_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

ULTIMA 3 PT1

FILE INFORMATION

FILENAME(S): ULTIMA 3 PT1

FILE TYPE(S): SEQ

FILE SIZE: 17.2K

FIRST SEEN: 2025-11-30 18:12:26

APPEARS ON: 1 disk(s)

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cb2eac1e0b1b3ccd867badb12657a771aa061fab1760ee22587793567175fdda

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DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
DOCS ULTIMA 3 PT1 SEQ Sailor, Ganheden 17 0 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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00004300: 4E 45 41 52 20 54 48 45  20 45 4E 54 52 41 4E 43  |NEAR THE ENTRANC|
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00004340: 20 D4 48 45 20 53 41 4D  45 20 53 54 52 41 54 45  | .HE SAME STRATE|
00004350: 47 59 20 53 48 4F 55 4C  44 20 42 45 20 55 53 45  |GY SHOULD BE USE|
00004360: 44 20 41 47 41 49 4E 53  54 20 47 52 41 53 53 53  |D AGAINST GRASSS|
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000043A0: 41 59 4F 55 54 20 41 4E  44 20 C3 4C 55 45 53 22  |AYOUT AND .LUES"|
000043B0: 20 46 49 4C 45 20 46 4F  52 20 41 44 44 49 54 49  | FILE FOR ADDITI|
000043C0: 4F 4E 41 4C 20 49 4E 46  4F 52 4D 41 54 49 4F 4E  |ONAL INFORMATION|
000043D0: 2E 5D 0D 0D 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |.]..************|
000043E0: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
000043F0: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
00004400: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
00004410: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
00004420: 2A 2A 0D 20 20 20 20 20  20 20 20 20 20 20 20 20  |**.             |
00004430: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 C4  |               .|
00004440: CF C3 D3 20 42 59 20 3A  20 C4 CF C3 D3 27 20 27  |... BY : ....' '|
00004450: D2 27 20 D5 D3 0D 20 20  20 20 20 20 20 20 20 20  |.' ...          |
00004460: 20 20 20 20 20 20 20 20  20 20 20 20 20 20 20 20  |                |
00004470: 20 20 20 20 20 20 20 39  31 34 20 36 36 38 2D 33  |       914 668-3|
00004480: 36 36 34 0D 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |664.************|
00004490: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
000044A0: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
000044B0: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
000044C0: 2A 2A 2A 2A 2A 2A 2A 2A  2A 2A 2A 2A 2A 2A 2A 2A  |****************|
000044D0: 2A 2A 0D                                          |**.             |
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                           DOCS BY : DOC
S' 'R' US.                              
   914 668-3664.************************
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       ULTIMA III:EXODUS.               
                    STRATEGY..   LORD BR
ITISH'S "ULTIMA III: EXODUS" IS HIS LATE
ST, AND MOST AMBITIOUS,.OFFERING IN AN O
UTSTANDING FANTASY ROLE-PLAYING SERIES. 
 EVERY ASPECT OF THIS.GAME, FROM THE DOC
UMENTATION TO THE COMPUTER GRAPHICS, IS 
A LOGICAL, YET.ENHANCED, EXTENSION OF TH
E EARLIER TWO CHAPTERS OF THE "ULTIMA" S
AGA.  IN."EXODUS," HOWEVER, THERE IS A F
UNDAMENTAL NEW TWIST:  NO LONGER MUST A.
SOLITARY CHARACTER STRIVE TO OVERCOME TH
E EVIL ABROAD IN THE LAND; A PARTY OF.UP
 TO FOUR PLAYERS MAY JOIN THE QUEST.  TH
E STRATEGY TIPS IN THIS FILE SHOULD.AID 
YOUR PARTY DURING ITS PERILOUS ADVENTURE
...I.  CREATING A PARTY.. START OUT BY T
HOROUGHLY STUDYING THE FOUR BOOKLETS THA
T COME WITH THE GAME:.THE BOOK OF PLAY, 
THE ANCIENT LITURGY OF TRUTH, THE BOOK O
F AMBER RUNES, AND.THE PLAYER REFERENCE 
CARD. YOU MUST THEN FORM A PARTY BY DESI
GNATING RACE AND.PROFESSION AND BY ALLOC
ATING 50 POINTS AMONG FOUR ATTRIBUTES.  
