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- ULTIMA III
-
- STRATEGY
-
- Lord British's "Ultima III: Exodus" is the third, and most ambitious,
- offering in an outstanding fantasy role-playing series. Every aspect of
- this game, from the documentation to the computer graphics, is a logical,
- yet enhanced, extension of the earlier two chapters of the "Ultima" saga.
- In "Exodus," however, there is a fundamental new twist: No longer must a
- solitary character strive to overcome the evil abroad in the land; a party
- of up to four players may join the quest. The strategy tips in this file
- should aid your party during its perilous adventure.
-
- I.CREATING A PARTY
-
- Start out by thoroughly studying the four booklets that come with the game:
- The Book of Play, the Ancient Liturgy of Truth, the Book of Amber Runes,
- and the Player Reference Card. You must then form a party by designating
- race and profession and by allocating 50 points among four attributes. Each
- profession has different valuable characteristics, and part of this game's
- flexibility is that you may try various combinations.
-
- Perhaps the best initial party will be composed of an elf thief, a dwarf
- fighter, a bobbit cleric, and a fuzzy wizard. A dwarf or bobbit paladin, or
- a human ranger, may easily be substituted for the dwarf fighter. It is
- certainly desirable to include both a cleric and a wizard in your group
- because only they have the capacity to develope advanced spell-casting
- powers.
-
- In combat situations, each party member takes a turn in order. Therefore,
- it is important to position the characters in such a way as to take
- advantage of their particular abilities. Generally, characters who have
- more weapon/armour options should be in first and second place; the spell
- casters should be in the next rank. I had very good luck with "Snatch" (elf
- thief) and "Devo" (dwarf fighter) in the front, with "Wanda" (fuzzy wizard)
- and "Clarissa" (bobbit cleric) in the rear. Since combat may seem too fast
- and confusing at first, it may help you to give your characters mnemonic
- names.
-
- II.JOURNEYING ONWARD
-
- Your little band begins its adventure near the castle and city of Lord
- British on the grassy plains of the continent of Sosaria. Immediately equip
- your characters with daggers and cloth armour. Then, save the game.
- Frequent "saves" will help you to avoid getting stuck with a group of dead
- bodies on your hands; if disaster seems imminent, you can turn off your
- machine and restore your previous game position.
-
- Enter the town, where it is safe. Examining the player roster, you will see
- that each party member possesses 150 gold pieces and 150 items of food. You
- should transfer extra gold to one character, preferably a fighter type, so
- that he may purchase a bow. Long-range weapons such as bows and slings are
- vital to surviving combat. Of course, daggers may be thrown, but they are
- then lost; it is useful to obtain an abundant supply. Remember to re-ready
- and/or re-equip a player who transacts with merchants or you might find a
- character with a bow and leather armour in her inventory standing naked and
- empty-handed against eight Ttitans! It goes without saying that your group
- must have adequate supplies of food.
-
- Any player may attempt to steal from the gold-laden chests that are located
- in weapons and armour shops; however, thieves have the most success. Lower
- level characters haven't a prayer against guards, so larceny is a risky
- endeavour. It is not possible to steal food in this game; however, chests
- occasionally contain a valuable weapon or item of armour. If you wish to
- steal with impunity, you can bribe guards. Greasing guards' palms causes
- them to instantly disappear.
-
- Gold, money, crass lucre: You will need copious amounts to advance in
- "Ultima III." Sometimes you'll think it's money that makes Sosaria go
- 'round! Although many of the clues vital to winning the game may be freely
- obtained by transacting with people in towns and castles, gold is needed to
- purchase not only important information from barkeeps and oracles, but is
- also necessary in order to raise your players' attributes, equip them with
- better weapons and armour, and bribe guards. You may wish to create several
- "sacrificial" characters whose sole purpose is to transfer all their gold,
- weapons, food, and armour to one of your "real" party members. Using this
- admittedly opportunistic technique, your "real" party can become
- well-equipped even before its first foray.
