Ultima Thank you for purchasing Ultima. You new game will provide you with many hours of entertainment. We hope you enjoy playing the game as much as we enjoyed creating it. Please find further information at our website at http://au.geocities.com/softwarebypaul Hardware Ultima should work on most available PalmOS based hardware. Getting Started Once you have clicked on the Ultima icon, you will be presented with a menu containing the items: Journey Onward, Organise Party and Exit. When running the game for the first time, you will need to organise a party. Although not compulsory, you should to provide you with the best entertainment for your game. The party provided if you do not will not be optimal and will not use all the abilities that are available. Organise Party Ultima allows you to have a party of four players. Each player may have a number of different abilities based on background, profession and attributes. Each player has 8 basic qualities: Name Gender Background Profession Strength Dexterity Intelligence Wisdom Name and gender are strictly labels and do not affect the abilities of the party. Background will effect the maximum attributes allowed for the member of the party. Profession determines the special abilities of the member and dictates the type of weapons and armour allowed by the player. Table 1 and two below shows a summary of attributes and professions. 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. The final four are attribute allocations for the player. Each attribute effects an individual aspect of a player. Strength is the amount of damage applied to an enemy. Dexterity is the ability to avoid an enemy attack, the ability to hit an opponent, and the ability to disarm traps. Intelligence directly effects wizard spells and wisdom directly effects clerical prayers. Each player must have a minimum of 5 for each attribute, even if they have no magical ability. Attributes maybe raised during the game. Once your party has been organised, it's time to journey onward. Journey Onward Selecting this option will start the game with the party you have organised Exit Exit without saving you newly created party. Once you have Journeyed onward, your game is automatically saved. Navigating Sorsaria You start just below Lord British's castle. Your quest is to find the evil that has caused the proliferation of evil monsters that roam the land terrorising innocent villagers. Ultima has been written to minimise the amount of direct interaction required from the user. Generally you need only perform an action simply by colliding with an object ie opening doors, talking to people or getting chests. Use the 5-way directional controller to move your party. For older palms use the "datebook" and "address" buttons to move left and right, the up and down buttons to move up and down. The "memo" button activates the menu. The "todo" button always cancels a menu or action. The pen may be used to control your party as well. Tapping on the screen in the direction you want your party to move will move the party in that direction. Tap on the "text entry" part of the screen to activate the menu. Tap outside the active menu to close that menu. Press the "todo" button to exit transport - such as horses or ships - or to cancel targeting a long range weapon to use the menu. Press "todo" to pass time to allow your party to heal. Menus Use the "memo" button to activate the command menu. The command menu will be displayed. To navigate the menu, use the up and down arrows or up and down on your 5-way navigator. Use the "memo" button to select a menu item or the "todo" button to cancel a menu without selecting an item. The pen may be used to select items. Tap anywhere outside the current menu to close it without selecting an item. The pen may not be used to increase values (ie at the pub or store) at this time. When the "memo" button is press, the command menu is activated. Two other windows are also displayed showing a summary for the active player and party inventory. The active player summary display the important player stats such as weapons, armour, player type and name, hit points, magic points level experience and status. The party inventory shows gold, food and important objects collected during your quest. All items in this window are common to the whole party. The command menu has seven items: Attack Magic Use Equip Wear Stats Active Player With the exception of Attack, Use and Active Player, each item acts only on the active player. Attack If a person or monster is adjacent to the party, this will take you into battle mode. This will only be necessary for fighting people, since monsters generally will want to fight you as soon as they're close enough for battle. But beware! The City Guard has little patience for brawling. Magic Causes the active player cast a magical spell. A menu will be displayed for the magical spells relevant for the type of magical ability for the active player (be that clerical or wizardry or both). Should a spell fail, either due to lack of magical points or because the spell is not appropriate for