EACH PROFESSION.HAS DIFFERENT VALUABLE C
HARACTERISTICS, 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 PALADI
N, OR A.HUMAN RANGER, MAY EASILY BE SUBS
TITUTED FOR THE DWARF FIGHTER.  IT IS.CE
RTAINLY DESIRABLE TO INCLUDE BOTH A CLER
IC AND A WIZARD IN YOUR GROUP.BECAUSE ON
LY THEY HAVE THE CAPACITY TO DEVELOP ADV
ANCED SPELL-CASTING POWERS... IN COMBAT 
SITUATIONS, EACH PARTY MEMBER TAKES A TU
RN IN ORDER.  THEREFORE, IT.IS IMPORTANT
 TO POSITION THE CHARACTERS IN SUCH A WA
Y AS TO TAKE ADVANTAGE OF.THEIR PARTICUL
AR ABILITIES. GENERALLY, CHARACTERS WHO 
HAVE MORE WEAPON/ARMOR.OPTIONS SHOULD BE
 IN FIRST AND SECOND PLACE; THE SPELL CA
STERS SHOULD BE IN.THE NEXT RANK.  I HAD
 VERY GOOD LUCK WITH "SNATCH" (ELF THIEF
) AND "DEVO".(DWARF FIGHTER) IN THE FRON
T, WITH "WANDA" (FUZZY WIZARD) AND "CLAR
ISSA".(BOBBIT CLERIC) IN THE REAR.  SINC
E COMBAT MAY SEEM TOO FAST AND CONFUSING
 AT.FIRST, IT MAY HELP YOU TO GIVE YOUR 
CHARACTERS MNEMONIC NAMES...II.  JOURNEY
ING ONWARD.. YOUR LITTLE BAND BEGINS ITS
 ADVENTURE NEAR THE CASTLE AND CITY OF L
ORD.BRITISH ON THE GRASSY PLAINS OF THE 
CONTINENT OF SOSARIA.  IMMEDIATELY EQUIP
.YOUR CHARACTERS WITH DAGGERS AND CLOTH 
ARMOR.  THEN, SAVE THE GAME.  FREQUENT."
SAVES" WILL HELP YOU TO AVOID GETTING ST
UCK WITH A GROUP OF DEAD BODIES ON.YOUR 
HANDS; IF DISASTER SEEMS IMMINENT, YOU C
AN TURN OFF YOUR MACHINE AND.RESTORE YOU
R PREVIOUS GAME POSITION... ENTER THE TO
WN, WHERE IT IS SAFE.  EXAMINING THE PLA
YER ROSTER, YOU WILL SEE.THAT EACH PARTY
 MEMBER POSSESSES 150 GOLD PIECES AND 15
0 ITEMS OF FOOD. YOU.SHOULD TRANSFER EXT
RA GOLD TO ONE CHARACTER, PREFERABLY A F
IGHTER TYPE, SO.THAT HE MAY PURCHASE A B
OW.  LONG-RANGE WEAPONS SUCH AS BOWS AND
 SLINGS ARE.VITAL TO SURVIVING COMBAT. O
F COURSE, DAGGERS MAY BE THROWN, BUT THE
Y ARE THEN.LOST; IT IS USEFUL TO OBTAIN 
AN ABUNDANT SUPPLY.  REMEMBER TO RE-READ
Y AND/OR.RE-EQUIP A PLAYER WHO TRANSACTS
 WITH MERCHANTS OR YOU MIGHT FIND A CHAR
ACTER.WITH A BOW AND LEATHER ARMOR IN HE
R INVENTORY STANDING NAKED AND EMPTY-HAN
DED.AGAINST EIGHT TITANS.  IT GOES WITHO
UT SAYING THAT YOUR GROUP MUST HAVE.ADEQ
UATE SUPPLIES OF FOOD... ANY PLAYER MAY 
ATTEMPT TO STEAL FROM THE GOLD-LADEN CHE
STS THAT ARE LOCATED.IN WEAPONS AND ARMO
R SHOPS; HOWEVER, THIEVES HAVE THE MOST 
SUCCESS.  LOWER.LEVEL CHARACTERS HAVEN'T
 A PRAYER AGAINST GUARDS, SO LARCENY IS 
A RISKY.ENDEAVOR.  IT IS NOT POSSIBLE TO
 STEAL FOOD IN THIS GAME; HOWEVER, CHEST
S.OCCASIONALLY CONTAIN A VALUABLE WEAPON
 OR ITEM OF ARMOR.  IF YOU WISH TO STEAL
.WITH IMPUNITY, YOU CAN BRIBE GUARDS.  G
REASING GUARDS' PALMS CAUSES THEM TO.INS
TANTLY DISAPPEAR... GOLD, MONEY, CRASS L
UCRE:  YOU WILL NEED COPIOUS AMOUNTS TO 
ADVANCE IN."ULTIMA III." SOMETIMES YOU'L
L THINK IT'S MONEY THAT MAKES SOSARIA GO
 'ROUND!.ALTHOUGH MANY OF THE CLUES VITA
L TO WINNING THE GAME MAY BE FREELY OBTA
INED BY.TRANSACTING WITH PEOPLE IN TOWNS
 AND CASTLES, GOLD IS NEEDED TO PURCHASE
 NOT.ONLY IMPORTANT INFORMATION FROM BAR
KEEPS AND ORACLES, BUT IS ALSO NECESSARY
 IN.ORDER TO RAISE YOUR PLAYERS' ATTRIBU
TES, EQUIP THEM WITH BETTER WEAPONS AND.
