Ultima V - Origin RRP œ29.95 (RPG) Ultima V has been out for a while on the ST but it's only recently that I've seen it and been able to have a go at it. Those of you who know a lot about the early games won't need any introduction to them, but, briefly, in each game you, an ordinary person, find yourself transported to the magical land of Britannia, ruled by Lord British, where you are called upon to fight evil and right wrongs. In Ultima I (was it ever out on the ST?), you had to defeat the evil wizard Mondain. In Ultima II, it was Minax, Mondain's apprentice, now grown into an accomplished Enchantress, who was causing problems to Britannia. By Ultima III, further evil was abroad in the form of the offspring of Minax and Mondain, known only by the name Exodus which was found written in blood on a boat. Ultima IV was set in a more peaceful Britannia where you had to show your worth to become an Avatar, a being of great wisdom and virtue. At the end of this game you returned, as always, to your own land, waiting the call which you felt sure would come when Britannia once again needed your services. At last, one dark and cloudy night, you wake to see the symbol of the Codex of Ultimate Wisdom on your bedroom wall, surrounded by light. The light fades and an amulet falls onto your bed - the sign from Britannia! Dressing and collecting your Ankh, the symbol of your Avatarhood, you leave the house for the circle of stones near your home. How many times have you stood here before, longing for a gateway to appear into Britannia.... but as the amulet falls from your hand and glows on the ground, you place the Ankh beside it and a blue door opens in the air. Stepping through, you meet your old companion Shamino. As he starts to explain why you've been summoned, three Shadowlords appear and attack. Shamino falls wounded before they flee from the sight of your amulet so you carry him to the hut of your other friend, Iolo, for healing. There you learn the full story. A huge void connecting the previously-sealed dungeons below Britannia has appeared. Lord British led an expedition into the dungeons but only one survivor returned - Lord British has vanished! In his absence Lord Blackthorn has taken charge but seems to be under the spell of the Shadowlords, making his reign one of tyranny, corrupting the virtues round which life in Britannia revolves. Iolo, Shamino and others have been declared outlaws. There's only one solution, to find the fate of Lord British, and, if he still lives, bring him back to rule Britannia again. A long introduction to the game, I know, but the story is illustrated with glowing graphics which make it compelling reading when you start the game. Graphics also play a big part in the creation of your character as a gypsy woman reads your fortune, asking a series of questions relating to the virtues, the answers to which will force you to choose between, say, honesty or humility, compassion or justice. Once in the game proper, the detail of your viewpoint varies depending on whether you are inside a building or town or wandering the land of Britannia. The usual cloth map is provided in the packaging, showing the major land masses, islands, towns and castles etc but the area covered is h-u-g-e, with around 30 major places to visit, not counting the dungeons. Some may be on several levels so if you like mapping, you'll enjoy the challenge of this game for that alone! Each location has several inhabitants, some merchants, others who have useful information which you can gain on a key word basis eg if one says "I have a job for you" and you enter the word "job", more detail will be given, providing other words for you to try and gradually building up the information you'll need for your quest. Certain inhabitants will be willing to join your quest but others will do all they can to hamper your efforts, as will any monsters you meet while wandering the land. Magic and the virtues play a large part in the game. You can advance your character by visiting a shrine. There are several in Britannia, all near a centre of habitation but not too close to make them easy to find. Each shrine is linked to a specific virtue and each has an associated mantra which must be discovered before you can use it. There are eight levels or circles of spells, the higher ones can only be used by high level mages. Each spell needs to be mixed from reagents, some of which are hard to find. Then specific syllables are uttered to cast the spell. With magic you can increase your chance of succeeding in combat, cure poison, summon creatures and so on. Travel round the land can be on foot, horseback, by boat or through moongates. These only appear at certain times and can be used to cross vast distances. However, the ultimate destination of a moongate is determined by the phase of the moon closest to midheaven so the process isn't entirely without risk. For a long time, I'd been told how good the Ultima series is and how each game was even better than the one before. They are certainly complicated and as someone who has only ever completed one RPG (Demon's Winter which I thoroughly enjoyed) I would say without hesitation that it will take me a long time to complete Ultima V. I fully intend to try, though, and will let you know how I get on - but don't expect a report for a while. Looking ahead, Ultima VI is already out on the PC and is said to be an improvement on Ultima V and there is a further new series being created by the Origin team, based in a different universe. All I need is the time to catch up with the old games before they bring out even more! Sue