-
- A note about "roll over": Lord British has almost completely corrected the
- problem (from "Ultima II") of players' "numbers" rolling over to zero after
- 99 or 9999. Now, if you inadvertently purchase more than 99 daggers, only
- 99 will show up (not 0) on the status report. The same holds true for other
- equipment and players' attributes. However, a bug remains in the food
- counter. Be careful not to exceed 9999 items of food or very strange things
- will happen to your players' names and armour. [Note: Rollover still occurs
- in some versions.].
-
- III.THE INHABITANTS OF SOSARIA.
-
- Within the towns or Lord British's castle, you will encounter guards,
- merchants, barkeeps, jesters, oracles, or healers as well as any of the
- regular player types such as fighters, thieves, clerics and wizards. You
- must transact with almost everyone you meet in order to learn the clues
- which are vital to winning this game. Carefully explore every inch of every
- town; you can locate informative individuals behind shops, within wooded
- areas, or on the other side of locked doors. [See the "Layout" and "Clues"
- files for more specific details.]
-
- IV.COMBAT
-
- Much of your time, especially in the beginning stages of the game, will be
- devoted to slaying monsters. On land, in the sea, and deep within the
- dungeons of Sosaria your party will engage in combat with more than two
- dozen species of monsters as well as renegade player types. Examine your
- Book of Play for the descriptions of these creatures.
-
- Some monsters (orcs, goblins, and trolls) may be dispelled by your wizard's
- "Repond." The undead creatures (skeletons, ghouls, zombies) are turned by
- your cleric's "Pontori." When your cleric or mage reaches his or her full
- potential, he or she (or "O"!) can cast helpful (transport, light, heal,
- cure, map, resurrect) or devastating (wound, negate time, destroy) spells.
- However, since spell casting temporarily drains magic points, most combat
- involves the use of weapons. Be aware that a cleric's use of the "P"
- (Resurrect from Ashes) spell drains wisdom points.
-
- The weapons available range from daggers to +4 bows (6550 g.p.) to the
- mysterious "exotics." Naturally, as your players gain strength, one arrow
- may be all that is needed to dispatch the dread balron. Long-range weapons
- should, therefore, be obtained as soon as possible. Since your party always
- gets to fire the first shot in a combat situation, slings or bows can mean
- the difference between life and death. Hand-to-hand weapons are relatively
- ineffective because your players have to waste turns moving toward the
- enemy and taking hits instead of fighting. Since daggers may be thrown,
- they are more versatile than maces. The same is true regarding the use of
- bows as opposed to swords. The ranger I created was more successful and
- efficient with his simple bow than a +2 sword.
-
- Armour is, of course, vital in protecting your players from injury.
- Depending on their professions, characters may wear anything from cloth to
- +2 plate (8250 g.p.). Try to obtain leather armour, at least, for those
- players who may wear it; they will survive more easily and will rapidly
- advance in experience levels.
-
- Players' hit points are directly related to their experience. Each
- character begins with 150 hit points at level one. As the game proceeds and
- your players slay numerous monsters, their experience points will increase.
- Remember, however, that only the character striking the death blow wins
- experience points! As additional levels are reached, the party should visit
- Lord British who will see that his wizard raises the characters' hit
- points. However, after level five, the Lord will refuse to raise the hit
- maximum. Instead, he says: "Seek ye the Mark of Kings." Once your group
- obtains this mark (one of four available -- each with a different purpose),
- Lord British will raise your characters' hit points, according to his or
- her experience level, to the absolute maximum of 2550.
-
- If you want to build up backward players' hit points, you must position
- them so that they may inflict the fatal blows. This may even involve
- passing over (by hitting the space bar) a couple of players in favour of
- your "slower" ones.
-
- After your players reach level five or so, and have purchased decent
- weapons, armour and, hopefully, a few powders (to negate time), they may
- use the following procedure to rapidly build up more experience points:
- Enter a town that has only two sets of guards stationed at the entrance;
- attack and kill the guards; immediately leave the town and save the game.
- Guards are worth 15 experience points each, and, although they are
- extremely powerful, they don't throw fireballs or poisoned bolts at your
- group.