your current situation, it will give no warning and take you back to the command menu. Read the manual to find out about the spells. (This is only the getting started guide). Use Uses a guild item. There are four types of item available: keys, torches, gems and powders. To use a key, you only have to collide with a door, and it will open automatically. Upon entering a dungeon, a torch will be ignited automatically, should you have any. Once that torch fails, you will need to light a new torch through this menu. Certain spells may also create illumination. Gems allow you to view through solid objects. Powders will stop time for a short period of time. Guild equipment is common to the party. Equip Equips the active player with a weapon. However only certain weapons are allowed by certain types of professions - a wizard is simply not trained to wield a sword. Should a weapon not be appropriate for a player, the weapon will not equip. Wear Causes the active player to wear the selected armour. However only certain armour are allowed by certain types of professions - a wizard is simply not able to wear plate mail. Should an armour type not be appropriate for a player, the player will not wear the armour. Stats Shows a table of the active player's complete stats. Active Player Selects the current active player. Certain menu items will only act on the active player. In addition, the active player will be the player to do any action such as drinking from a fountain, opening a chest or talking to a person. The active player will take the damage caused by such an action, but it will also be active player's ability to bypass a trap. So it is wise to use a thief or player with the highest dexterity as your active player to perform such actions. The map of Sorsaria You can perform an action on any object generally by colliding with it ie talk to a person or enter a town. Below, if an action is described it is performed by colliding with it. Towns and Castles Enter a town or castle and talk to the inhabitants. Merchants reside in the towns, so you will need to talk to them to replenish your supplies. Run into the counter in front of a merchant to barter with him. Dungeons The bowels of the earth lurk the darkest creatures. Being under ground you will need to be able to light your way, otherwise the darkness will be complete. The deeper you delve, the more hideous the threat. But you will need to search them in order to complete your quest. Chests Collide with a chest to collect it! Watch out, because often they are trapped to keep them out of the hands of the wayward traveler. A spell may help. Always use your most dexterous to disarm it. A thief has a special skill at opening chests. Weapons The more expensive the weapon, the more effective they are against your adversary. Some weapons are only offered in particular towns. Some weapons can't be bought at all. You can sell used weapons to reimburse your funds. Armour As with weapons, the more expensive the better the defense. Transport There are two types of transport in Sorsaria- horses and ships. Ships are used to traverse water, but cannot be bought. Horses will speed your way when traveling Sorsaria. Collide with a ship or horse to board or mount it. Press the "todo" button to get off. Food Like all people you need to eat. Food can be bought in towns from grocerers. Run out, and you'll start to starve. Pub The best gossip can often be found in the local tavern. Advice isn't always free - we must all make our way in the world. Healer Allow a skilled physician tend to your wounds. Oracle The oracle knows of the world beyond ours. Often he knows more than the common adventurer would. Explore Sorsaria, enter towns and the talk to the villagers. Many will only have common gossip, but some have important hints to give you. You will need to explore the dungeons, although not all will contain what you need. Game Over If all your players die, then the game is over and you'll get the game over dialog. You will go back to the title screen. Exit the game using the menu and restart the game - this will take you back to where you last saved. Don't journey onward otherwise a new game will be created. You must look after your players. They can be resurrected if they die, but it will cost you. Battle Mode Whenever monsters attack, or you attack, you will enter battle mode. Each member will have a turn before the enemy. Some enemies have long range or magical attacks. Although most will have short range attacks and need to be near you before hitting you. If you have a long rang weapon, then Ultima will automatically go into targeting mode. If you wish to use the menu or move, press the "todo" button. You can now move or press the "memo" button to use the menu. Select "attack" from the menu to go into targeting mode once more. Tips for starting the game When you start you have 600 food and 600 gold to help with your journey. You will be equipped with the most basic of weapons and armour. Go into the nearest village and buy some long range weapons - a bow or a sling. It's best to be armed with long range