

                        Ultima III
                          Exodus


                      The Third Age
                            of
                          Darknes

THE ADVENTURE

	With the fall of Mondain and Minax, peace had flowed 
like molten honey around all of Sosaria. Everywhere, Lord 
British's subjects were happy and prosperous. A great cancer 
had been exorcised from the world body. The People were 
cleansed again, and there was much rejoining in the towns. 
Even the Orcs had disappeared from sight after the fall of 
Minax's castle, as chronicled in Ultima II. Twenty years the 
peace lasted. Twenty years is also the time needed for an 
infant to become a person. 
	From the ruins of Minax's castle has come several 
fragments of a manuscript which hints at a dark secret. There 
appears to have been an unholy alliance between Mondain 
and his young apprentice, Minax. Something  had fructified 
from that union, but whether that something was of Man, 
Monster, or Daemon, the manuscript fragments were eerily 
silent. What had become of the hell-born prodigy? No clues 
existed.
	Time passed, and the omens began to be troubled. 
Comets clashed across the sky and rumbles were heard deep 
in the ground. Then one day, in a fiery birth of molten lava, 
an island rose up in the middle of the ocean. None could 
approach it for the heat and steam were too great. Some 
drunken sailors claimed to have had a glimpse of the island 
when the steam was momentarily blown away by a strong 
wind. They swore that a castle existed in the middle of that 
inferno, but thou knows how reliable is the word of a drunken 
sailor.
	Then, the sweet flowing rhythm of country life was 
shattered. Orc drums began to pulsate through the hills and 
mountains, and the horrible raids began. The outlying 
settlements all moved in to the safety of the village fortresses 
Shortly thereafter, a Pirate Fleet appeared suddenly, and 
commerce was swept from the seas. An evil power was rising 
in the West, and all the earth groaned to its flexing. When 
tales emerged that the Great Earth Serpent had risen from it's 
long slumber at the bottom of the ocean, people began to cry 
that the End of the World was at hand.
	Lord British sent his most trusted and talented advisor 
out to uncover the facts behind these wild rumors. Weeks 
passed, then a shattered man was found wandering in the 
groves outside the castle. Some terrible sight had blasted his 
reasoning. He just kept repeating, "From the depth of 
Hell...He comes for vengeance." He/ she/it was, remained 
unclear. The spread of its evil powers, however, was very 
clear. Lord British sent out a Call for all of the Heroes of the 
People to rally. That is why thou are here today. Thou heard 
the Call and answered it.
	Thy task before thee is not easy. Evil walks the land 
openly, attacking all travelers. Thou and thy companions will 
need to grow stronger rapidly if thy Party is to survive. Seek 
among the ancient paths for long forgotten Truths and 
Powers.
	One possible clue as to the identity of thy nemesis has 
been discovered. A derelict merchant ship was recently towed 
into port. No crewmen were aboard, alive or dead. Everyone 
has vanished, as if plucked by some evil force off the boat. 
The only thing found was a word written in blood on the 
deck: E X O D U S.


Exodus: Ultima III

	Welcome back, oh illustrious adventurers! Long has 
been thy sojourn in this strange realm, though 'tis a fitting 
respite for great heroes. Glorious are the names of those 
adventurers who slew the mighty Wizard Mondain and his 
evil consort Minax. Lord British's minstrels still sing thy 
praises for the epic battles waged in the overthrowing of those 
two crimson necromancers. The chronicles of Ultima I and 
Ultima II bear witness to thine effects on behalf of the good 
subjects of the realm of Sosaria.
	The time of thy rest is now o'er. Thou wouldst not be 
here if thou hadst not heard the distant braying of the war 
horns, or felt in thy blood the cry of kinsmen in dire peril. 
Thou art Called, and from such a Calling none of the People 
may turn aside. It is thy duty and thy destiny.


PREPARING FOR THY JOURNEY

	Gather close while thou art briefed on what changes 
hast transpired since last thou guested forth. A new, much 
larger Siege Perilous has been discovered. The gateway will 
now hold four adventurers instead of just one. Two paths thus 
radiate out before thee. Thou may choose to venture forth 
alone, in hopes of recruiting retainers once thou arrives in 
Sosaria. Or, thou may gather together up to three other 
adventurers of the People who rest here, and sally forth with 
them at thy side. Bare is the back who hast not kin to protect 
it! Decide quickly, the horns seem louder.
	Some ritual preparation is needed before thy journey 
can begin. First, study what is contained within this square 
pouch. It is thy key to open the gateway. Guard it well, lest 
harm befall thy party. Before examining the disk even once, 
you MUST follow the arcane rituals described on the back 
page of the player reference card.
	Enclosed in thy pouch is also a rare cloth map, a 
reference card, and two eldritch manuscripts. Unless thou art 
trained in mystical matters, open not these two books upon 
destruction of thy soul! Both of these ancient books were 
presumed lost for many centuries. By means of portentous 
visions, Lord British's advisers were led to their ancient 
resting places. The manuscripts contain very powerful lore 
whose time has come to be used again. It is said that the 
wheel of the heavens now heralds a great conflict, and that 
even the Great Earth Snake will rise from the watery depths. 
The dreams of the Wise are thus disturbed these days. Great 
evil walks the land again.
	The map of Sosaria is, alas, incomplete. The great 
cartographer, Hawkwind, was gravely wounded by a roving 
band of Brigands before he could finish the map. None of the 
towns, castles, dungeons, or other special places are shown. 
You will have to use pins or markers to indicate where each 
lies, as you find them. It is rumored that much lies hidden, 
just out of sight.

The reference card contains the alphabetical commands. 
While the functions of most commands are obvious, several 
have subtleties:

Cast (C)    When chosen, thee will be asked for thy character's number (1-4) 
            and, for some professions, whether the spell will be W/C 
            (Wizard/Cleric). Then the rank of the spell will be requested.
Fire (F)    Has a range of three squares. Any enemy killed with ship's cannon
            yield no treasure! Watch out, Pirate Ships fire back.
Join Gold (J) Pools all the Party's gold to one character. Useful for buying
            special items or services that are expensive.
Look (L)    Is particularly useful before entering unknown places or terrain.
Negate Time (N) Is the trademark of a Master Thief. When the proper item is 
            found and used, time stops around the thief for several turns.
            This allows an audacious thief to steal vast treasures and escape
            the treasure's guardians.
Other (O)   Allows regular adventure verb commands in special situations 
            or places. Such a phrase might be (Kiss) Princess, or (Jump) 
            cliff.
Peer (P)    With the aid of a special item, thou can gain an overview of 
            where the Party is located. On the surface, the map is of the 
            entire world. In a town or castle, the map shows all the inside 
            areas. When used in a dungeon, all of that level is visible. Even 
            the ladders, doors, and special objects are shown.
Yell (Y)    Allows words to be screamed over a distance. Very useful when being
            chased by a dragon. Yell, (Open) gate!

  Now that everything has been studied, and whomever of the People thou
couldst muster has been assembled, it is time to begin the ritual. First
insert the disk marked Program Side into thy machine, and, with all 
gathered around the machine, activate the power. Shortly, a 
viewport is opened through the gateway. Kinsman engaged in 
moral combat with a dark creature can be seen. Suddenly the 
battle ends. You are too late to help, but never too late to 
avenge. Follow closely the instructions shown on thy living 
machine. All adventurers must now gather around the 
machine. Total concentration among the party is necessary 
for the gateway of the Siege Perilous to open. A moment of 
transition is experienced, then...