ARMOR, AND BRIBE GUARDS.  YOU MAY WISH T
O CREATE SEVERAL "SACRIFICIAL".CHARACTER
S WHOSE SOLE PURPOSE IS TO TRANSFER ALL 
THEIR GOLD, WEAPONS, FOOD,.AND ARMOR TO 
ONE OF YOUR "REAL" PARTY MEMBERS. USING 
THIS ADMITTEDLY.OPPORTUNISTIC TECHNIQUE,
 YOUR "REAL" PARTY CAN BECOME WELL-EQUIP
PED EVEN.BEFORE ITS FIRST FORAY... A NOT
E ABOUT "ROLL OVER":  LORD BRITISH HAS A
LMOST 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 (N
OT 0) ON THE STATUS REPORT. THE SAME HOL
DS TRUE FOR OTHER.EQUIPMENT AND PLAYERS'
 ATTRIBUTES.  HOWEVER, A BUG REMAINS IN 
THE FOOD.COUNTER.  BE CAREFUL NOT TO EXC
EED 9999 ITEMS OF FOOD OR VERY STRANGE T
HINGS.WILL HAPPEN TO YOUR PLAYERS' NAMES
 AND ARMOR. [NOTE: ROLLOVER STILL OCCURS
 IN.SOME VERSIONS.]..III.  THE INHABITAN
TS OF SOSARIA. WITHIN THE TOWNS OR LORD 
BRITISH'S CASTLE, YOU WILL ENCOUNTER GUA
RDS,.MERCHANTS, BARKEEPS, JESTERS, ORACL
ES, OR HEALERS AS WELL AS ANY OF THE.REG
ULAR LAYER TYPES SUCH AS FIGHTERS, THIEV
ES, CLERICS AND WIZARDS.  YOU MUST.TRANS
ACT WITH ALMOST EVERYONE YOU MEET IN ORD
ER TO LEARN THE CLUES WHICH ARE.VITAL TO
 WINNING THIS GAME. CAREFULLY EXPLORE EV
ERY INCH OF EVERY TOWN; YOU.CAN LOCATE I
NFORMATIVE INDIVIDUALS BEHIND SHOPS, WIT
HIN WOODED AREAS, OR ON.THE OTHER SIDE O
F LOCKED DOORS.  [SEE THE "LAYOUT" AND "
CLUES" FILES FOR MORE.SPECIFIC DETAILS.]
..IV.  COMBAT.. MUCH OF YOUR TIME, ESPEC
IALLY IN THE BEGINNING STAGES OF THE GAM
E, WILL BE.DEVOTED TO SLAYING MONSTERS. 
 ON LAND, IN THE SEA, AND DEEP WITHIN TH
E.DUNGEONS OF SOSARIA YOUR PARTY WILL EN
GAGE 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 TRO
LLS) MAY BE DISPELLED BY YOUR WIZARD'S."
