Ultima III From the depth of Hell... He comes for vengeance! PART I: COMMANDS SPACE BAR - Pass A) Attack B) Board C) Cast D) Descend E) Enter F) Fire G) Get chest H) Hand equipment I) Ignite torch J) Join gold K) Klimb L) Look M) Modify order N) Negate time O) Other command P) Peer at gem Q) Quit and Save R) Ready Weapon S) Steal T) Transact U) Unlock V) Volume W) Wear armour X) Xit Y) Yell Z) Ztatus WEAPONS & ARMOR Weapons Equipment Armor ------- --------- ----- Hands.............A...........Skin Dagger............B...........Cloth Mace..............C...........Leather Sling.............D...........Chain Axe...............E...........Plate Bow...............F...........+2 Chain Sword.............G...........+2 Plate 2-H Sword.........H...........Exotics +2 Axe............I +2 Bow............J +2 Sword..........K Gloves............L +4 Axe............M +4 Bow............N +4 Sword..........O Exotics...........P PART II: The Character Assign each character a # from 1 to 20 Name: up to 13 letters Sex: [M]ale, [F]emale and [O]ther Race: [H]uman, [E]lf, [D]warf, [B]obbit and [F]uzzy Class: First letter of class you want Attributes: Divide up 50 points among the four attributes. Minimum - 5, Maximum - 25 Description of attributes ------------------------- Strength - Important for fighting Dexterity - Grants speed & cleverness Intelligence - Controls Mage spells Wisdom - Imparts Clerical power Maximum attributes attainable for each -------------------------------------- Str Dex Int Wis 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 Characteristics of profession ----------------------------- Weapons Armor Spell Thiving ------- ----- ----- ------- Fighter All All None No Cleric Mace Chain Prayers No Wizard Dagger Cloth Sorcery No Thief Sword Leather None Yes Paladin All Plate Prayers No Barbarian All Leather None Yes Lark All Cloth Sorcery No Illusionist Mace Leather Prayers Yes Druid Mace Cloth Both No Alchemist Dagger Cloth Sorcery Yes Ranger +2 Sword +2 Plate Both Yes Spell Attributes/Special of classes ----------------------------------- Cleric: Wisdom Wizard: Intelligence Thief: Steal/Disarm Traps Paladin: Half Wisdom Barbarian: Some Steal and Disarm Lark: Half Intelligence Illsionst: Half Wisdom, some S & D Druid: Greater of both halfs Alchemist: Half Int., some S & D Ranger: Lesser of Both halfs, some Steal and Disarm Magical spell energy is based on the character's spell attribute. Energy is replaced at the rate of 1 point per turn on the surface, and one point every four turns in a town or dungeon Note: Druids (and Rangers in some versions) regain magic points at 1 MP per Wisdom and 1 MP per Intelegence per turn (e.g. 20 Wis, 30 Int = 2 MP untli total MP is 10 and 1 MP until total MP is 15) which is faster than normal spell casters. PART III: The Game A sample view of Sosaria appears. Hit the SPACE BAR. You are now offered three choices: - Return to view - Organize a Party - Journey onward Only the first letter of any option need be used to select that option. For now, select "O". These are the options that you have: - Examine the Register - Create a Character - Form a Party - Disperse a Party - Terminate a Character - Main Menu SPECIAL NOTES COMBAT: When combat is joined, a special combat sceen appears. Each member of the party is shown separately, as is each monster. The characters can all move, fight and spell individually, in order of their order in the party. Although the players may only attack horizontally or vertically, monsters may attack on a diagonal. You may attack from a distance with a bow, spell or dagger. If you attack with a dagger, it is considered thrown if the enemy is farther than one square away. Experience is given to the character who strikes the fatal blow! CHESTS: When a monster group on land is defeated, a chest will always be left behind. Some will contain treasure, others will be empty. Many of these chests will be trapped. Some traps include: Acid (injures the character opening the chest), Poison (same), Bomb (destroys the contents of the chest and hurts the entire party) and Gas Trap (affects the entire party). Note: Monsters can't go through chests, so you can build "walls" with chests. DUNGEONS: Map everything in a dungeon. There are many secret doors. Magical winds may blow out your torches. If thou walks slowly, glimpses of faint mystic writings may be noticed periodically. There are also many traps and pits. If the Thief is in the front of the party, he will have an excellent chance of spotting traps before the party trips them. If you find a fountain, be sure to stop and drink carefully. TRANSPORTATION: Most progress is on foot, although you may be able to locate