THROUGH THE GATEWAY
After the darkness of transition clears from thine eyes, a 
sample view of Sosaria appears. After a moment's inspection, 
press (SPACE BAR). Thou are now offered three choices:

-- Return to the view
-- Organize a Party
-- Journey onward

Only, the first letter of any option need be used to select that 
option.

Return to the view offers reflection upon the realm's 
features.

Organize a Party is where thou shouldst begin. 
Thou art presented with a long list of options:

-- Examine the Register
-- Create a Character
-- Form a Party
-- Disperse a Party
-- Terminate a Character
-- Main Menu

Journey Onward begins the adventure!

The first order of business is the defining of 
characters and the formation of an adventure Party:

Examine the Register: Displays the name and classification 
of each type of character. The first three letters 
before each name give the character's Sex, Race, and 
Profession. The fourth letter states the health of the 
character: G= Good, P = Poisoned, D = Dead, A = 
Ashes. If the character is already part of a party, a 
diamond will appear next to their name.

 Create a Character allows the adventurer to develop 
kinsfolk or retainers. Each character reflects the 
personality of it's creator, so choose the following 
carefully.

1. Assign a number from 1-20.
2. Name the character, up to 13 letters may be used.
3. Sex: Male, Female, or Other (M, F, or O).
4. Race: Choose from among the five races of the People - Human, Elf,
   Dwarf, Bobbit, and Fuzzy. (See Table 1)
5. Type: The profession of the character. Choose among - Fighter, Cleric,
   Wizard, Thief, Paladin, Barbarian, Lark, Illusionist, Druid, Alchemist,
   and Ranger. (See Table 2)
6. Attributes: 50 points are available to be divided among the four
   attributes - Strength, Dexterity, Intelligence, and Wisdom. Strength
   is important for fighting. Dexterity grants speed and cleverness.
   Intelligence controls Mage spells, while Wisdom imparts Cleric power.
   (Refer to Table 2 to see the requirements for each profession). No
   less than 5 may be assigned to any single attribute, and no more
   than 25. If the wrong values are used, the character disappears 
   and must be reinstated.
 
Form a Party by selecting up to four members. Check with 
the register, and use the number next to the character 
wanted. A Party stays together until it is disbanded.

Disperse a Party disbands the adventure party, and returns 
the members to the register for reassignment. 

Terminate a Character clears the character permanently 
from the register. This would be done if the 
character proves unable to perform properly, and 
needs to be removed from the register to make room 
for another character.
Main Menu returns the Party to the primary option list. Here 
can be chosen Journey Onward to begin the Quest!

TABLE 1 - Maximum Attainable Attributes 
Race    Strength     Dexterity    Intelligence    Wisdom
Human      75           75            75            75
Elf        75           99            75            50
Dwarf      99           75            50            75
Bobbit     75           50            75            99
Fuzzy      25           99            99            75


TABLE 2 - Characteristics of each Profession


Type       Weapons Armour  Spell Type   Spell Attribute/Special
Fighter      All     All     None       None
Cleric      Mace    Chain  Prayers      Wisdom
Wizard      Dagger  Cloth  Sorcery      Intelligence
Thief       Sword   Leather  None       Steal and Disarm Traps
Paladin      All    Plate  Prayers      Half Wisdom
Barbarian    All   Leather   None       Some Steal and Disarm
Lark         All    Cloth  Sorcery      Half Intelligence
Illusionist  Mace  Leather Prayers      Half Wisdom, Some                                       S&D
Druid        Mace   Cloth    Both       Greater of Both Halfs*
Alchemist   Dagger  Cloth  Sorcery      Half Int., some S&D
Ranger    +2 Sword +2 Plate  Both       Lesser of Both Halfs,Some Steal 
                                        and Disarm
*Druids regain their magic points faster than other 
characters.

MAGIC:

Each character, that is allowed magic, has a 
maximum Magic Point level, which is displayed with the 
Party statistics. A Cleric with a Wisdom attribute of 25, will 
have an maximum Magic Point level of 25. If thou art a 
Ranger whose Intelligence is 15, and whose Wisdom is 10, 
then thou will be able to only cast second rank, (B), spells. 
Thy costs a different amount of energy to cast. A character 
replenishes that energy at a rate of one point per turn on the 
surface, and one point every four turns in a town or dungeon. 
Druids regain two points per turn, which is quite an 
advantage. Initial character races must be chosen carefully, or 
thy characters may never develop enough mystical force 
within them to succeed on thy quest.
Having chosen thy companions, and formed a Party, 
a few last words of advice. The situation on Sosaria is 
worsening rapidly. The darkness of evil hangs like a pallor 
over the Lord British's realm.

MOVEMENT:

Without the special items that can be Peered into, a 
party can now only see that part of their surroundings as is 
not obstructed from view. Anything out of direct sight is 
shown blank. Trees, mountains, walls, and other such barriers 
will block their vision. This new viewpoint may seem 
somewhat confusing at first, but it rapidly becomes familiar. 
Remember to check out each part of an area carefully. Many 
things are hidden just out of sight.
Movement outside dungeons is different from inside 
dungeons. Outside, the direction keys (Refer to Player 
Reference Card), move the party North, South, East, and 
West. In the dungeons, the same keys are used, but they move 
the party Forward, Retreat, Turn Right, and Turn Left 
respectively.

COMBAT:

As thou dost travel in a party, so doth the monsters. 
When combat is joined, a special combat screen appears. On 
this new screen, each member of the adventure Party is shown 
separately, as is each monster. Each player may individually 
control their character duri9ng combat, moving, fighting, and 
casting spells. Beware, the monsters are permitted to attack 
on the diagonals, while a character can only attack 
horizontally or vertically. Watch out for monster formations 
where two or three of them can attack a character at once in a 
crossfire. Few can survive long against such a withering 
assault. To Attack, (A), or Cast, ( C), a spell against a 
monster when it is thy character's turn, thou must give a 
direction for thine attack to be launched. If a Fighter wishes 
to attack an obnoxious Orc that is next to him on the right, he 
can swing his sword by typing (A), then (East Direction). One 
can almost hear the thunk of steel against the Orc's foul hide. 
Bows and spells can be used very effectively across the entire 
battlefield. Be careful of thy Dagger, though. It is considered 
thrown if the enemy is more than a square away. Many a 
Wizard has been slain by being overeager in combat and 
throwing thy Dagger away. Each time a monster dies, the 
character who struck the fatal blow receives experience points 
for the deed. When a player accumulates enough experience 
points, thou will automatically rise in levels.
Thou shouldst consider all parties on the surface as 
being malevolent. All the good citizens of Sosaria dwell 
within the towns and castle. Any part encountered on the 
surface, or in a dungeon is thus an enemy. If thou art strong 
enough, attack immediately. It thou art new, or suffering from 
grievous wounds, consider trying to run away. Once a combat 
is joined, only one survivor emerges.