REPOND."  THE UNDEAD CREATURES (SKELETON
S, GHOULS, ZOMBIES) ARE TURNED BY.YOUR C
LERIC'S "PONTORI."  WHEN YOUR CLERIC OR 
MAGE REACHES HIS OR HER FULL.POTENTIAL, 
HE OR SHE (OR "O"!) CAN CAST HELPFUL (TR
ANSPORT, LIGHT, HEAL, CURE,.MAP, RESURRE
CT) OR DEVASTATING (WOUND, NEGATE TIME, 
DESTROY) SPELLS.  HOWEVER,.SINCE SPELL C
ASTING 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 WI
SDOM POINTS... THE WEAPONS AVAILABLE RAN
GE FROM DAGGERS TO +4 BOWS (6550 G.P.) T
O THE.MYSTERIOUS "EXOTICS."  NATURALLY, 
AS YOUR PLAYERS GAIN STRENGTH, ONE ARROW
 MAY.BE ALL THAT IS NEEDED TO DISPATCH T
HE DREAD BALRON. LONG-RANGE WEAPONS SHOU
LD,.THEREFORE, BE OBTAINED AS SOON AS PO
SSIBLE.  SINCE YOUR PARTY ALWAYS GETS TO
.FIRE THE FIRST SHOT IN A COMBAT SITUATI
ON, SLINGS OR BOWS CAN MEAN THE.DIFFEREN
CE BETWEEN LIFE AND DEATH.  HAND-TO-HAND
 WEAPONS ARE RELATIVELY.INEFFECTIVE BECA
USE YOUR PLAYERS HAVE TO WASTE TURNS MOV
ING TOWARD THE ENEMY.AND TAKING HITS INS
TEAD OF FIGHTING. SINCE DAGGERS MAY BE T
HROWN, THEY ARE.MORE VERSATILE THAN MACE
S.  THE SAME IS TRUE REGARDING THE USE O
F BOWS AS.OPPOSED TO SWORDS.  THE RANGER
 I CREATED WAS MORE SUCCESSFUL AND EFFIC
IENT.WITH HIS SIMPLE BOW THAN A +2 SWORD
... ARMOR IS, OF COURSE, VITAL IN PROTEC
TING YOUR PLAYERS FROM INJURY.  DEPENDIN
G.ON THEIR PROFESSIONS, CHARACTERS MAY W
EAR ANYTHING FROM CLOTH TO +2 PLATE.(825
0 GP.).  TRY TO OBTAIN LEATHER ARMOR, AT
 LEAST, FOR THOSE PLAYERS WHO MAY.WEAR I
T; THEY WILL SURVIVE MORE EASILY AND WIL
L RAPIDLY ADVANCE IN EXPERIENCE.LEVELS..
. PLAYERS' HIT POINTS ARE DIRECTLY RELAT
ED 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 D
EATH BLOW WINS.EXPERIENCE POINTS!..AS AD
DITIONAL LEVELS ARE REACHED, THE PARTY S
HOULD VISIT LORD BRITISH WHO WILL.SEE TH
AT HIS WIZARD RAISES THE CHARACTERS' HIT
 POINTS.  HOWEVER, AFTER LEVEL.FIVE, THE
 LORD WILL REFUSE TO RAISE THE HIT MAXIM
UM. INSTEAD, HE SAYS: "SEEK.YE THE MARK 
OF KINGS."  ONCE YOUR GROUP OBTAINS THIS
 MARK (ONE OF FOUR.AVAILABLE -- EACH WIT
H A DIFFERENT PURPOSE), LORD BRITISH WIL
L RAISE YOUR.CHARACTERS' HIT POINTS, ACC
ORDING TO HIS OR HER EXPERIENCE LEVEL, T
O THE.ABSOLUTE MAXIMUM OF 2550... IF YOU
 WANT TO BUILD UP BACKWARD PLAYERS' HIT 
POINTS, YOU MUST POSITION THEM.SO THAT T
HEY MAY INFLICT THE FATAL BLOWS.  THIS M
AY EVEN INVOLVE PASSING OVER.(BY HITTING
 THE SPACE BAR) A COUPLE OF PLAYERS IN F
AVOR OF YOUR "SLOWER" ONES... AFTER YOUR
 PLAYERS REACH LEVEL FIVE OR SO, AND HAV
