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 or to wait for the moon cycles to progress.

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.

Moongates
Mystical gates that provide a gateway from once place to another. Their cycles are dictated by the phase of the moons. Enter one and you will find your self automatically transported to another place in Sorsaria.

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.