-
- While your party is still relatively inexperienced, try to avoid sea
- serpents, men-o-war, and pirates. You can usually see these opponents
- approaching, and can detour around them. Do not descend below level four or
- so in any dungeon until your party is quite strong; otherwise, the manes,
- devils, and wyverns, among others, will surely decimate your group. Several
- monsters not only wound your players, but poison them. However, when your
- party is healthy and well-equipped, it can win thousands of experience
- points and gold pieces by slaying these creatures. In the case of pirates,
- your group can also commandeer a frigate; no experience points or treasure
- is gained if the ship's cannons are used in battle.
-
- Before your group obtains long-range weapons, try to avoid thieves,
- cutpurses, and brigands. These characters love to steal the weapons or
- armour that are not currently in use by players.
-
- Within dungeons, the invisible gremlins like to steal food. Be sure to
- carry plenty of rations or your band might starve to death!
-
- Here is a list of various opponents and the experience points received by
- players when they defeat these creatures:
-
- Merchants = 1
- Jesters and Grasss = 2
- Goblins, Trolls, Orcs, and Floors = 3
- Skeletons, Zombies, and Ghouls = 4
- Cutpurses, Brigands, and Thieves = 5
- Golems, Giants, Titans, and Horses = 6
- Fighters, Manes, Gargoyles, and Daemons = 8
- Wizards, Pincers, and Bradles = 10
- Serpents, Dragons, Griffons, Wyverns, and Guards = 15
- Men-O-War, Orcuss, Devils, and Balrons = 20.
-
- The tougher the enemy, the more experience points gained by your players.
-
- Note: Do not try to engage Lord British in battle; he is invincible. He
- will allow you to take the chests behind the force field, but will attack
- if you initiate violence within his domain.
-
- V.HEALING
-
- The natural result of all this fighting is injured, or even deceased, party
- members. Be sure that you carefully map Sosaria, pinpointing the locations
- of healing kiosks. Your group will have to visit the healers frequently,
- especially if a character is poisoned. As always, gold works wonders.
-
- Of course, clerics as well as advanced wizards may cast healing spells. Use
- their powers with discrimination since every spell drains magic points
- which may be needed for an unexpected battle.
-
- Healing fountains are located inside dungeons. A drink from one will
- restore your players' lost hit points. You cannot tell whether a fountain
- is healthy or poisoned without testing it. There are four types of
- fountains: good, innocuous, harmful, and poisonous. Save your game before
- descending into a dungeon and be careful!
-
- VI.TRANSPORTATION
-
- There are three modes of transportation in this game: foot, horse, and
- frigate. Most of the time, your players will be on foot and their food
- supplies will diminish rapidly as they explore Sosaria. Obtaining a horse
- not only slows the decrease in food, but allows your party to out run
- monsters. There are only two places where horses may be purchased or
- stolen: in the City of Dawn or the City of Devil Guard. [Check the "Layout"
- file for the locations of these cities.] Horses may be ridden through moon
- gates.
-
- Frigates may be commandeered by defeating a pirate crew. Once you have a
- frigate, your party may then traverse the seas, visiting important islands
- and learning the secret of the whirlpool.
-
- The whirlpool is both beneficial and harmful. It may destroy ships that are
- docked and empty. Yet, by sailing into the whirlpool, your party will be
- transported to the Lost Continent of Ambrosia where the players will be
- able to raise their attributes and obtain the four cards needed to destroy
- Exodus.
-
- VII.ITEMS
-
- There are four valuable items which your players must purchase in order to
- win the game. These are: torches, keys, gems, and powders. Only in thieves'
- guilds can your party buy these special items [check the "Layout" file for
- locations].
-
- Torches, of course, are needed for light while the party explores dungeons.
- Because of the prevalence of "strange wind" throughout all of the dungeons,
- numerous torches should be carried.
-
- Keys are used to unlock doors. They are particularly useful in Lord
- British's Castle, the City of Montor West, and Ambrosia.
-
- Gems give you a bird's eye view of your current location. Buy as many gems
- as possible; you can use them to map dungeons, explore the nooks and
- crannies of cities, and proceed effortlessly through mazes.
