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! ULTIMA /// DOCUMENTATION !
! !
! BY DR. WHO !
=======================================
From the depths of Hell...
He comes for vengeance!
EXODUS: ULTIMA III by Lord British
PART I: COMMANDS
SPACE BAR - Pass
ESC key - Acknowledge disk swaps or return from "status"
A:
Attempts to damage foe with "ready weapon", must be followed by the
direction of thy foe.
B:
Board - Board a frigate or mount a horse.
C:
Cast - Cast a magic spell; must be followed by the player # (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 - Go into places such as towns, castles and dungeons.
F:
Fire - Fire a ship's cannons (once thou hast boarded), in direction
indicated in an attempt to obliter- ate thy foes. Range is three
squares. You gain neither gold nor experience from enemies killed
this way.
G:
Get chest - Open chest; must be followed by the player # who will
search for traps, open the chest, and acquire the contents.
H:
Hand equipment - Trades equipment between two players.
I:
Ignite a torch.
J:
Join gold - gives all gold in party to player indicated.
K:
Klimb - Climb up a ladder to next higher dungeon level or surface.
L:
Look - Identifies object in a given direction. Useful before entering
unknown places or terrain
M:
Modify order - Exchange the posi- tions of any two players in party.
N:
Negate time - Requires a special item. Stops time for all outside of
the party. Allows an audacious thief to steal vast treasures and
escape the treasure's guardians.
O:
Other command - Allows a player to enter a command not given in this
list but rather determined during game play. Examples are [KISS]
princess, [JUMP] cliff, [BRIBE] guard and [DIG] beach, although others
are possible.
P:
Peer at gem - REQUIRES a special item, one use for each. On the
surface, the world map is shown. In a dungeon, all of the level is
visible. In a town or castle, the map shows all inside areas.
Q:
Quit and Save - Save game to disk
R:
Ready Weapon - Equips players with the weapon of thy choice, if
owned.
S:
Steal - Attempts to steal chests from behind store counters, success
based on thieving abilities.
T:
Transact - Allows a player to trade with shops or talk to townspeople
in order to collect clues vital to winning the game.
U:
Unlock - Opens doors if you have a key. One use per key.
V:
Volume - Toggles sound on and off.
W:
Wear armour - Outfits a player with the armour of thy CHOICES, if
owned, for DEFENSE in combat.
X:
Xit - That's exit, dismount horse or leave frigate.
Y:
Yell - Allows player to yell any word one feels. Useful when being
chased by a dragon. yell, [OPEN] gate!
Z:
Ztatus - Displays a players status, attributes, and possessions. The
Return key scrolls.
WEAPONS & ARMOR
Weapons Equipment Armor
------- --------- -----
Hands.............A...........Skin
Dagger............B...........Cloth
Mace..............C...........Leather
Sling.............D...........Chain
Axe...............E...........Plate
Bow...............F
Sword.............G
2-H Sword.........H
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
------- ----- -----
Fighter All All None
Cleric Mace Chain Prayers
Wizard Dagger Cloth Sorcery
Thief Sword Leather None
Paladin All Plate Prayers
Barbarian All Leather None
Lark All Cloth Sorcery
Illusionist Mace Leather Prayers
Druid Mace Cloth Both
Alchemist Dagger Cloth Sorcery
Ranger +2 Sword +2 Plate Both
Spell Attributes/Special of classes
-----------------------------------
Cleric: Wisdom
Wizard: Intelligence
Thief: Steal/Disarm Traps
Paladin: Half Wisdom
Barbarian: Some Steal and Disarm
Lark: Half Intelligence
ILLUSIONIST: Half Wisdom, some S & D
Druid: Greater of both HALVES
Alchemist: Half Int., some S & D
Ranger: Lesser of Both halves, 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 regain magic points at twice the rate of normal spell casters.
PART III: The Game
To start up the game, boot side one of the disk. When the option to
enter "1" or "2" appears, type in the drive # in which the scenario
disk will be.
A sample view of Sosaria appears. Hit the SPACE BAR. you are now
offered three choices:
* Return to view to see the demo again
* Organize a Party to set up the game
* Journey onward to begin/continue the adventure
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 Lets you see what characters are available for
adventuring. It dis- plays the name & class of every character. The
first 3 letters before a character's name give the character's Sex,
Race, and Class. 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
his/her/its name.
* Create a Character This allows you to create characters as described
in Part II.
* Form a Party Allows you to form a Party of up to four members, from
the characters on the disk. Use the number that you entered first for
each character to choose.
* Disperse a Party This disbands a party and returns the members to
the register.
* Terminate a Character This clears a character permanently from the
register. You would use this to make room for another char- acter, or
if the present one is a total loser.
* Main Menu Returns you to the primary option list.