CHESTS:

When a monster group is vanquished on land, a treasure chest 
will usually be left behind. Some chests have much treasure 
in them, while others may be empty. Many of the chests both 
above ground and below ground are trapped. Each a Clerical 
"APPAR UNEM" spell must be cast to disarm the trap, or a 
Thief must attempt to disarm the chest. Some of the traps 
include: Acid (injures only the character opening the chest), 
Poison (same), Bomb (destroys the contents of the chest and 
hurts everyone in party), and Gas Trap (affects the entire 
party).

DUNGEONS:

The dungeons have, of late, become particularly treacherous 
and deadly. Explore carefully and slowly. Map everything. 
Secret doors abound throughout the different dungeons. 
Magical winds howl down the corridors, blowing out all light. 
If thou walks slowly, glimpses of faint mystic writings may be 
noticed periodically. Recently a rumor has surfaced of an 
apparition that haunts a deep level of a hidden dungeon. 
There also exist many traps and pitfalls for the unwary. A 
thief is an excellent choice to have in a party. If the party puts 
the Thief in front of the Party, he will have an excellent 
chance of spotting traps, before the party trips them. Many 
strange and wonderful places are hidden within different 
dungeons, such as fountains. Some fountains are beneficial, 
while others are poisonous. Always drink carefully at a 
fountain.


TRANSPORTATION:

Most of thy Party's progress will be on foot. If thou 
art fortunate, thou couldst capture some of the wild horses 
that roam the plains. Travel on horseback is much faster than 
on foot.
Ships are very scarce. The Pirate fleet has sunk most 
of the regular ships. When thou hast a ship, thou needst to 
maneuver it. To sail a ship, one must learn the ways of the 
winds. Thy ship may not sail against a wind, but must tack 
around it. Watch out for sudden shifts in the wind for the 
wind is a fickle elemental force.
The greatest transport are the hidden Moon gates. 
They are similar, but less powerful, to the Siege Perilous that 
hast brought thy Party hither. Passing through a Moon Gate 
when it is active will teleport thy Party to hidden powers. 
Access to many glens of the old knowledge are restricted by 
the Moon Gates. No creature of the Dark can ever break 
through the wards that protect them. The coming and going 
of the Moon Gates is somehow related to the twin Moons, 
Trammel and Felucaa, that grace out skies. The cartographer, 
Hawkwind, was supposedly greatly excited about a discovery 
concerning the true nature of the Moon Gates, when he was 
attacked. The success of thy quest may well hinge on thou 
solving this ancient mystery. 
At the top of thy screen, the phases of the twin 
moons, Trammel and Felucca are represented by numerals as 
follows:

        0 - New Moon                4 - Full Moon
        1 - Crescent waxing         5 - Gibbous waning
        2 - First Quarter           6 - Last Quarter
        3 - Gibbous waxing          7 - Crescent waning


LAST MINUTE COUNSEL:

When thou enters the plains of Sosaria, thou art 
stark naked without a weapon in thy hands. Immediately 
Wear, (W), thy cloth armour and Ready, ( R), thy Dagger 
before doing anything. Quickly look for a town and enter it. 
Inside the town, thy purses of gold will buy better weapons 
and armor. Thy party's ability to survive depends as much on 
the quality of its equipment as on the quality of it's leader. 
Forget not to obtain enough Food. Towns are widely 
scattered, and starvation is always so unpleasant to watch.
If ever these occurs a need to just rest in one place 
until a certain time, thou may repeatedly hit (SPACE BAR). 
This does not do anything but pass time rapidly. Of course, 
remember that the monsters are still moving and that food is 
being consumed quickly.
Despite one's finest efforts and diligence, it is not 
possible to complete thy adventure on a single foray. Do not 
be dismayed, all that has been accomplished is not lost. As 
Lord British's champions, thou art aided by his great Wizard. 
Every time thou enters or leaves a place, the state of thy souls 
is reflected in the great mirror than hands in Lord British's 
chamber that he might view thy progress. When thy party 
Journeys Onward next time, the Wizard will invoke a mighty 
spell and Restore Game automatically. Thy party will resume 
adventuring at the last place visited, or the last location thou 
used the command Quit (Q).
Thou art now as prepared as possible to face the 
trials of thy quest. Drink deep of the fellowship of thy 
companions, for the morrow may bring thy parting. Now, 
from the Main Menu, Journey onward (J). May the Gods of 
the People grant thou victory.


THE REALM OF SOSARIA

This be a digest of town shops, citizens and monsters. Refer 
to it often, especially the monster section - KNOW THINE 
ENEMY!

TOWN SHOPS:

The Weapons Shop Buy and sell superbly hand-crafted 
weapons. Each weapon is guaranteed not 
to break for 1,000 fights, or thy next of 
kin gets double thou purchase price back. 

The Armory 	Buy fine armour, or trade in captured 
booty for gold. Please not that anytime 
thou dost sell armour or weapons, thou 
needst to requiem thyself afterwards.

The Grocery 	While the typical fare here wouldst never 
be considered gourmet, the food does not 
spoil on long adventures.

The Guild Shop The Thieves Guild offers, at a high price, 
tools of their trade. The guild shops are 
difficult to locate as most towns have 
driven them out.

The Pub 	Relax from a hard campaign and enjoy a 
cold draught. Bartenders head strange 
rumors some times. A few pieces of gold 
may loosen a tongue. Remember though, 
gossip is rarely totally truthful.

The Healers	In remote areas may be found Healer 
Kiosks. Their restorative powers can be 
purchased, although the tariff is steep.

The Stable 	In two towns the fine horses of Lord 
British may be purchased. However, they 
are only sold in lots that match the 
number of the party, so they are quite 
expensive.

The Oracle	In secluded sections of some towns dwell 
gifted Oracles. With their vision they can 
provide much understanding of the 
occurrences in the world around thee. 
Knowledge is a costly thing, so bring a 
heavy purse. 

CITIZENS:

Merchants - The mainstay of Sosaria's prosperity. They 
operate the shops in town to the benefit of all. Some 
are not very clever, and a sharp Thief is in thy Party, 
then a chest or two might be stolen from under the 
Merchant's nose. If thy Thief is caught stealing, the 
entire town guard will assault thee.

Guards - They resemble big bouncers at tough bars - all 
brawn and no brains. If a crime is detected within a 
town, or Lord British's castle, each Guard will 
pursue thee to the boundaries of the place. Most 
Guards are very difficult to overcome, but rumors 
have been circulating that some Guards are not 
completely honest.

Jesters - They entertain Lord British with their antics. 
Occasionally they even harass visitors.

Player Type - Any of the regular Player types may appear in 
the towns and castle. Speak to all of them, some hold 
valuable clues to the locations of hidden items.

Monster Type - Very rarely are renegade monsters seen in 
towns. These monsters no longer serve the Dark, but 
now serve Light.

Lord British - The august ruler over all the People. Widely 
regarded as a fair ruler, he will richly reward those 
who serve by his side.
MONSTERS: LAND

Orcs - Goblins -Trolls - These three creatures of evil are the 
result of long ago mutations wrong by magic. As 
they were created by magic, so can a wizard's spell 
dispel them from this plane.

Skeletons - Ghouls - Zombies - All Undead creatures are an 
abomination before the light of Truth. A Cleric with 
thy Party can Turn these Undead creatures.

Player Types - Any of the regular Player types may have 
fallen under the spell of Darkness and now serve 
their evil Masters.