-
- Powders are, perhaps, the most valuable objects of all: They stop time. Use
- powders frequently during fierce battles, especially in the Castle of Death
- [Note: This may not work in some versions]. The incessant fireballs,
- though, are not affected by powders.
-
- VIII.DUNGEONS
-
- Unlike in "Ultima II," your group must explore all the dungeons in order to
- win this game. Four "marks" must be obtained by each party member. Marks
- are usually located in a wall on the 8th level of a dungeon. The Mark of
- Kings is needed before Lord British will raise the characters' hit maximum
- above 550; the Mark of Force is used to pass uninjured through force
- fields; the Mark of Fire allows the party to walk through fire; the Mark of
- the Snake is needed to bypass the Silver Snake which guards the Castle of
- Death.
-
- The best dungeon strategy is to use plenty of gems to locate ladders and/or
- cast ladder up and ladder down spells. It is not wise to linger on the
- upper levels if your group is simply looking for marks. Enter the dungeon
- and descend, as quickly as possible, to level 8. Then, obtain the mark and
- exit the dungeon. Of course, it is helpful to explore all levels of all
- dungeons, but this can be fatal if your party is weak.
-
- IX.MOON GATES
-
- Ah, these mysterious and ephemeral portals! What is their secret? By
- stepping into a moon gate, your group will be transported to various
- locations, some of which are inaccessible by any other means. There are
- eight moon gates, and the most important is, perhaps, the one that delivers
- your players to the dungeon of the Time Lord. Experiment with different
- gates and note their locations, the timing of their appearances, and their
- destinations.
-
- An understanding of the cycles of the two moons of Sosaria, displayed on
- the cloth map and constantly counted on your screen, is vital in your
- search for the legendary City of Dawn. [See the "Layout" file for more
- details.]
-
- X.DEFEATING EXODUS
-
- Who or what is Exodus? The product of an unholy alliance between Mondain
- and Minax, Exodus is more machine than monster. Could he or it be a
- computer? Perhaps so: Exodus' powers are legion and he is "turned off" by
- inserting four cards, in proper order, into slots in his "body." The Time
- Lord, if he will, can tell your party the proper order of the cards.
-
- Do not attempt to destroy Exodus until your party is extremely strong.
- Located within the aptly named Castle of Death, Exodus is protected by an
- army of fiends as well as a continuous stream of fireballs. Further, the
- usual weapons are ineffectual against monsters in this castle; your group
- must be equipped with "exotic arms" in order to slay these creatures in
- hand-to-hand combat.
-
- After your little band battles its way to Exodus, it must conquer the
- strange and invisible floors. The floors repeatedly attack until they have
- been completely destroyed. The best strategy against the floors is to have
- your cleric cast his "O" spell and/or your wizard cast her "P" spell. Then,
- move forward step-by-step, attacking in all directions. The floors are
- difficult, but certainly not impossible to overcome.
-
- A final note: If you try to leave the Castle of Death without destroying
- Exodus, or if you linger near the entrance, your players will have to
- battle the grasss. The same strategy should be used against grasss as is
- used in combat with floors.
-
- [See the "Layout" file and the "Clues" file for additional information.]
-
- LAYOUT
-
- I.THE CLOTH MAP
-
- The map that is supplied with the game is very useful, especially if you
- take out a sturdy black pen and mark locations on it. I used triangles to
- designate castles, squares to represent towns, circles for dungeons, and
- squiggly lines for moon gates. The map shows the continent of Sosaria as
- explored by the late, great Hawkwind. Your party will exceed even his
- accomplishments before the game is over.
-
- Also displayed on the map are a series of drawings of various locations as
- well as representations of the cycles of the two Sosarian moons. The runes
- are not difficult to decipher. For example, on the top left is a picture of
- the Castle of Lord British. On the top right is Death Gulch. The moon of
- Trammel has a 48 day cycle, and the moon of Felucca has a 16 day cycle.