or buy horses. To sail a ship, you may not sail against the wind. MOON GATES: Passing through a Moon Gate will teleport the party to hidden powers. Many areas are only accessable through these gates. The coming and going of the Moon Gates is somehow related to the phases of Sosaria's twin moons, Trammel and Felucca. The phases of these moons is indicated at the top of the screen as follows: 0: New moon 4: Full moon 1: Crescent waxing 5: Gibbous waning 2: First quarter 6: Last quarter 3: Gibbous waning 7: Crescent waning TOWN SHOPS: Weapons shop: Buy/Sell weapons The Armory: Buy/Sell armor The Grocery: Buy food Guild Shop: Buy thieving equipment The Pub: Gold may loosen a tongue... The Healers: Restorative healing The Stable: Buy horses The Oracle: Buy knowledge & insight SPECIAL MONSTERS: (There are three types of monster for each reference here, but as they differ only in name, they are not listed.) Thief: Can steal any weapon or armor that is not equipped. Pincher: Can poison. Daemon: Can hurl magic attacks. Dragon: Can attack from three spaces away, even when not in the combat mode! Devil: Can hurl poisoned magic bolts! Pirates: Can fire cannon at all members of party. Sea Serpents: Can hurl magic across water. Man-O-Wars: Can poison/hurl magic! PART IV: Magic A spell will cost you a certain amount of magical energy to cast, as follows: A: 0 pts B: 5 pts C: 10 pts D: 15 pts E: 20 pts F: 25 pts G: 30 pts H: 35 pts I: 40 pts J: 45 pts K: 50 pts L: 55 pts M: 60 pts N: 65 pts O: 70 pts P: 75 pts THE BOOK OF AMBER RUNES (sorcery) ----------------------- A) REPOND This spell kills Orcs, Goblins or Trolls. The spell doesn't always work. B) MITTAR This spell shoots a weak magic bolt at monster. It always hits its target. C) LORUM A very short light spell. D) DOR ACRON This spell transports party down in dungeon. E) SUR ACRON This spell transports party up in dungeon. F) FULGAR This spell fires a magic bolt at a monster. It Always hits its target. G) DAG ACRON This spell teleports party. H) MENTAR This spell throws a magic bolt at monsters. It always hits its target. The higher intelligence, the more damaging the blow. I) DAG LORUM This spell creates light. J) FAL DIVI This spell will allow you to cast almost any Cleric spell. K) NOXUM This spell will damage all your foes. L) DECORP This spell will always kill its target. It won't kill Lord British(I have tried it.) M) ALTAIR This spell will stop time. N) DAG MENTAR This spell will be the same as Mentar (See Amber Runes ) to all monsters. O) NECORP This spell will make all monsters very easy to kill (One hit). P) INAMRES IJNA This spell will kill most monsters. THE ANCIENT LITURGY OF TRUTH (prayer) ---------------------------- A) PONTORI This Spell kills undead (Skeletons, Zombies, etc...). It doesn't always work. B) APPAR UNEM This spell disarms chests. It always works. C) SANCTU This spell heals light wounds. D) LUMINAE This spell creates light. E) REC SU This spell moves party up one level in a dungeon. F) REC DU This spell moves party down one level in a dungeon. G) LIB REC This spell teleports party. H) ALCORT This spell removes poison from one party member. I) SEQUITU This spell takes party out of dungeon no mater what level their on. J) SOMINAE This spell creates light. K) SANCTU MANI This spell heals more than Sanctu but not completely. L) VIEDA This spell is like pearing at a gem. M) EXCUUN This spell kills one monster. N) SURMANDUM This spell ressurects one member. O) ZXKUQYB This spell kills almost all monsters you face. P) ANJI SERMANI This spell restores a member from ashes. It removes 5 wisdom from the caster of the spell. HINTS to unearth Exotics. Exotics hide on islands. Beyond the whirlpool lies a mystic land. Death Gulch is a place of many riches. A well placed will make guardians disappear. In a deep dark forest, Dawn appears. Only Exotic weapons will harm those inside the Exodus castle. A forcefield stops all but the owners of the Mark of Force. The knowledge of Snake inversion is found at the Circle of Light in Yew. To find the Cards the shrines. Ambrosia is the location of shrines. Father Time knows the purpose of the Cards. Father Time lives at the bottom of a dungeon. Hot rods Mark the skin. The Mark of the Snake is required to invoke the Silver Snake. In the Exodus castle lies four Slots waiting for four Cards. You can improve yourself at a Shrine if you can afford it. There are four Shrines and four Abilities. There are four Cards: Sol, Moon, Love, and Death. There are four Marks: Kings, Fire, Force, and Snake. Edited by The Walrus (Tom Bodnar) Thanks to The EGGMAN (Chris Donnell) for procuring the originals on which these are based.