Thieves - Cutpurses - Brigands - These are the worst of the 
human trash that pollute the countryside. Thieves 
can steal any weapon or armour that thou hadst, 
except for those with which though art equipped. 
The Brigands man the Pirate Ships and fiercely 
control the oceans.

Giants - Golems - Titans - These creatures have no special 
attributes, but their huge size makes them very 
formidable opponents. Watch out for the of their 
War Hammers.

Pinchers - Bradles - Snatchs - Any bite from these creatures 
is poisonous. If a character is bitten, only a Prayer or 
a Healer, can cure the poison that is running in thy 
character's vein. Every step the character takes, 
lowers the character's hit level by one. If thou art far 
from a Healer, thou dost travel with a walking dead 
man.

Gargoyles - Manes - Daemons - Be very careful dealing with 
these minor daemonic legions. They can hurl 
powerful magic attacks across the arena at thee, 
inflicting great damage.

Griffins - Wyverns - Dragons - These creatures can hurl 
mystical Fireballs at thy Party from afar. They are 
the only creatures that can wreck havoc upon thee 
when not in Conflict Mode. Any Party luckless 
enough to venture within three squares of one of 
these creatures will be subject to an awesome attack. 
The Great Dragons can destroy a Party before the 
Party ever engages in combat with the Dragon!

Devils - Orcus - Balrons - It thou attempts to overcome these 
mighty warriors of the Dark, then thou hadst best be 
protected by all means possible. Anything less will 
mean thy instant destruction. These archfoes are so 
filled with evil, that they can hurl poisoned magic 
bolts from across the arena. The slightest hit may 
poison thy character and sap their vitality.

MONSTERS: SEA

Pirate Ships - Be extremely cautious when one of these ships 
is sighted if thou art on land. A Pirate Ship can fire 
it's cannons at thee three squares away. If the shot 
hits, all members of thy Party take damage. Most 
beginning Parties cannot sustain more than a few 
shots before the Party is wiped out. If the Pirate Ship 
stays offshore, shelling thee, nothing can be done to 
get him. If, however, he touches the coast, thou 
couldst attack him.

Sea Serpents - Small cousins of the Great Earth Snake, these 
creatures can destroy an entire ship. In conflict 
mode, they can hurl magic across water, making it 
hard to fight them.

Man-O-Wars - These are the most feared of all the denizens 
of the oceans. Their long giant tentacles are 
poisonous, and they hurl magic. Because of their 
nature, Man-O-Wars can take vast punishment 
without dying. A Party attacked by such as these has 
a very slim chance for survival. 



                        The Book
                           of
                       Amber Runes

                Welcome O Pilgrim:

                Take up and guard this 
                book of arcane runes; it 
                contains the tools of thy 
                new power. No longer art 
                thou an Initiate of the 
                Fifth Circle. Thine old 
                book of Jade Runes holds 
                no power here. Surviving 
                the spiritual 
                transfiguration of the 
                Great Stygian Abyss hath 
                earned for thee the 
                Mantle of Adept of the 
                Sixth Circle. Few indeed 
                have the strength or skill 
                to cross the Abyss.
                Study and use wisely the 
                powerful knowledge 
                contained herein. Their 
                careful use will enable 
                thee to succeed in any 
                quest. Squandering their 
                strength will bring about 
                thy ruin.
                May thou live and grow 
                wise in interesting times!

                                        The Druid Selzhanik,
                                        Arch Mage, keeper of the
                                        Ninth Circle

A. RESPOND
There was a time, long ago, when the lands were free of the 
wretched creatures known as Orcs, Goblins, and Trolls. These 
creatures did not evolve naturally, but rather are the magical 
mutations performed by demented magicians. Now these 
creatures have prospered through many generations and their 
horrors are well known.
Have with thy person a staff of Yew, preferably cut 
from a hard and fine grained sapling. If Orcs, Goblins, or 
Trolls threaten thy party, raise thy staff before them and 
speak the name of this Rune of dispelling. By casting this 
Rune, thou shalt be attempting to dispel the magic which is 
part of their inner being.

B. MITTAR
Place upon thy palm and close in a strong fist any small 
projectile of wood or stone. Strike it once upon thy breast, 
while chanting the incantation of Mittar: 

MANJI MULA NESPON LEVI MITTAR NOPSEN ALUM 
CAVI

Hurl this talisman toward thine enemy. Magic in the form of 
a shimmering sphere of iridescent light will spring from thy 
hand to strike thy foe. The magic contained therein will enter 
his body and disrupt his life force.
Depending on the skill and concentration invested in 
its conjuring, this spell can deliver the blow of an insolent 
child or a stalwart knight.

C. LORUM
Before entering any dungeon, cave, or even houses with 
unsteady lanterns, be sure that thou hast propertied a goodly 
supply of Lorum dust. This is easily done by collecting the 
fine dust from a spider's bath which has been warmed by 
strong sun for many hours. Gather the dust into a chamois 
bag and seal the sun's energy within it by singing these 
words:

OBREY URICUM OBLA SUM

To release the energy, chant these same words in reverse 
order and cast a small portion of dust into the air. A warm, 
soft, magical light of short duration will be produced.

D. DOR ACRON
Very useful when one desires to bypass a particularly 
bothersome portion of a dungeon. Dor Acron is cast with the 
air of the left forepaw of a badger. Store the paw with care, 
for if it is damaged in any way, which should hinder the 
badger's movement, thy way will be similarly impeded.
Having made these preparations, when thou desires 
to enact the augury, gather thy party into a ring. While 
holding the paw, chant this ancient rhyme:

LIEDLAN SPULGER IDSKRIN
GRUEN BEAST TRENTLE BAN

When this spell is cast, the mage and his companions will be 
transported to the next lower level of inhabitation.


E. SUR ACRON
This rune is closely related to Dor Acron, direction being the 
only difference in effect. In this case the dried wing of a bird 
is needed. The bird must be shot through the breast with an 
arrow, whilst in flight. Thread the wing on a leather thong 
and tie it to the tip of thy staff.
Once again, gather thy party into a ring and while 
holding the wing intone this verse of magical movement:

LIEDLAN SPULGER IDSTRIN
FAUN BEAST FENTRI CHEM

As the words are chanted thy party will be lifted through the 
floor above thee to the dungeon's next higher level.

F. FULGAR
This incantation is a powerful weapon in battle. It requires a 
golden rod wrapped with iron and a vial of magical water 
collected from a meadow pond at the very moment lightning 
touches its surface. Keep the vial sealed until battle is nigh. 
Then touch the rod to the vial and level it at thy foe whilst 
shouting these words:

FLAMIN FLEETIS PONDI

All of the energy will be conducted through the golden rod, 
and a fiery ball will spin a searing path toward thine enemy. 
It will unfailingly strike him with a force strong enough to 
kill most common men and cause great damage to beasts of 
greater strength.

G. DAG ACRON
This incantation requires that a pattern of rays extending 
from a common origin be drawn on the ground whilst the 
following chant is recited:

DAG FULNUS ACRON
FRIEDA ACRON BOONT

As each ray is drawn a member of thy party will disappear 
and then with the final stroke thee too shall vanish. In the 
next moment at some random location on the terrestrial plan, 
each of the members of thy part and finally thyself will 
appear.
This run can only be used on the Sosarian surface. It 
will always take thee someplace, but thy destination is a 
matter of speculation.