-
- II.THE CITIES
-
- Here is a list of the cities of Sosaria, their locations, and their
- important features:
-
- 1.CITY OF LORD BRITISH: Located to the northeast of Sosaria, this city
- overlooks a harbour. Within the town you will find a pub, a grocery, a
- weapons shop, and an armoury. As always, be sure to transact with everyone
- you meet.
-
- 2.MONTOR WEST: South of Lord British are the twin cities of Montor West and
- Montor East. In the western town you will find a grocery, two pubs, a
- weapons shop, an armoury, a prison, and four guard stations. It is
- important to speak to two thieves who are inside prison cells. Either bribe
- the many guards or be prepared for a series of long battles if you enter
- the prison.
-
- 3.MONTOR EAST: Again, you will visit a pub, an armoury, and a weapons shop.
- Guard stations abound, but you need not do battle in this town. Simply
- transact with all the player types you meet; valuable clues are to be had
- here.
-
- 4.CITY OF YEW: Within this holy city are dozens of clerics as well as the
- Circle of Light, Rogation Worship, Sanescere healing kiosk, and the Aliment
- food shop. Take care in this heavily forested town else you might stumble
- into a wall of fire. The City of Yew is located in mountains to the west of
- Lord British.
-
- 5.CITY OF MOON: Further west from Yew lies Moon. Moon may also be reached
- by travelling southeast from Montor East. This small town contains a
- grocery, a pub, and a healing stand. The forested areas should be carefully
- explored for hidden clues; avoid those balrons, though!
-
- 6.CITY OF GREY: Due south of Moon, on a southwestern tip of Sosaria, you
- will find the City of Grey. This town has a pub, a grocery, a weapons shop,
- an armoury, a thieves' guild, and a chamber containing chests. Vital clues
- are to be had from a thief, a fighter, and a cleric. Be sure to visit Grey
- often in order to stock up on gems, powders, torches, and keys from the
- guild.
-
- 7.DEATH GULCH: Off the coast, on a large island to the southeast of
- British, is Death Gulch. This town is heavily guarded, but violence can be
- avoided. Here you will find a pub, grocery, weapons, and armour. The daemon
- and guard at the front entrance may be cautiously bypassed in order to
- enter the town. Bring keys. You can also sneak into Death Gulch through the
- forested areas to the north and south of the entrance. This town has
- several mazes, force fields, and a river of fire. None is of much
- importance. Lots of chests here.
-
- 8.CITY OF FAWN: On a small island off the coast of Sosaria, to the
- northwest of British, is the City of Fawn. Here you will find a pub, a food
- shop, a healing kiosk, and a thieves' guild. Four clerics will impart
- significant clues.
-
- 9.DEVIL GUARD: This town is locked within mountains to the southwest of
- British. To reach Devil Guard, your party must take one of three moon gates
- [discussed below]. A pirates' frigate, firing from the shore of a small
- lake with no outlets, attacks your group when you visit this town. Devil
- Guard is a dangerous place, but a very important one. Here, there are six
- fighters and one thief who can give you winning clues. Devil Guard contains
- a pub and grocery, a healing stand, another thieves' guild, and a stables.
- You may purchase four horses here for 800 g.p.; they cannot be stolen.
-
- 10.CITY OF DAWN: Dawn, the city of myths and magic! It is located, for a
- brief moment only, in the forest southwest of British. Dawn possesses the
- usual line-up of shops: food, pub, weapons, and armour. However, you will
- also find another thieves' guild here as well as an oracle and stables.
- Both the weapons and armour shops sell advanced items. Bring thousands of
- gold pieces and your party will leave Dawn very well-equipped. Horses here
- may be stolen, but expect a series of battles with Dawn's many guards.
- There are three clerics, hiding in the southeast corner of the town, who
- can tell you much about "exotic arms." However, two of the clerics will not
- let your party pass in order to transact with the third; you will have to
- kill them. Prepare your group by bribing as many guards as possible before
- dealing with the clerics.
-
- III.THE CASTLES
-
- There are two castles in this game: Lord British and Death. Lord British's
- Castle is next to his city. You will visit the castle many times in order
- to transact with the Lord and to purchase cures or healings. Most of the
- areas in this castle are unimportant; however, by using keys to unlock
- doors, you can locate several individuals who have important knowledge
- about your quest. In particular, explore the prison, the winding corridors,
- and the exterior of the castle.