weapons, since if you destroy the monster before it is close to you it can't hit you. Most of the game is about getting gold. Find it in the dungeons, or by fighting monsters. You'll also need a fair amount of hit points to finish the game, so you'll need a fair amount of experience too. Talk to Lord British on occasion. Having a thief is a good idea, and always have him as the active player. He'll disarm traps in the dungeons and in chests. Make sure you have enough food. You'll start losing hit points if you run out. The difficulty of the monsters in Ultima is directly proportional to your level. Ships will not appear until you have a fair amount of experience. You'll need a ship to finish the game. Talk to all the villagers. They know the "other" commands and you will gather up an idea of what's going on and what you need to do to finish the quest. There are things you need from the dungeons. Most are at the bottom. Finally, read the manual. It will give you most of the background information you need and some additional hints on what to do. 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 hear 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. FAQ 2.0 I get a "Fatal Exception" when running Ultima III on Handspring Treo Version 1.0.2 of Ultima III does not support the Handspring Treo series of Palms. Version 1.0.3 of Ultima III now does support the Handspring Treo series of Palms. 2.1 How do I exit a ship/cancel a menu/cancel firing with a long range weapon/wait while healing Press the cancel button. The cancel button should be the "Tasks" or "Todo" button on most Palms. You may also tap the screen anywhere outside the current menu to cancel the menu. Tapping in the "digit entry" area should also have the same effect as cancel. 2.2 What's the "other" menu, why is it empty and how do I fill it? Talk to villagers. When you talk to a villager that knows an "other" command it automatically gets put into the other menu. You then have to use the command in the right place. 2.3 "View" a gem didn't do what I expected View only removes the "darkness" Full maps are available from our web site. 2.4 What about stealing from behind the counters? You can't steal from behind the counters. 2.5 Is there a Palm specific manual? Yes. 2.6 Ultima III only seems to support Lo-Res, even on my Hi-Res (PalmOS 5) Palm. Version 1.0.2 of Ultima III only supported low resolutions. Version 1.0.3 of Ultima III now supports resolutions of both 320x320 (Hi-Res) and 160x160 (Palm Standard) 2.7 I'm having trouble getting started. Could you give me a hint? First, read the original manual. Particularly the part on occupations and backgrounds. Ensure that you organise a party, otherwise you start with the worst possible members. The four members I generally use are: Occupation Background Strength Dexterity Intelligence Wisdom Fighter Dwarf 25 15 5 5 Cleric Bobbit 5 15 5 25 Wizard Fuzzy 5 15 25 5 Thief Elf 15 25 5 5 Start the game and go LCB, find the weapons shop and buy a mace(cleric), bow(thief) and sling(fighter). The long range weapons mean you generally won't get hit by the monsters. Set the active player to thief, he'll be able disarm traps better. All the items in the menu work from the active player, so to equip a player he has to be active etc. To show the command menu and activate a menu item press the memo button or tap in the writing area. To cancel a menu press the todo button or tap anywhere outside the active menu. Now go and fight monsters and get gold. You need gold for better weapons and to increase you stats (you'll have to figure out how to do that on your own:) Go and talk to all the villagers in the towns. As you fight monsters, you'll get more experience. You can go talk to the king to increase your level and therefore hit points. However, the monsters found in Sorsaria will be more difficult as your level increases, therefore I would avoid doing this. Once you get to level 3, or 200 experience, talk to the king. Ships will now start to appear and you can go to the towns on islands. Ships will not appear until you are level 3, and you must have a ship to complete the game. You must crawl the dungeons in order to win. They are also a good source of gold. Collide with people to talk to them or with monsters to fight them or objects to get them. Attack will attack an adjacent person/monster automatically. There are plenty of walkthroughs available on the net. 2.8 How do I increase the amount to pay at a bar/grocery/points in creating a party Press the up or down arrows, on older palms or use the up and down on your 5-way navigator on new palms. There is no way to adjust the amount with the pen at this point. 2.9 I know I need a ship but none appear. How do I make them appear? You must be level 3 before ships start to appear. The difficulty of the monsters increase as your level increases, and ships (rather their crew) are fairly difficult to fight. 2.10 How do I pass time? Press the "todo" button to pass time. The moon phases will change, your magic points will be restored and your hit points will be increased, if you're not poisoned.