H. MENTAR
In order to cast this most terrifying spell, an oak gall must be 
collected of the sort most often found on ancient trees in dark 
and gloomy forest folds. Dip the oak gall in molten wax while 
chanting this verse from the tome of Mantar:

ZANBAR LEECHEN 
CERDI MENTAR

Then, when battle is upon thee, crush the oak gall within thy 
hand. As the gall collapses, a blue ball of screaming horror 
will fly toward thine enemy. It will invade his mind, and 
irreparably corrupt his mental process, in direct proportion to 
thine own intelligence.




I. Dag Lorum
This spell is similar in effect, but more enduring that Lorum. 
Place a golden dagger in strong sunlight until it is got enough 
to burn skin. Then scrape it heavily against a stone until a 
golden dust is produced. As the dust  collects on the stone, 
change these words and gather the dust into a silken bag:

OBRUM URICA OBLA SUM
URICA MANI SUM LEVI

When the need for extended illumination arises, hold the 
silken bag and shake it. A small portion of the bust will 
release it's energy in the form of an enduring, golden, 
shimmering light.

J. FAL DIVI
The ability to cast a clerical spell is a great power indeed. Fal 
Divi will open before thee a tremendous range of power 
otherwise inaccessible to the sixth circle. The performance of 
this invocation is not a simple task, and often does not 
succeed.
Sprinkle thy body with holy water and slowly chant 
the prayer of Fal Divi:

FAL DIVI DOM MI NEA
FAL DIVI REQUI SEM

Refer to the Cleric's Book and do as the spell therein requires. 
If this prayer is properly chanted, unto thee will come the 
power to use any of the supplications of the Cleric's Book.



                        Beyond this page 
                        lie the advanced 
                        spells of the Sixth 
                        Circle. Do not 
                        venture too soon 
                        into the dark 
                        range of these 
                        spells. Until thou 
                        hast not only 
                        conquered the 
                        Stygian Abyss, 
                        but also can use 
                        it's power at thy 
                        will, the force of 
                        these runes will 
                        be beyond thy 
                        skill.

                        When the shadow 
                        of death has 
                        grown familiar to 
                        thy sight and 
                        thou hast learned 
                        the mastery of 
                        magic, then at 
                        last these spells 
                        will be thine.
                        
                        Before these 
                        spells thy foes 
                        will cower, but 
                        take heed to use 
                        them wisely, for 
                        they shall be 
                        earned at great 
                        expense.


K. NOXUM
This spell is the first of the multi-pronged attacks, and can be 
of great aid when thou art attacked by a large band of 
formidable foes.
When the two moons of Sosaria are new, travel to 
the entrance of the dungeon of fire. Gather some of the 
volcanic ash which is abundant there. On the same night, mix 
this with herbs of cinnamon and ginseng in equal proportion.
The use of this magical mixture requires that thou 
speak the Rune of Noxum before hurling the ashen mix 
toward thine enemies:

NOXUM MENTON
LANU FLAMA

As thou dost, it will catch flame and rush at thy foes, 
thwarting each with a devastating blow.

L. DECORP
The sun hath made it's consecutive cycles and thou hast 
gained great experience in magic. Thy skill and power have 
now reached the sphere of direct magical determination.
With the intonation of this spell, though dost draw 
on the magical force of all life and focus it upon thy foe.
Sing the song of Decorp and the air will shake with 
the war of magic rushing to thy command. Upon whomever 
thou shalt indicate, the Magic shall descent, and their life 
shall be extinguished - always and completely:

NON CRONO DI VANI
PAS NUMEN TI SONI

M. ALTAIR
Until this time thou hast enacted thy Runic power to bring 
magic into this world. Now, as an advanced Adept of the 
Assembly of the Sixth Circle, thou may use the magic of this 
world to move beyond it.
First, gather a fistful of sand, and while repeating the 
enchantment of Altair let it flow from thy hand onto the 
ground:

ALT MAN FUL MINAR
LAE FIN CRIM BONTAIR

As it falls, time itself will slow and finally stop, allowing thy 
party to move freely in this suspended state. The world will be 
temporarily frozen and at the mercy of thy will.

N. DAG MENTAR
Dag Mentar is a powerful multi-pronged conjuration that will 
wreck havoc among thy foes in a manner worthy of it's 
advanced rating. On the darkest night of the summer, trap an 
owl, old and wise. Sacrifice the owl upon a stone altar, 
keeping only its eyes. Enchant them with the following verse:

FENDI MENTAR DIVI
CREMBI MENTAR BONI

When battle is nigh, repeat the stanzas until the heaviness of 
magic in the air becomes oppressive to the labor of thy lungs. 
Smash the eyes between thy hands. Thy foes will be struck a 
savage blow with damage directly related to thine 
intelligence.

O. NECORP
On the night of a full moon, acquire the liver of one who is 
dying of the black rot. Hang the organ deep within the forest 
to dry, and allow six fortnights and a day to pass. Grind it 
into a fine powder while chanting these words:

DON CORPUS MIEDA FUTZ
RIEDA DON NEMI

Store the powder in several small vials. When the need arises, 
throw a vial above the heads of thine enemy's party. It will 
magically shatter, releasing the loathsome rot upon their 
company. They will be quickly transformed into putrid 
vestiges of their former beings, with little strength left for 
battle.

P.
This exorcism has no name, for the words should never be 
written or spoken - save the occasion when life is to be 
banished unto the Realm of Night. This most powerful 
invocation carries the name of the Dark One. 
The enactment of this Run requires thine utmost 
concentration. With a staff of yew, trace upon the ground the 
protective pentagram. Light a candle at the point most 
generally in the direction of thine enemies. Cast some sulphur 
dust into the flame and speak the name of the Evil One. All 
foes who hear this utterance shall be dashed violently into 
certain destruction, possessing no more life than the stones 
upon which they lie.







                        The Ancient Liturgy
                                of
                               Truth


                        Know ye that the 
                        Ancient Liturgy of Truth 
                        hath been in the care of 
                        our sect of 3000 years. 
                        Never, through the 
                        passing of each 
                        generation, hath out 
                        sacred custodianship been 
                        betrayed. We now enjoin 
                        thee, guard well the 
                        secrets held within these 
                        pages. For thee, they shall 
                        be an immeasurable 
                        blessing, but if they are 
                        revealed to one of the 
                        unenlightened, great harm 
                        could befall him. The 
                        proper use of the 
                        supplications contained 
                        within this manuscript will 
                        be thine aid in combating 
                        the evils of this world.
                        The supplications 
                        herein are listed in 
                        ascending order of power. 
                        Most of the will be 
                        unusable until thou hast 
                        trod many paths and 
                        gained great wisdom. If 
                        thou devotes thy whole 
                        being to these Truths, the 
                        power to perform actual 
                        miracles will be granted 
                        thee. As thou art exalted 
                        enough to be close to the 
                        One, The power even over 
                        life and death may be 
                        thine. Take heed that thou 
                        dost not use these 
                        precious gifts in a 
                        frivolous manner, but for 
                        the betterment of the 
                        order.
                        Receive now my 
                        blessing through the dark 
                        veil of time. Know always 
                        that within thyself Truth 
                        was discovered, and that 
                        this Truth forms the basis 
                        of unyielding power.

