The UK version of the excellent Ultima III was missing some vital material. Gordon Hamlett fills in the gaps and provides some hints and tips to get you started
Ultima III: Exodus
Anyone who has just forked out twenty quid for a copy of Exodus, is probably thinking that they have just bought the most expensive frisbee ever. Not only is the game extremely user-hostile to start off with, but US Gold, in their infinite wisdom, have seen fit to leave out two of the three instruction books, without which it is totally impossible to play the game. But fear not! Gamer is here to the rescue. Here are details of how to get started, how to use magic (and what the spells actually mean) together with a few hints and tips on playing the game itself.
Getting Started
The first thing to notice is that your disk is double-sided. Load in side one (the side of the disk without seams) and when the word Exodus appears, press "C" and follow the on-screen instructions to make a copy of side 2. This is the only time you will ever use side 2 of your program disk.
Label the copy that you have just made "Scenario disk". You can now load in the main program which will in turn prompt you when you have to insert the scenario disk. After loading, leave the scenario disk in the drive as it will be accessed throughout the game.
If you are loading in a partially completed game, there are a couple of points to bear in mind. If your party is alive and kicking, it is safe to go straight into the game. If however your last party was killed off, you *must* select the "Organise a party" option and disperse your old party. You can then create your new party and proceed as normal. It is one of the annoying quirks of the game that once a game finishes, you cannot restart but have to reboot the disk.
Magic
There are two types of magical spells in Exodus. Clerical spells are on the whole defensive in nature such as curing wounds whilst wizard spells tend to be offensive in nature e.g. lightning bolt. Note that two character types - the druid and ranger - can use both types of magic. There are sixteen spells of each type, each of which costs a different amount of magical points to cast.
The spells are listed by name on the player reference card but this is not a great deal of use when you don't actually know what the names mean and you go round casting them willy-nilly. You end up with the feeling that you are helping the enemy more than yourself. So here, exclusively in Gamer, is a list of the spells together with their function.
Clerical Spells
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Spell A: Pontori: Cost 0 Points
This allows a player to attempt to dispel undead creatures - ghouls, zombies and skeletons. Very useful if it works as it wipes out most of your opponents at a cost of no damage to the party and no magical points. -
Spell B: Appar Unem: Cost 5 Points
Lets you open a chest with no risk of damage from a trap. -
Spell C: Sanctu: Cost 10 Points
This is a cure light wounds spell. You are prompted for the number of the player you wish to heal. -
Spell D: Luminae: Cost 15 Points
A spell which creates a sphere of light round the party. Beware though, it does not last very long. -
Spell E: Rec Su: Cost 20 Points
Causes the party to go up a level in a dungeon, e.g. from level 3 to level 2. -
Spell F: Rec Du: Cost 25 Points
As above but go down a level. -
Spell G: Lib Rec: Cost 30 Points
This spell causes a random teleporting within a dungeon, i.e. does not work on the surface. -
Spell H: Alcort: Cost 35 Points
A boon for all those who have been on the wrong end of a Man-O-War, this spell allows a poisoned player to be healed. -
Spell I: Sequitu: Cost 40 Points
Just the thing to use when you are close to disaster stuck in the bowels of a dungeon, this spell will transport the party to the surface of Sosaria. -
Spell J: Sominae: Cost 45 Points
Another light spell but lasting for a much longer time. -
Spell K: Sanctu Mani: Cost 50 Points
Your first miracle - restoring to life a colleague who has just been killed. -
Spell L: Vieda: Cost 55 Points
This spell causes a map of your surroundings to be displayed. Useful for when lost. -
Spell M: Excuun: Cost 60 Points
This allows you to destroy one evil being. You must however be in the direct line of fire. -
Spell N: Surmandum: Cost 65 Points
The power to attempt a resurrection on a dead colleague. Note that if the spell fails, your colleague's body will be turned to ashes. -
Spell O: Zxkuqyb: Cost 70 Points
This spell's name derives from the seven words of anti-creation and when invoked, releases the fury of Truth on the world. Its effect is to cause a mass destruction of evil. -
Spell P: Anju Sermani: Cost 75 Points
This will restore to life, the ashes of a dead colleague, but it will also cause a permanent reduction of five wisdom points.