-
- The Castle of Death is the domain of Exodus. It is located on an island off
- the southwest coast of Sosaria. Reach it by sailing past the Silver Snake
- (be sure to bring horses with you!). If you survive the dangers, you will
- find Exodus in a chamber against the northern wall.
-
- IV.THE DUNGEONS
-
- Only in dungeons may "marks" be found. Dungeons are hazardous places. Not
- only do they house an abundance of vicious creatures, but there are traps,
- gremlins, strange winds, poisoned fountains, mazes, and dead ends. Here is
- a list of the dungeons of Sosaria, their locations, and their important
- features:
-
- 1.PERINIAN DEPTHS: This dungeon is located to the northeast of the City of
- Lord British. There are two Marks of Kings on the lst level, and another on
- the 8th level. A Mark of Fire may be found on the 8th level as well. There
- is a healing fountain in the southwestern corner of the 8th level.
-
- 2.DARDIN'S PIT: To the northwest of British is Dardin's Pit. The Mark of
- Kings may be found in two locations on level 8.
-
- 3.FIRES OF HELL: Surrounded by fire, this dungeon is located in mountains
- to the southeast of British. The Mark of Force and the Mark of Fire are on
- the 8th level. There are also four fountains on level 8, one of each type.
-
- 4.DOOM: Southwest of British, in a heavily forested area, is the Dungeon of
- Doom. In the centre of level 8, you will find the Mark of Force. All four
- types of fountains are on level 8 as well.
-
- 5.MINES OF MORINIA: North of the City of Grey, on the west coast of
- Sosaria, are the Mines. The Mark of Kings is located on level 3 and on
- level 8. Also on level 8 is the Mark of Fire. Your party will use transport
- and ladder spells often in an effort to fully explore this dungeon.
-
- 6.SNAKE: On an island off the southeast coast of Sosaria is the Dungeon of
- the Snake. Important clues are to be had on levels 2 and 3. There are two
- healing fountains on level 6 and one healing fountain on level 7. Both the
- Mark of Kings and the Mark of the Snake are located on level 8.
-
- 7.TIME: This dungeon is completely surrounded by impenetrable mountains and
- may only be reached via moon gates [discussed below]. There are two healing
- fountains on level 1, another on level 4, and another on level 8. The Mark
- of Kings may be found on level 2 and on level 8. Most importantly, the Time
- Lord himself resides on level 8. Listen carfully to what he says.
-
- V.THE FORGOTTEN LAND: AMBROSIA
-
- In order to raise your players' attributes and to obtain the cards needed
- to defeat Exodus, your group must pass through the whirlpool to a submerged
- continent. There are four shrines located on Ambrosia: Dexterity
- (southeast), Wisdom (northeast), Intelligence (northwest), and Strength
- (southwest).
-
- Use gems to map this continent; the many mazes can be quite confusing.
- Also, keys are needed to unlock several different doors. Be sure to bring
- lots of gold!
-
- Commandeer frigates from the pirates you encounter; you will need to cross
- water to reach two of the shrines. The game cannot be "saved" while you are
- visiting Ambrosia, but you can sail back into the whirlpool to return to
- Sosaria.
-
- VI.MOON GATES
-
- There are eight of these mysterious portals scattered throughout Sosaria.
- Depending upon the phases of the twin moons, the shimmering gates will
- teleport your party to various different locations. Here is a list of the
- locations of the moon gates, the phases of the moons when the gates appear,
- and their destinations:
-
- 1.NORTH OF THE CITY OF MOON:
- (00) -- static
- (01) -- to the dungeon island SE of British
- (02) -- to the north gate at the mountainous dead end.
-
- 2.DUNGEON ISLAND SE OF BRITISH:
- (13) -- to the south coast, southwest of the Montors
- (14) -- to the south gate at the mountainous dead end
- (15) -- to the Castle of Death.