                                                The Prophet
                                                Alizarkanon

A. PONTORI
Evil takes many forms throughout Sosaria, and some of the 
most evil are the Undead. Skeletons, ghouls, and zombies 
roam free in dungeons, forests and open terrain. Although 
they are formidable opponents in battle, there is a basic 
weakness in their essence. These servants of evil are vestiges 
of former living beings now inhabited by an evil force.
If thou shall encounter undead creatures, raise thy 
ankh of truth before them. If thou dost stand strong in the 
spirit of Good, evil shall be dispelled from their beings and 
only their rotting corpses shall remain.

B. APPAR UNEM
Often the chest which thou shalt find along thy journeys will 
contain a trap, the intent of which is to damage thee and thy 
party. Since thou dost have the innate ability to know the true 
nature of evil, thou can overcome this difficulty.
To open a chest with no risk of injury to thyself or 
thy party, pour a few drops of holy water into the lock and 
invoke the air of the One who is all truth by raising the holy 
ankh over the chest. It will open freely and allow thee to 
grasp it's inner treasures. 

C. SANCTU
Thy powers for healing will be often needed. The healing of 
minor wounds can be accomplished with this simple 
supplication. Through the channel which thy selfless devotion 
creates in thee, Truth and forces of Good can act directly in 
this world.
Merely lay thy hand upon the one who is to be 
healed, and his wounds will be mended beneath thy touch. In 
the beginning thine ability will be limited, but with thine 
other powers, thy capacity to act as a healer will grow and be 
strengthened by experience.

D. LUMINAE
The powers of thine enlightenment shall gradually unfold 
before thee. Resting at thy hand is the ability to enchant 
objects in a manner which will make them glow. Whilst 
holding thy staff aloft, repeat the name of this enchantment. 
Doing so, the power of the Truths within thee will cause thy 
staff to glow with a soft blue light.
Realize, however, that this light will no be long 
sustained. For the power brought through thee unto thy staff 
will slowly radiate away and soon will dim and fade.

E. REC SU
Part of thine enlightenment is the realization that there are no 
boundaries. When this truth is known unto thee, the material 
world is far less limiting that ordinarily supported.
As thou descendth deeper and deeper into the bowels 
of the earth, though shall likewise be descending into greater 
evil. Being thyself of a good nature, this tends to give thee a 
natural buoyancy, as if in water. Speak the name of this 
supplication whilst touching thy staff to the ceiling of a 
dungeon passage. This will cause the ceiling to become 
translucent; thee and thy party will freely float to the next 
higher dungeon level.

F. REC DU
The range of thine ability for spiritual movement is not 
limited to ascension. Far below the earth's surface, and far 
below the deepest recesses of the deepest dungeon, flow the 
molten streams and rivers which feed the earth's core. Here 
also resides The Great Evil. Due to thy natural buoyancy, 
downward travel is somewhat more difficult and less 
desirable than upward. If thou must descent into evil, speak 
the name of this supplication whilst tapping thy staff upon the 
floor. The floor will become translucent; thee and thy party 
will slowly sink to the next lower dungeon level.


G. LIB REC
This is the most difficult of the spiritual movements. The 
planar motion allowed here must begin within a dungeon 
chamber.
Lib Rec differs from the two previous supplications 
in the following way: Instead of the earth allowing thy 
physical form to pass, now thy form itself shall become 
translucent. As thou dost fade in one location thou shalt 
slowly appear in another.
To initiate this motion, speak the name of this 
invocation whilst circling thy staff above thy head. As thou 
stoppeth the spinning staff so wilt thy journey stop. 

H. ALCORT
Alcort is a specialized form of healing. Poison is a horror all 
beings fear for with it comes almost certain death. Only with 
the assistance of the divine power can thou halt the ravages of 
this great evil.
With thy touch, the poison coursing in the veins of 
thy companion shall be transformed into a life-giving fluid 
which soothes the body and brings peace unto the soul.
Thou can rest confident that thou hast delivered one from the 
grasp of poison. This power has been promised by the One 
whose covenant has never been broken.

I. SEQUITU
Occasionally during journeys unto the lower depths of the 
subterranean, thy party may run into great trouble. This could 
be the death or near death of a party member, starvation 
besieging thy entire party, or becoming lost with little hope of 
finding thy way.
This supplication is the beseechment of the greater 
Truth to aid the weary traveler in escaping his rocky tomb. If 
thou raiseth thy holy ankh into the air and cryeth out the 
name of this invocation, thee and thy companions shall rise 
forth from the depths, guided by the divine truth unto the 
Sosarian surface.

J. SOMINAE
Thine enlightenment hath expanded and will continue to 
unfold like the star-filled heavens above.
The first light which thy Truth created for thee was 
wondrous indeed, and luminance of this sort will continue to 
be of great service to thee. Yet in order to fulfill some greater 
needs, more enduring illumination is required.
If thou dost now meditate on this enchantment, thine 
entire self will radiate with the light of Truth. Know that even 
this light cannot be sustained indefinitely, for it doth draw 
from thine own inner force.

K. SANTU MANI
The grasses have grown and seeded many times since thy 
journey began. Thou hast trod many paths and gained much 
wisdom. Thou hast now the power to perform actual miracles. 
To take one who has been shredded by an opponent's sword, 
quivering on the threshold of death, and restore him to life; 
this miracle is now thine.
Prepare a small tin of fine scented oil and ask this it 
be blessed with the perfection and holiness of truth. Anoint 
the wounds with the oil, allowing it to penetrate deeply. 
Before thine eyes the flesh will draw together and be restored, 
and the blood will once again begin to flow through his veins.

L. VIEDA
If thou should lose thy way, either in the gloomy crevices of a 
dungeon, or in a dark forbidding forest, the miracle of Vieda 
can light thy way. Meditate on thy need for guidance for a 
goodly time, and when thou dost feel sufficiently purified, rub 
a small quantity of Holy water onto thine eyelids.
If thou hast meditated sufficiently, the greater Truths 
shall miraculously unfold before thine eyes. Whether thou art 
in a dungeon or on the surface, a vision of thy current 
surroundings will come to thee.


M. EXCUUN
Occasionally thee and thy companions will be set upon by 
creatures of great might and evil. Opposing these foes can be 
a difficult task at best. The liturgy of Truth provides also for 
this need.
Should thy party encounter an evil foe of great 
strength thou may wish to call upon the miracle of Excuun. 
By holding the holy ankh of Truth in the direction of thy foe 
and speaking the name of this great miracle, thou can direct 
the pure light of the holy force of Truth at thy foe, and the life 
within on of thy foes shall cease.

N. SURMANDUM
This enlightenment hath led thee to step beyond almost every 
limitation of this earth. It is now within thy power to step into 
the realm of death and draw one who has been there engulfed 
back into the world of life.
Release thy spirit and allow it to venture into the 
very shadow of death, touching the spirit of the one who 
slumbers there. Lead thy poor companion back from the 
shadow of death and life will once again be his. If, however, 
thy companion's strength of will not strong enough to make 
the return journey, the backlash from this failed miracle will 
turn his body to ashes.

O. ZXKUQYB
The letters which head this page represent the second words 
of anti-creation. They are the words which release the fury of 
Truth upon the world. No entire word is ever written, for 
should even the letters which represent their sounds be 
brought together on a page, the release of power would cause 
destruction of untold magnitude.
If thou should encounter a situation so evil as to 
require their use, speak them softly only to the air beside thee. 
Most of thy foes will be struck down with a force so strong it 
will end this life, and all other potential lives within them.

