Free and timely technical support is always an e-mail away.
In the extremely rare event I cannot get this title to work on your system I will take it back for a full refund. All I
ask is minimal assistance from you during the troubleshooting process.
Ultima Underworld 1
Ultima Underworld was among the first of a new style of PC games for Origin, developed without any compromise in design
decisions in order to satisfy lower-end PC users. Granted, the question is utterly irrelevant given today's blinding
computer hardware, but in the context of the time, Origin's approach was a bold gamble.
The real question, though, was whether or not the utilization of advanced hardware added up to a better game. Even in
retrospect it is hard to say, of course, because there's no way of knowing what Underworld would have been like if it was
developed for more mainstream hardware of the day. What I can say is that it succeeded brilliantly in areas where other
first-person dungeon fantasy RPGs failed, and provided the basis for some extremely intriguing future designs. Without
question, Origin's design choice was a winner.
In this game, you are once again the Avatar, a person of the 8 virtues. You have been having a recurring nightmare where
a ghost warns you of emminent danger. You draw yourself to the ghost and find yourself in a castle where you see a
wizard who has just kidnapped a princess. The wizard disappears, leaving you as an obvious suspect. You are taken
before the baron, who declares that to prove your innocence, you must find his daughter the princess in the Stygian
Abyss,a rather nasty place in the Ultima, series where the wizard has taken her. Your primary task is to liberate the
Your secondary mission is to clear your good name of the crime you didn't commit by locating and dealing harshly with the
actual perpetrators. This is also not easy, as they are located on the lower levels of the dungeon, to which you must
fight your way down.
Of course, what you're really trying to do is to see how far you can progress. In this sense, Underworld is comfortably
similar to the fantasy RPG model. You create a character, head into the dungeon's first level, then fight, think, and
negotiate your way from level to level. But Underworld is substantially different in a number of important ways, the end
result being another best seller for Origin with a huge fanbase.
For starters, the interface is superb. Entirely mouse-controlled (keep in mind this game hails from 1992), the interface
lets you move, fight, pick things up and drop them, eat, cast spells, examine and use items, and save and restore games
with a series of simple clicks. Second, there's more to be gained by interacting with non-player characters (at least on
the upper levels) than by destroying monsters. In fact, you can often avoid combat completely by just backing away.
But the game's most important feature is its graphical view. The dungeon looks as realistic as any computer dungeon has
ever looked at the time, and you see ceilings, walls, floors with real slopes and drops, bridges, doors, and other
people and creatures with excellent clarity. Combine these top-rate graphics with excellent animation, and it was easy to
believe that you're actually moving along the corridors.
You move by holding the left mouse button down and maneuvering the mouse up, down, sideways, or horizontally, and once
you get the hang of it you can tear along at impressive speed even on the hardware of the day. As a result the Dungeon
becomes almost tangible. The lack of implausible restrictions in movement - you can jump/swim/fly as well as walk - adds
an amazing feeling of depth to gameplay.
Another excellent feature is the game's map. As you move through the game, Underworld's auto-mapping feature lets you
worry about the task at hand instead of keeping an ongoing map. It's extremely attractive and more detailed than most FRP
maps, clearly showing doors, bridges, and waterways (you can swim in this game, by the way, and you'll have to do so
fairly often), and it's easily accessed by clicking on the map icon in your inventory. Impressively, you can also
customize the map by writing on it; just click when the quill is in position, then type whatever you want. Very well
Ultima Underworld was a landmark game that finally brought a realistic virtual reality experience to an RPG. Don't forget
that today's crop of ultra-realistic 3D first person adventures owe their heritage to games like Underworld. As both a
historical document and killer game should this game be experienced. It was a hardware hog but with reason -- the rewards
were worth it.
Ultima Underworld 2
The story of Ultima Underworld II picks up after Ultima VII, which
followed Ultima Underworld I. In Ultima VII, the Avatar was
summoned back to Britannia to help fight the Guardian, who is an
extremely bad dude, bent on creating havoc in Britannia. In the end, the
Avatar prevails of course, but only in foiling the Guardian's plan. Underworld II
opens with a celebration in Lord British's castle with many faces
familiar to the Avatar including his friends Iolo, Geoffrey, Dupre and
Julia, as well the likes of Mayor Patterson and Ferdiwyn. During this
celebration, the guardian strikes again and encases the castle inside a
giant black rock gem, sealing all exits. As the Avatar, you must save
Britannia. Isn't it always the case? You must explore the levels
beneath the castle as well as eight new worlds - assuming you can find
the entrance to them.
Firing up Underworld II finds the interface almost wholly unchanged from
Underworld I. Grabbing the mouse and starting to steer myself through the rooms of the
castle, I found myself running into walls and oversteering turns for a
while, but I was quickly re-acclimated and soon felt as though I had
found that pair of long-lost most-comfortable slippers. The interface is
entirely mouse driven. Holding down on the right mouse button while
moving the cursor allows you to move freely through rooms and corridors
at any angle. Moving the mouse gradually higher in this manner increases
walking speed until you are running. Pressing the left mouse button
causes you to jump, unless you have your weapon drawn, in which case the
left mouse button controls your weapon swing. Every thing is organized
well and is easy to use.