E PURCHASED DECENT WEAPONS,.ARMOR AND, H
OPEFULLY, A FEW POWDERS (TO NEGATE TIME)
, THEY MAY USE THE.FOLLOWING PROCEDURE T
O RAPIDLY BUILD UP MORE EXPERIENCE POINT
S: ENTER A TOWN.THAT HAS ONLY TWO SETS O
F GUARDS STATIONED AT THE ENTRANCE; ATTA
CK AND KILL.THE GUARDS; IMMEDIATELY LEAV
E THE TOWN AND SAVE THE GAME.  GUARDS AR
E WORTH 15.EXPERIENCE POINTS EACH, AND, 
ALTHOUGH THEY ARE EXTREMELY POWERFUL, TH
EY DON'T.THROW FIREBALLS OR POISONED BOL
TS AT YOUR GROUP... WHILE YOUR PARTY IS 
STILL RELATIVELY INEXPERIENCED, TRY TO A
VOID SEA.SERPENTS, MEN-O-WAR, AND PIRATE
S.  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, A
ND WYVERNS, AMONG OTHERS, WILL SURELY DE
CIMATE YOUR GROUP. SEVERAL.MONSTERS NOT 
ONLY WOUND YOUR PLAYERS, BUT POISON THEM
. HOWEVER, WHEN YOUR.PARTY IS HEALTHY AN
D WELL-EQUIPPED, IT CAN WIN THOUSANDS OF
 EXPERIENCE POINTS.AND GOLD PIECES BY SL
AYING THESE CREATURES.  IN THE CASE OF P
IRATES, YOUR.GROUP CAN ALSO COMMANDEER A
 FRIGATE; NO EXPERIENCE POINTS OR TREASU
RE IS.GAINED IF THE SHIP'S CANNONS ARE U
SED IN BATTLE... BEFORE YOUR GROUP OBTAI
NS LONG-RANGE WEAPONS, TRY TO AVOID THIE
VES,.CUTPURSES, AND BRIGANDS.  THESE CHA
RACTERS LOVE TO STEAL THE WEAPONS OR ARM
OR.THAT ARE NOT CURRENTLY IN USE BY PLAY
ERS... WITHIN DUNGEONS, THE INVISIBLE GR
EMLINS LIKE TO STEAL FOOD.  BE SURE TO C
ARRY.PLENTY OF RATIONS OR YOUR BAND MIGH
T STARVE TO DEATH!.. HERE IS A LIST OF V
ARIOUS OPPONENTS AND THE EXPERIENCE POIN
TS RECEIVED BY.PLAYERS WHEN THEY DEFEAT 
THESE CREATURES:.. MERCHANTS = 1; JESTER
S AND GRASSS = 2; GOBLINS, TROLLS, ORCS,
 AND FLOORS = 3;.SKELETONS, ZOMBIES, AND
 GHOULS = 4; CUTPURSES, BRIGANDS, AND TH
IEVES = 5;.GOLEMS, GIANTS, TITANS, AND H
ORSES = 6; FIGHTERS, MANES, GARGOYLES, A
ND.DAEMONS = 8; WIZARDS, PINCERS, AND BR
ADLES = 10; SERPENTS, DRAGONS, GRIFFONS,
.WYVERNS, AND GUARDS = 15; MEN-O-WAR, OR
CUSS, DEVILS, AND BALRONS = 20... THE TO
UGHER THE ENEMY, THE MORE EXPERIENCE POI
NTS GAINED BY YOUR PLAYERS... NOTE:  DO 
NOT TRY TO ENGAGE LORD BRITISH IN BATTLE
; HE IS INVINCIBLE.  HE.WILL ALLOW YOU T
O TAKE THE CHESTS BEHIND THE FORCE FIELD
, BUT WILL ATTACK IF.YOU INITIATE VIOLEN
CE WITHIN HIS DOMAIN... V.  HEALING.. TH
E NATURAL RESULT OF ALL THIS FIGHTING IS
 INJURED, OR EVEN DECEASED, PARTY.MEMBER
S.  BE SURE THAT YOU CAREFULLY MAP SOSAR
IA, PINPOINTING THE LOCATIONS OF.HEALING
 KIOSKS. YOUR GROUP WILL HAVE TO VISIT T
HE HEALERS FREQUENTLY,.ESPECIALLY IF A C
HARACTER IS POISONED.  AS ALWAYS, GOLD W
