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Keyboard controls
The following commands are based on the "IBM" (DOS) version.
Key | Command | Description | Notes |
---|---|---|---|
↑ | North or Advance | Attempt to move north (map) or to advance (dungeon). | Used after certain actions to indicate target direction north. |
↓ | South or Retreat | Attempt to move south (map) or to retreat (dungeon). | Used after certain actions to indicate target direction south. |
← | West or Turn Left | Attempt to move west (map) or turn to the left (dungeon). | Used after certain actions to indicate target direction west. |
→ | East or Turn Right | Attempt to move east (map) or turn to the right (dungeon). | Used after certain actions to indicate target direction east. |
Space | Pass | Wait a turn without attempting any movement or action. | Food will be consumed and Hit Points and Magic Points will be restored as usual. Command is automatically chosen after a while if no input is received. |
A | Attack | Perform melee or ranged attack. | Requires a direction. |
B | Board | Board a ship or mount a horse. | |
C | Cast Spell | Cast a spell using magic. | Requires a character's number (1-8) unless used in combat or in a dungeon room. Always requires the first letter of the desired spell to cast (see spell list). Will consume spell reagents, which must be mixed before use. |
D | Descend | Climb down a ladder. | Used in dungeons and buildings. |
E | Enter | Enter a settlement, dungeon, or shrine. | Used in map view. |
F | Fire | Fire a ship's cannons. | Must board ship to use. Requires a direction, which must be one of the ship's broadsides. |
G | Get Chest | Open a chest, attempting to disarm any traps. | Requires a character's number (1-8) unless used in combat or in a dungeon room. Higher Dexterity increases the chance of disarming a trap. |
H | Hole up & Camp | Make camp and rest, recovering health. | Use may be limited by number of moves since last camp was made. Party can be attacked while camping. Can be used in dungeons and on the world map. |
I | Ignite Torch | Lights a torch to see in dungeons. | Must have a torch, which will be consumed. |
J | Jimmy lock | Use a magic key to unlock a door. | Requires a direction. Must have a key, which will be consumed. |
K | Klimb | Climb up a ladder in a dungeon or building. | Will return to the surface if at the topmost level of a dungeon. |
L | Locate position | Determine your present position. | Requires a certain item discovered by talking to NPCs: the sextant, which gives coordinates |
M | Mix Reagents | Prepare the reagents required for a spell to be cast later. | Prompts for first letter of spell to prepare, then prompts for letters corresponding to reagents to mix (see spell list). Press Enter or Space to finalize mixture. |
N | New Order | Rearranges order of characters in party. | Requires two characters' numbers (2-8). Party leader must remain 1. |
O | Open | Attempt to open a door. | Requires a direction. |
P | Peer at a gem | Look into a gem. | Must have a gem, which will be consumed. Shows your position on a map. |
Q | Quit & Save | Save the game to disk. | Must be on the world map. Game will continue. |
R | Ready a weapon | Have a character switch to a specified weapon. | Requires a character's number (1-8) unless used in combat or in a dungeon room. Prompts for letter corresponding to weapon. Present weapon will be unequipped. Weapon must be owned, cannot be shared, and character must be able to use it (see weapon list). |
S | Search | Inspect your present location carefully for hidden items. | |
T | Talk | Begin talking to NPCs. | Requires a direction. You can always "look" at them or start a conversation about a character's "name", "job", or "health". You may ask them about words they or other characters mention, and they may ask you a question. You may ask some characters to "join" your party. You may "give" gold to some characters. Say "bye" to end a conversation. |
U | Use | Use an item found through searching. | |
V | Volume | Toggle sound effects on or off. | |
W | Wear Armour | Have a character switch to the specified clothing. | Requires a character's number (1-8) unless used in combat or in a dungeon room. Prompts for letter corresponding to armor. Present armor will be unequipped. Armor must be owned, cannot be shared, and character must be able to wear it (see armor list). |
X | X-it | Get off a horse or ship and travel on foot. | Can be used to camp at sea. |
Y | Yell | Command a horse to "giddyup" or "whoa". | |
Z | Ztats | Display character status or inventory. | Requires a character's number (1-8) or 0 for inventory. Use arrow keys to view pages of inventory. Turns do not pass while reading this menu, but moon phases and wind directions do. |