SPECIAL NOTES
-------------
COMBAT:
When combat is joined, a special combat SCREEN 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 de- feated, 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).
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
(and so on, up to...)
P: 75 pts
THE BOOK OF AMBER RUNES (sorcery)
-----------------------
A) REPOND - 0
When Orcs, Goblins or Trolls attack the party, cast this Rune. Thou
shall be attempting to dispel the magic which is a part of their inner
being.
B) MITTAR - 5
Hurl this talisman towards thine enemy. A shimmering sphere of light
will spring from thy hand, and will strike with a force depending on
the skill and concentration invested.
C) LORUM - 10
A warm, soft, magical light of short duration will be produced when
this spell is cast.
D) DOR ACRON - 15
When this spell is cast, the mage and his companions will be
transported to the next lower level of the dungeon
E) SUR ACRON - 20
As the words of this spell are chanted, the party will be lifted to
the next higher level of the dungeon.
F) FULGAR - 25
A fireball will infailingly strike thy foe when this spell is invoked,
with a force strong ENOUGH to kill most common men and cause great
dam- age to beasts of greater strength.
G) DAG ACRON - 30
This spell will randomly teleport you from one spot to another on the
Sosarian surface.
H) MENTAR - 35
A blue ball of screaming horror will fly toward thine enemy when this
spell is incanted. It will invade his mind, and IRREPERABLY corrupt
his mental process in direct proportion to thine own intelligence.
I) DAG LORUM - 40
When this spell is cast, an enduring and shimmering light will
appear.
J) FAL DIVI - 45
This spell will allow you to cast any of the spells normally
accessable only to Clerics.
ADVANCED SPELLS:
K) NOXUM - 50
As this spell is spoken, it will catch flame and rush at thy foes,
thwarting each with a devastating blow.
L) DECORP - 55
When the song of Decorp is sung, the air shall shake. Upon whomever
thou indicated, the Magic shall de- scend, and their life shall be ex-
tinguished - always and completely!
M) ALTAIR - 60
When this spell is cast, time will slow and finally stop, allowing the
party to move freely in the suspended state.
N) DAG MENTAR - 65
Cast this spell, and thy foes will be struck with a savage blow with
damage directly related to thine intelligence.
O) NECORP - 70
When the need arises, throw this spell above the heads of thine
enemy. It will shatter, and they will quickly be transformed into
putrid vestiges of their former beings.
P) 75
This spell is never called by name, save when invoked. All does who
hear the UTTERANCE are completely and permanently destroyed.
THE ANCIENT LITURGY OF TRUTH (prayer)
----------------------------
A) PONTORI - 0
This will allow you to turn undead, and Skeletons, Ghouls and Zombies
will be dispelled from their being.
B) APPAR UNEM - 5
This will allow you to open a chest with no risk to the party.
C) SANCTU - 10
Lay thy hands upon onw who is woun- ded, and he will be healed. In
the beginning, thy power will be limited, but thy capacity as a healer
will grow and be strengthened with experience.
D) LUMINAE - 15
Cast this upon an object, and it will glow with a soft blue light,
temporarily lighting your way.
E) REC SU - 20
The ceiling shall become translucent and thy party shall float up one
level in a dungeon.
F) REC DU - 25
The floor will become translucent, and they party shall sink down one
level in a dungeon.
G) LIB REC - 30
This shall cause you to fade away from one location in a dungeon, and
reappear in another.
H) ALCORT - 35
With thy touch, the poison coursing in the veins of thy companion
shall be transformed into a life-giving fluid.
I) SEQUITU - 40
If thou raiseth thy ankh into the air and cryeth out the name of this
invocation, thee and thy companions shall rise forth from the depths
of a dungeon to the surface.
J) SOMINAE - 45
Thine entire self will radiate with a light, that can be sustained
INDEFINITELY- ,as it draws forth from thineown inner force.
K) SANCTU MANI - 50
Anoint the wounds of thy companion with an oil, and his flesh shall be
restored and blood flow through his veins, although he lies quivering
on the threshold of death.
L) VIEDA - 55
If thy should lose thy way, meditate on this spell, and a vision of
thy surroundings shall come to thee.
M) EXCUUN - 60
By speaking the name of this great miracle, thou can direct the pure
light of truth at a foe, causing his life to cease.
N) SURMANDUM - 65
It is now within thy power to recall one from the realm of death.
Step into the shadow of death, and lead thy companion back to the
world of light. If, however, his strength of will is not strong
enough to make the return journey, the backlash from this failed
miracle will turn his body to ashes.
O) ZXKUQYB -70
Speak softly the words represented by these letters, and most of thy
foes will be struck down with a force so strong it will end their
lives.
P) ANJI SERMANI - 75
Beseech the One who is Truth and Wisdom, and thy friend's life shall
be forever restored.