Wizard Spells
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Spell A: Respond: Cost 0 Points
This allows the mage to attempt to dispel goblins, trolls and orcs. -
Spell B: Mittar: Cost 5 Points
A spell used frequently in combat situations, mittar lets you cast a lightning bolt in a specified direction. You must be in direct line with your opponent. -
Spell C: Lorum: Cost 10 Points
Similar to the cleric's luminae spell, lorum produces light for a short duration. -
Spell D: Dor Acron: Cost 15 Points
Transports the party down a dungeon level. -
Spell E: Sur Acron: Cost 20 Points
Transports the party up a dungeon level. -
Spell F: Fulgar: Cost 25 Points
Hurls a fireball in a specified direction. Kills most men and causes great damage to large monsters. -
Spell G: Dag Acron: Cost 30 Points
This spell will teleport a party randomly, but only on the Sosarian surface. -
Spell H: Mentar: Cost 35 Points
A mind-destroying spell whose efficacy depends on your own intelligence. -
Spell I: Dag Lorum: Cost 40 Points
A long-lasting light spell. -
Spell J: Fal Divi: Cost 45 Points
This spell allows you access to any of the cleric spells. It does however have a high failure rate. -
Spell K: Noxum: Cost 50 Points
A multi-pronged fireball attack. -
Spell L: Decorp: Cost 55 Points
This lets you put a deathwish on an enemy in direct line of fire. -
Spell M: Althair: Cost 60 Points
A spell which slows time for the whole party allowing it to sneak past an opponent. Compare this with the thief's negate time command. -
Spell N: Dag Menthar: Cost 65 Points
As with the mentar spell but a multi-pronged attack. -
Spell O: Necorp: Cost 70 Points
As with the decorp spell but a multi-pronged attack. -
Spell P: (No Name): Cost 75 Points
A mass destruction of evil spell.
Remember: There is no guarantee that a spell will work.
Hints And Tips
Selecting Your Party
The great temptation is to pick four bits and pieces characters i.e. people who can all do a bit of magic. I think this is a mistake and that you need at least one player with full magical powers. The sort of set-up I go for is something like a ranger, a paladin, a wizard and A. N. Other.
I have never had much success with thieves (I lost an entire party, poisoned due to an inefficient thief opening a chest). Because of this, the ranger should have enough magical points (5) to cast the appar unem spell. I use the paladin to cure wounds (wisdom = 20+) and the fourth character should also have some clerical ability.
The situation is fluid though and you will soon find that some characters seem to work better for you than others.
The Order Of The Party
Nothing unusual here. Have your two best fighters at the front. The two characters at the back should either be able to use spells such as mittar or be able to use either a bow or a sling. All of these can be fired over any range. NB. You can fire missiles and spells *through* your colleagues!!
Combat
Cast any spells or fire missiles whilst the enemy are still some distance away. Always try a repond or pontori spell against suitable opponents. When advancing to meet an opponent, be careful when there is only one square of terrain between you and him.
Don't use your turn to move to meet him, as this gives him a free hit at you. Let him come to you. Organise your party so that all characters have a chance to aim a blow. Don't get caught in the crossfire of several opponents - remember, they can attack along diagonals and you can't.
Every player who can use one, should be equipped with a sling or bow as an alternative weapon. The reason for this is that should you have to battle against sea monsters, they cannot come on to land so you can stay your distance and pick them off (apart from them using magic and poison, that is).
Buying Information
When you are in a pub, you get different tit-bit of information for every multiple of ten gold pieces that you spend, i.e. 10, 20, 30 gold pieces, and no, I am not going to save you your hard earned pennies by telling you what the rumours are.
Going Up Levels
When your character gains 100 experience points, you will notice that your level on-screen increases. To gain the benefit of this, go and talk to Lord British.
Other Commands
Apart from the examples given in the instruction book, two other commands that the program understands are "bribe" and "serve". There are more.
Buying Equipment
There is only one place that I have found so far that sells torches etc and I am not putting down in black and white, where it is. Torches are required for dungeon exploration. Keys are very useful and allow access through any locked door. This has led me for far to a ship, the oracle and a torture chamber.
Finally, should you wish to pause a game in the middle of it, e.g. to answer the telephone, try using any command that requires a further input. I use Z (for status) in non-combat situations, and an "aimed" spell in the middle of a battle.