Ultima
III
Exodus
The
Third Age
of
Darkness
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. Suck 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.