ORKS WONDERS... OF COURSE, CLERICS AS WE
LL AS ADVANCED WIZARDS MAY CAST HEALING 
SPELLS.  USE.THEIR POWERS WITH DISCRIMIN
ATION SINCE EVERY SPELL DRAINS MAGIC POI
NTS WHICH.MAY BE NEEDED FOR AN UNEXPECTE
D BATTLE... HEALING FOUNTAINS ARE LOCATE
D INSIDE DUNGEONS.  A DRINK FROM ONE WIL
L 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:  GOO
D,.INNOCUOUS, HARMFUL, AND POISONOUS.  S
AVE YOUR GAME BEFORE DESCENDING INTO A.D
UNGEON AND BE CAREFUL!..VI.  TRANSPORTAT
ION.. THERE ARE THREE MODES OF TRANSPORT
ATION IN THIS GAME: FOOT, HORSE, AND.FRI
GATE.  MOST OF THE TIME, YOUR PLAYERS WI
LL BE ON FOOT AND THEIR FOOD.SUPPLIES WI
LL DIMINISH RAPIDLY AS THEY EXPLORE SOSA
RIA. OBTAINING A HORSE NOT.ONLY SLOWS TH
E DECREASE IN FOOD, BUT ALLOWS YOUR PART
Y TO OUT RUN MONSTERS..THERE ARE ONLY TW
O PLACES WHERE HORSES MAY BE PURCHASED O
R STOLEN:  IN THE.CITY OF DAWN OR THE CI
TY 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 DEFE
ATING A PIRATE CREW.  ONCE YOU HAVE A.FR
IGATE, YOUR PARTY MAY THEN TRAVERSE THE 
SEAS, VISITING IMPORTANT ISLANDS AND.LEA
RNING THE SECRET OF THE WHIRLPOOL... THE
 WHIRLPOOL IS BOTH BENEFICIAL AND HARMFU
L.  IT MAY DESTROY SHIPS THAT ARE.DOCKED
 AND EMPTY.  YET, BY SAILING INTO THE WH
IRLPOOL, 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 NEE
DED TO DESTROY EXODUS...VII.  ITEMS.. TH
ERE ARE FOUR VALUABLE ITEMS WHICH YOUR P
LAYERS MUST PURCHASE IN ORDER TO.WIN THE
 GAME.  THESE ARE:  TORCHES, KEYS, GEMS,
 AND POWDERS.  ONLY IN THIEVES'.GUILDS C
AN YOUR PARTY BUY THESE SPECIAL ITEMS [C
HECK THE "LAYOUT" FILE FOR.LOCATIONS]...
 TORCHES, OF COURSE, ARE NEEDED FOR LIGH
T WHILE THE PARTY EXPLORES DUNGEONS..BEC
AUSE OF THE PREVALENCE OF "STRANGE WIND"
 THROUGHOUT ALL OF THE DUNGEONS,.NUMEROU
S TORCHES SHOULD BE CARRIED... KEYS ARE 
USED TO UNLOCK DOORS. THEY ARE PARTICULA
RLY USEFUL IN LORD BRITISH'S.CASTLE, THE
 CITY OF MONTOR WEST, AND AMBROSIA... GE
MS GIVE YOU A BIRD'S EYE VIEW OF YOUR CU
RRENT LOCATION.  BUY AS MANY GEMS.AS POS
SIBLE; YOU CAN USE THEM TO MAP DUNGEONS,
 EXPLORE THE NOOKS AND CRANNIES.OF CITIE
S, AND PROCEED EFFORTLESSLY THROUGH MAZE
S... POWDERS ARE, PERHAPS, THE MOST VALU
ABLE OBJECTS OF ALL:  THEY STOP TIME.  U
SE.POWDERS FREQUENTLY DURING FIERCE BATT
LES, ESPECIALLY IN THE CASTLE OF DEATH.[
NOTE: THIS MAY NOT WORK IN SOME VERSIONS
]. THE INCESSANT FIREBALLS, THOUGH,.ARE 
NOT AFFECTED BY POWDERS...VIII.  DUNGEON
S.. UNLIKE IN "ULTIMA II," YOUR GROUP MU
ST EXPLORE ALL THE DUNGEONS IN ORDER TO.