P. ANJU SERMANI
Once a body hath turned to ash, the soul which once 
inhabited it is sent on to it's next life. It therefore takes a 
miracle of enormous magnitude to reclaim it.
Realize first that the spirit must leave another body 
and another life in order to return to thee. If thou perceives 
that the need for the return of thy companion is so great as to 
be willing to give five marks of thy wisdom in sacrifice, then 
beseech the One who is Truth and Wisdom. Allow a tear from 
each of thine eyes to fall upon the ashes. As thy tears mix 
with the ashes, so shall they reconstitute before thee, and life 
shall be restored.



                        

                        EXODUS:
                      ULTIMA III

                    PLAYER REFERENCE 
                         CARD

                    by Lord British

COMMANDS
A)	Attack: Attempts to damage foe with "ready 
        weapons." Must be followed by indicating the 
        direction for the attack.

B)	Board: Mount a horse or board a frigate.

C)	Cast: Cast a magic spell.  Must be followed by the 
        player number (except during combat), spell type 
        (W/C) when needed, and the spell letter.

D)	Descend: Climb down a ladder to the next lower 
        dungeon level.

E)	Enter: Enter a town, castle, dungeon or other 
        landmark.

F)	Fire: Discharge a ship's cannons (after boarding) in 
        direction indicated.

G)	Get Chest: Open chest.  Must be followed by the 
        number of the player who will search for traps, open 
        the chest and acquire its contents.

H)	Hand Equipment: Trades equipment between two 
        players.  Followed by prompts to determine what is 
        to be exchanged.

1)	Ignite a Torch: Lights a given player's torch.

J)	Join gold: Gives all gold in party to player indicated.

K)	Klimb: Climb up a ladder in a dungeon.

L)	Look: Identifies an object in a specified direction.

M)	Modify Order: Exchanges the positions of any two 
        players within the party.

N)	Negate Time: Stops time for all outside of the party.  
        Requires a special item.

O)	Other Command: Enter any command desired 
        during game play.

P)	Peer at a Gem: Shows players a bird's eye view of a 
        town, castle, dungeon level, or the outside world.  
        One viewing per gem.

Q)	Quit (and save to disk): Use command to stop 
        playing (from the outside world only) and save your 
        progress to disk.  You can resume the game from 
        this point.

R)	Ready Weapon: Equip yourself with a specific 
        weapon for use in combat.

S)	Steal: Used to steal chests from behind store 
        counters.  Success depends on skill.

T)	Transact: Use to talk to townspeople or trade with 
        merchants.

U)	Unlock: Open doors if you have the key.  Must be 
        followed by direction to door and the player whose 
        key is to be used.  One use per key.

V)	Volume: Toggles sound effects on and off.

W)	Wear Armor: Outfits player with specified an-nor if 
        owned.

X)	X-it: Leave behind or dismount your current 
        transport and travel on foot.

Y)	Yell: Allows player to yell any word desired.

Z)	Ztats: Displays your vital statistics, possessions, and 
        spells.

Spacebar) Pass one game turn without taking any action.  
        Food is consumed.

In the upper left hand corner of the Z)tats box is the 
character's name, followed by sex, Race, Profession, and 
attribute point totals.  Displayed just below that is their status 
(Good, Dead, Poisoned, or Ashes).
Their possessions - gold, food, keys, gems, torches, 
powders - are shown adjacent to the status box.  The 
character's experience, level, Magic Points, Hit Points, and 
Maximum Hit Points total are shown directly below the status 
box.  Any Cards, or Marks which the character may have 
found during their adventure are listed in the lower left hand 
corner of the Z)tats box.  
The remaining boxes are reserved for listing the 
different types of Armour, and Weapons which the character 
owns.  In addition to listing the different type of Armour you 
want to wear, and which Weapon you wish to Ready for that 
character.  To do so, simply move the pointer to the desired 
weapon/armour, and click on it.  The selected item will then 
be highlighted (provided it is legal for that character to use.)


CREATING A CHARACTER:
First. select Organize a Party from the main menu.  Next you 
must select Create a Character from the Party Organization 
Menu.  This will bring up the player creation screen.  The 
figure below shows the player creation screen.  To select the 
character race, sex, and profession, simply move the pointer 
to the appropriate box with the mouse, and click on it.  The 
character JACOBEAN below has been selected as a Male, 
Fuzzy, Wizard.  To distribute the 30 remaining attribute 
points use the mouse to click on either the decrease arrow (<--
) or the increase arrow (-->) surrounding each of the four 
attribute point totals.  The number of points left to distribute 
is displayed after the word "Points".
Clicking on the Cancel box will clear all of the entereis that 
were made for that character and return you to the Party 
Organization menu.
When you are satisfied with your choices, click on the Save 
box.  This will save your character's attributes to disk and 
replace the Empty space on the Register with your character's 
name.

FORMING A PARTY
Up to four characters may be placed into the current party.  
This is done by first selecting Form a Party from the Party 
Organization Menu.  This will display the character register.  
To the left of each character name and type is the party status 
of that character.  A diamond next to the character indicates 
that the character is not in a party.  Clicking on a character's 
name will select/deselect that character.  When you are 
satisfied with your party selection, click on the Exit box to 
return to the Party Organization Menu.

DISPERSING THE PARTY:
Selecting Disperse a Party from the Party Organization Menu 
will clear all characters from the formed party and clear the 
map of Sosaria to its original state by removing all the 
monsters, ships, chests, etc.  Disperse a Party will not, 
however, reset the movement counter that keeps track of the 
number of moves that have been made in your game.

TERMINATING A CHARACTER:
If you wish to delete a character from your register select 
Terminate a Character from the Party Organization Menu.  
This will display the current register of characters.  Clicking 
on the character's name will bring up a dialog box asking you 
to confirm your decision to terminate that character.  Click on 
the Okay box to confirm, then on the Exit box to return to the 
Party Organization Menu.

PLAYING THE GAME
As you move about the world of Sosaria, note that your party 
is represented by a single icon.  Once you enter combat you 
will see all of your characters (which will flash when it is 
each character's turn to take an action.)  There are two ways 
to control the party's movement:

1.	Use the four movement keys indicated in the section 
        DIRECTION OF MOVEMENT KEYS.rpage2
2.	Click directly on the play window to move the party 
        in the direction indicated by the cursor arrow.

Depending on your party's current location, there is a default 
command which is activated by clicking directly on your 
party icon in the play window.  The default commands are:

In Towne:     Transact;
On Surface:   Attack;
In Combat:    Attack;
On a Frigate: Fire Cannon;
On a Chest:   Get Chest;
On a Horse or Boat: Board;
On Towne, Castle, or Dungeon Entrances: Enter;

Whenever you are asked "Which Character?" by the game, 
you may indicate either by typing the number (1-4) of the 
character, or by pointing and clicking on the appropriate 
character window at the right of the play screen.

ULTIMA III Walkthrough


The Walkthrough 

Here is the basic walkthrough of the game. It is actually pretty 
simple.  Check out the following pages for more detailed tips 
and clues. 