-
- 3.NORTH GATE AT MOUNTAINOUS DEAD END:
- (26) -- to Devil Guard
- (27) -- to the Time Lord's Dungeon
- (20) -- north of the City of Moon.
-
- 4.SOUTHWEST OF THE MONTORS:
- (31) -- to the dungeon island SE of British
- (32) -- to the north gate at the mountainous dead end
- (33) -- static.
-
- 5.SOUTH GATE AT MOUNTAINOUS DEAD END:
- (44) -- static
- (45) -- to the Castle of Death
- (46) -- to Devil Guard.
-
- 6.CASTLE OF DEATH:
- (57) -- to the Time Lord's Dungeon
- (50) -- north of the City of Moon
- (51) -- to the dungeon island SE of British.
-
- 7.EAST OF DEVIL GUARD:
- (62) -- to the north gate at the mountainous dead end
- (63) -- southwest of the Montors
- (64) -- to the south gate at the mountainous dead end.
-
- 8.TIME LORD'S DUNGEON:
- (75) -- to the Castle of Death
- (76) -- to Devil Guard
- (77) -- static.
-
- CLUES FOR THE DESPERATE!!
-
- I.BARTENDERS' CLUES
-
- In most cities, your group will visit pubs. Transacting with a bartender,
- and payment of copious sums of gold, causes this little tale to unfold:
-
- "Ambrosia. Ever hear of it? Dawn City of Myths and Magic! The conjunction
- of the moons finds a link! Nasty creatures, nasty dark, sure thee ready,
- fore thee embark. None return so I'm told, from the pool, dark and cold.
- Shrines of knowledge, shrines of strength, all are lost into the brink.
- Fountains fair and fountains foul, all are found in dungeons bowel.
-
- Exodus: Ultima III, which is next? Now could it be? Seek ye out the Lord of
- Time, and the one way is a sure find!"
-
- Doggerel,to be sure, but very informative.
-
- II.ORACLES' CLUES
-
- Oracles are found in only two places. Once again, transacting and paying
- reveals:
-
- "And so the sage said unto thee: If thou can solve my rhyme, you'll learn
- of marks and playing cards and hidden holy shrines. Of marks I say there
- are but 4, of Fire, Force, Snake, and King. Learn their use in Devil Guard
- or death you'll surely bring. Shrines there are again but 4, to which you
- go and pray. Their uses are innumerable and clues throughout I say. The
- cards their suits do number 4, called Sol, Moon, Death, and Love. Unto the
- Montors thou must go for guidance from above. To aid thee in thy cryptic
- search, to dungeons thou must fare. There seek out the Lord of Time to help
- you if he cares."
-
- III.OTHER CLUES
-
- By transacting with the various individuals whom your party encounters in
- cities, the group will learn a series of extremely important clues:
-
- "Marks" are useful!
-
- "Exotics" are useful!
-
- "Cards" are useful!
-
- 4 cards, 4 panels! Hot metal leaves a mark!
-
- 4 marks, 4 uses!
-
- The King favours a mark!
-
- "Marks" gained in dungeons!
-
- A "mark" helps invoke the Snake!
-
- Mark thee well!
-
- Seek ye the dungeon of fire!
-
- Exodus lies beyond the Silver Snake!
-
- Only with exotic arms can you win!
-
- Dawn comes each new pair! Exotic clues found at Dawn!
-
- Only exotics will protect you from great evil!
-
- Search and ye shall find!
-
- <Pray> in the Circle of Light!
-
- Invoke the Silver Snake!
-
- <Pray> for the Invocation!
-
- To pass you need a mark!
-
- Seek the jester in castle fire!
-
- Seek ye the shrines of truth!
-
- <Search> for cards! <Search> the shrines!
-
- <Bribe> me to enter!
-
- <Bribe> guards! They will leave!
-
- <Dig> up exotics!
-
- <Dig> carefully!
-
- <Dig> on the isles!
-
- <Insert> cards into panels!
-
- West-8, South-35. And Dawn awaits!
-
- The following clues are found in the Dungeon of the Snake:
-
- <Insert> cards into Exodus!<Search> the shrines!
-
- ********************************************************************
-