WIN THIS GAME.  FOUR "MARKS" MUST BE OBT
AINED BY EACH PARTY MEMBER. MARKS ARE.US
UALLY LOCATED IN A WALL ON THE 8TH LEVEL
 OF A DUNGEON.  THE MARK OF KINGS IS.NEE
DED BEFORE LORD BRITISH WILL RAISE THE C
HARACTERS' HIT MAXIMUM ABOVE 550;.THE MA
RK OF FORCE IS USED TO PASS UNINJURED TH
ROUGH FORCE FIELDS; THE MARK OF.FIRE ALL
OWS THE PARTY TO WALK THROUGH FIRE; THE 
MARK OF THE SNAKE IS NEEDED TO.BYPASS TH
E SILVER SNAKE WHICH GUARDS THE CASTLE O
F DEATH... THE BEST DUNGEON STRATEGY IS 
TO USE PLENTY OF GEMS TO LOCATE LADDERS 
AND/OR.CAST LADDER UP AND LADDER DOWN SP
ELLS.  IT IS NOT WISE TO LINGER ON THE U
PPER.LEVELS IF YOUR GROUP IS SIMPLY LOOK
ING FOR MARKS.  ENTER THE DUNGEON AND.DE
SCEND, AS QUICKLY AS POSSIBLE, TO LEVEL 
8.  THEN, OBTAIN THE MARK AND EXIT.THE D
UNGEON.  OF COURSE, IT IS HELPFUL TO EXP
LORE ALL LEVELS OF ALL DUNGEONS,.BUT THI
S CAN BE FATAL IF YOUR PARTY IS WEAK...I
X.  MOON GATES.. AH, THESE MYSTERIOUS AN
D EPHEMERAL PORTALS!  WHAT IS THEIR SECR
ET?  BY.STEPPING INTO A MOON GATE, YOUR 
GROUP WILL BE TRANSPORTED TO VARIOUS.LOC
ATIONS, SOME OF WHICH ARE INACCESSIBLE B
Y ANY OTHER MEANS. THERE ARE EIGHT.MOON 
GATES, AND THE MOST IMPORTANT IS, PERHAP
S, THE ONE THAT DELIVERS YOUR.PLAYERS TO
 THE DUNGEON OF THE TIME LORD.  EXPERIME
NT WITH DIFFERENT GATES AND.NOTE THEIR L
OCATIONS, THE TIMING OF THEIR APPEARANCE
S, AND THEIR DESTINATIONS... AN UNDERSTA
NDING OF THE CYCLES OF THE TWO MOONS OF 
SOSARIA, DISPLAYED ON THE.CLOTH MAP AND 
CONSTANTLY COUNTED ON YOUR SCREEN, IS VI
TAL IN YOUR SEARCH FOR.THE LEGENDARY CIT
Y OF DAWN. [SEE THE "LAYOUT" FILE FOR MO
RE DETAILS.].. X.  DEFEATING EXODUS.. WH
O OR WHAT IS EXODUS?  THE PRODUCT OF AN 
UNHOLY ALLIANCE BETWEEN MONDAIN AND.MINA
X, EXODUS IS MORE MACHINE THAN MONSTER. 
 COULD HE OR IT BE A COMPUTER?.PERHAPS S
O:  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 YO
UR 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 FIEND
S AS WELL AS A CONTINUOUS STREAM OF FIRE
BALLS. FURTHER, THE USUAL.WEAPONS ARE IN
EFFECTUAL AGAINST MONSTERS IN THIS CASTL
E; YOUR GROUP MUST BE.EQUIPPED WITH "EXO
TIC ARMS" IN ORDER TO SLAY THESE CREATUR
ES IN HAND-TO-HAND.COMBAT... AFTER YOUR 
LITTLE BAND BATTLES ITS WAY TO EXODUS, I
T MUST CONQUER THE STRANGE.AND INVISIBLE
 FLOORS.  THE FLOORS REPEATEDLY ATTACK U
NTIL THEY HAVE BEEN.COMPLETELY DESTROYED
. THE BEST STRATEGY AGAINST THE FLOORS I
S TO HAVE YOUR.CLERIC CAST HIS "O" SPELL
 AND/OR YOUR WIZARD CAST HER "P" SPELL. 
THEN, MOVE.FORWARD STEP-BY-STEP, ATTACKI
NG IN ALL DIRECTIONS. THE FLOORS ARE DIF
FICULT,.BUT CERTAINLY NOT IMPOSSIBLE TO 
OVERCOME.... A FINAL NOTE:  IF YOU TRY T
O LEAVE THE CASTLE OF DEATH WITHOUT DEST
ROYING.EXODUS, OR IF YOU LINGER NEAR THE
 ENTRANCE, YOUR PLAYERS WILL HAVE TO BAT
TLE.THE GRASSS.  THE SAME STRATEGY SHOUL
D BE USED AGAINST GRASSS AS IS USED IN.C
OMBAT WITH FLOORS... [SEE THE "LAYOUT AN
D CLUES" FILE FOR ADDITIONAL INFORMATION
.]..************************************
****************************************
**.                            DOCS BY :
 DOCS' 'R' US.                          
       914 668-3664.********************
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