1.	Find the Marks. - There are four marks (Mark of 
        Kings, Force, Fire, and Snake). They are all found in 
        dungeons. All four characters must have all four 
        marks. 
2.	"Pray" in the Circle of Light to get the word: 
        EVOCARE. You need this to access Castle Death. 
3.	"Dig" on Islands to get Exotic Armor and Weapons. 
4.	Get the Cards from the Shrines on Ambrosia. Take a 
        ship through the Whirlpool, and "Search" all of the 
        Shrines. 
5.	Go to the 8th level of the Dungeon of Time and talk 
        to the Time Lord to get the Order of the Cards. 
        (From Left to Right: Love, Sol, Moons, Death) 
6.	Take a ship to the Silver Snake. "Yell" EVOCARE. 
7.	Enter Castle Death and find Exodus (four boxes in 
        the North side of the Castle). 
8.	"Insert" the cards into Exodus in the order told by 
        the Time Lord. 

That's it! The hardest parts of the game is raising money(for 
food and attributes), and finding a ship( to go to Ambrosia 
and Castle Death). 

General Hints 

* Always use 4 players. Despite what the manual says, you 
can't recruit from the Game. There are no advantages to 
playing with less and many disadvantages. 
 
* Note the pluses and minuses of each player type. For 
instance, either a Bobbit or Fuzzy would be a good druid, 
because the druid's magical ability is based on half of the 
mental skill (wisdom/intelligence) you have more points on. 
Druids recover magic points twice as fast as other players, 
which is handy when you need several cure spells quickly. A 
Rangers advantage is the powerful weapons they can use and 
their limited ability to steal & disarm chests. Their weakness, 
is in their magic ability. A Dwarf or Elf would make a bad 
Ranger because either would have a maximum of only 25 
magic points. 
 
* Manage resources carefully. Keep a close eye on gold and 
attribute points. Don't try to buy more attribute points then a 
player type is capable of having because you will lose the 
gold, but the attribute will not be increased. Don't use the 
<J>oin gold command if your group has collectively more 
than 9999 pieces. The counter will just cycle around. 
 
* Don't spend a lot of gold on armor. Get Exotic Armor as 
quickly as possible on an isle near the towne of Grey. The isle 
is in the bay which is at the Southeast quadrant of the 
continent of Sosaria. Use <O>ther to DIG. 
 
* Exotic Weapons are found the same way by digging On an 
isle near the towne of Fawn which is located on the group of 
islands at the just north of Sosaria, northwest of the castle of 
Lord British. 
 
* Exotic Weapons are absolutely essential to fighting your 
way through the castle Death to reach Exodus but are not the 
most effective weapons elsewhere because they have no long 
distance ability. Outfit each player that is capable of wielding 
distance weapons with the best possible. Even a sling is better 
than an Exotic sword if you defeat your foe before he gets 
within striking range. 


* Increasing player attributes is done in the shrines of 
Ambrosia which can be reached by entering the whirlpool 
while at sea. Use <O>ther to SEARCH each of the four 
shrines to get the cards. <E>nter to raise attributes. 
 
* To get a leg up with new players, join all gold and materials 
from 4 new characters to a single player and save the game. 
Reboot. Disperse the party and delete the 3 players that now 
have nothing. Create 3 new ones to go with your fourth. The 
extra gold makes starting out a bit easier. Avoid starting a 
game with 4 brand new players whenever possible or learn to 
handle death. 
 
* All players need dexterity and Strength but Wisdom and 
Intelligence are only for magic users. Players that use prayer 
spells require Wisdom but not Intelligence. Sorcerers are the 
opposite. Exceptions are, Druids that use half of whatever 
mental skill you have more of (so max out your best), and 
Rangers, who use half of the lesser (max out your worst and 
match it with the other). 
 
* You will obtain hit points automatically when you talk to 
Lord British as your experience increases (this is done by 
defeating monsters). You can get up to 550, unless you have 
the Mark of Kings, in which case you can get up to 2550. 
 
* If your party gets poisoned near Castle Britannia anyone 
with the clerical skills to cure and don't want to spend the 
gold at a healer, you will find a curing fountain almost 
immediately inside the Dungeon of Fire, hidden in the alcove 
directly south of the towne of Britain. 
 
* Completing the game requires LOTS of gold for powerful 
weapons, attributes and useful items like keys, gems and 
powders. You would probably never acquire enough gold to 
purchase all you need, but there is a shortcut. Death Gulch on 
large island to the east of Sosaria is a treasure trove of wealth. 
If you have a thief with good dexterity and all of your players 
have the marks of Fire and Force you can clean up by stealing 
all the chests you find within it. If you have no powerful 
fighters, you may want to bring along a lot of powders to 
freeze time while you run outside to safety. Use the <O>ther 
command to BRIBE guards to get out of your way. Enter 
without a key by going through the maze to the south of the 
towne entrance. 

* Dawn is deep within the forest and only appears when both 
moons are in the new phase. Start at moon gate #4 
(southernmost part of Sosaria, west of Montor West). Go 
right from here until you can emerge from the small area 
locked in with mountains by going north. From there, go 6 
steps north and 2 west, then wait for the new moon cycle (or 
west 8, south 35 from castle Britannia). 
 
* Yew is hidden deep in the Mountains to the west of castle 
Britannia. Enter the pass on the west side of the mountainous 
area going east toward the castle. 
 
* Devil Guard is in a hidden mountain lake area and is 
accessible only by using moon gates 3, 5 & 8. 
 
* The Castle Death is located on an island to the southwest of 
the Sosarian continent. To pass the silver snake, you must 
have the Mark of the Snake and <Y>ell EVOCARE. 
 
* Although it may seem obvious, now is a good time to 
explain the marks. You get them by touching the hot metal 
rods that are found in the dungeons. Unlike the cards, ALL of 
your players should hold all four of the marks. The mark of 
Fire allows you to walk unharmed through fire and lava, 
which may be necessary to get some of the hints. The mark of 
Force, similarly allows you to walk through force fields that 
are sometimes used to protect gold. The mark of the Snake 
allows you to pass the silver snake if you know the magic 
word. and finally, the mark of Kings will cause Your hit 
points to be raised to a maximum of 2550 as you gain in 
experience. 
 
* Be advised that ships are very hard to come by in Ultima 
III, since most of your travels will be on land, you will have to 
leave any boats you may have acquired from time to time. 
Because of their relative scarcity, you don't want them parked 
anywhere in the open, because they will be destroyed if the 
whirlpool comes along. The best way to leave them and be 
assured that you will be able to find them later is to park them 
on the other side of the silver snake and exit via the moon 
gate. If you wish, you can even fill up this entire waterway 
with boats and eventually be able to walk right into the castle 
Death from entrance at the moon gate. 


* In spite of the scarcity of ships, it will often be to your 
advantage to park one between the mainland of Sosaria and 
the island where the towne of Death Gulch is located. 
Because of the convoluted water ways around here, you can 
often leave a boat at this location for a long time before it is 
swallowed by the whirlpool and it is very convenient to just 
walk across the boat and gain access to the place where all the 
gold is. It is also handy to have a boat waiting near castle 
Britannia. Even given this advantage though, I would not 
place one there unless I had at least one reserve boat parked 
in the safe area near castle Death. 
 
* After approaching Exodus, use the <O>ther command to 
INSERT the cards of Love, then Sol, then Moons, then Death 
one at a time, from left to right.