It is amazing the amount of control you have over your weapon and body
movement during battle - and its a good thing since your enemies rarely
stand still. Be prepared to chase them down for the final kill since
many monsters will run when hurt badly. You'll also have to look up and
sometimes even jump to hit those flying creatures while other times it is
necessary to look down to slash those creatures at shoe level. More acid
The graphics, for its time, are very impressive. Many games of the era top
Underworld II for beautiful still images, like those found in the Kyrandia series
for example, but not many come close to being as completely
mesmerizing as Underworld II is when you are travelling through it. The walls,
floor and ceiling smoothly scroll past you, while a slight bobbing up and
down motion adds to the illusion of rhythmic steps. Swimming and flying
are two of my very favorite modes of travel. I love to cast a walk on
water spell and stroll over to a lurker and fight him on my terms for
once (was that a look of confusion in his eyes?). Running on top of the
water and to jump up a low waterfall is truly a magical experience.
The viewing window is bigger than that of Underworld I without any noticeable
slowdown. Monsters and non-player characters are more detailed and have
more frames of animation during combat. The new worlds showcase new
surface textures like ice, snow and strange alien substances. I really
can't find any gripes with the graphics or animation other than to say
that objects are still a little blocky when seen up close, though this is
much improved from Underworld I and did not bother me while playing at all.
Sound and Music
The sound is improved in many ways over Underworld I. Many new sound effects
have been added for monsters, combat and movement. Stepping on snow
really makes that snow compressing skrunch sound. Killing some monsters
gets you a creepy screech. And while there is no digitized voice in the
introduction, like there was in Underworld I, voice is used from time to time when
the Guardian makes a surprise appearance to taunt and laugh at you. The
effect is a little unnerving - a couple of times I almost jumped out of
The music soundtrack is pretty well done. It succeeds in adding mood
to the game without becoming annoying. I never felt like turning it off
and I often found myself thinking that it was a little eerie - just as I
was beginning to have second thoughts about what might be around the next
The players guide, containing instructions on how to play the game
seems complete yet brief and well organized. Another larger manual
containing a history of Britannia, while not required reading, is
enjoyable to read and I recommend it. The installation guide also looked
quite complete, though I had no problems and did not make much use of its
trouble-shooting sections. The only shortcoming was perhaps in the area
of character generation. It is not completely clear how your choices
here will help or hinder you through the duration of the game. This may
very well been a purposeful omission, left to the player to discover.
Your character must be generated before game play may begin.
Unfortunately, there is no provision for importing your character from
Underworld I. Character generation is easy with only a few choices to be
made. Your character's strength attribute is important since it determines
how much weight you can bear throughout the game. This strength
stat never increases, so it is important to get one that you can live with
throughout the game. Also it is not clear from the documentation
that any profession can practice any skill during the game (e.g. you
need not be a Mage to use magic).
Underworld II enhances game play with an interesting story. They have taken the
"You must save our world" plot and made it quite interesting through the
addition of the mysterious Guardian who makes several appearances
throughout the game. Also breaking the game world up into eight
different worlds serves to break the story into chapters, each having
subplots to play out inside new, unique, and sometimes alien settings.
Many of these subplots produce quests which you must carry out within a
single world or across several worlds. While some quests are optional
to the game, most are critical. There is also a story playing back at
the castle while you are exploring these worlds, so you must come back
often to exchange information.
The story of the game slowly rolls out through your players interaction
with many, many non-player characters (NPC). These non-player characters
are quite well done, as is the interaction interface. Some of the
characters and their deeds are quite interesting and at times, down right
Magic is always an important part of a CRPG as it is in Underworld II. The magic
system is basically unchanged from Underworld I, except for the addition of new
spells. Rune stones must be found throughout the worlds in order to cast
spells. As your character is awarded skill points for advancing levels,
you must use some of them to train in the magic arts of casting and manna
if you ever hope to cast those higher level spells. You should plan to
use magic as much as possible since it makes winning easier and opens up
one of the more interesting aspects of the game. There are also many
magical potions and scrolls and spells to be found throughout the
labyrinth. The lore skill is also important in identifying many magical
weapons and armor items that you will find.
Fighting, whether weaponed or magical is real-time and depends greatly
on both your characters skills and your mastery of the UI. The
importance of you skill at wielding the mouse is perhaps the factor that
most involves you in the game. You don't just issue commands to your
character and then watch him/her carry out the orders - you instead slip
into the character like a pair of gloves and guide all actions and
movements through the battle. You may move in close and strike, then run
over to a short platform and jump up for a better vantage, or just stand
toe to toe and hack it out. The beauty here is that you can use your
surroundings as well as your weapons and quite often, many strategies are
available for use against a foe. Just remember that not all creatures
are hostile and some possess very important information - so always try to
talk before you draw blood.
Like any good CRPG worth its magnetic bits, Underworld II has many puzzles to
solve. While none of these puzzles are overly hard, they are all fun and
some are set in surroundings that will visually awe and dazzle you.
This game has two difficulty settings to choose from, STANDARD and
EASY. To the best of my knowledge this selection controls only the
difficulty of battles. The game is just a little larger than Underworld I, but is
spread out over eight different worlds instead of eight, tightly packed
levels. You should expect from forty to seventy hours of play depending
on how many roses you stop to smell along the way.
Game play is the most important factor of any game - how good is the
overall game play experience? Underworld II is a package that is even greater than
the mere sum of all of its strong components. For me, Underworld II is one of the
best CRPGs to come out in a long long time. While Underworld II does not use any
"virtual reality" hardware, it successfully created a virtual reality for
me to get lost in for several hours each day. The only problem is that
it stayed on my mind during the day and invaded my dreams at night.
Perhaps the obsession I felt with the synthetic reality created by Underworld II
and the way it kept drawing me back is the best testament to its play
Note: My compatibility CD does not alter the retail game or bypass copy protection. It allows the original media to install and run correctly on any modern version of Windows.