                             Exodus: Ultima(tm) III
                                The Book of Play


                                   DISCLAIMER

       This document is a word-for-word digital copy of the printed
    "Exodus: Ultima(tm) III The Book of Play" book that came with Ultima 3.
    It is intended to accompany the Ultima 1-6 CD compilation.  Origin
    apparently decided that this document was not necessary for
    redistribution when putting the CD together.  However, there's a wealth
    of information about the world of Ultima 3 within the pages of this
    document that help clarify the current state of affairs in Britannia,
    and ultimately the point of t he game.  There are also playing
    strategies, story embellishments, and hints and tips to the locations
    of places, items and monsters.  I find the exclusion of this document
    from the Ultima 1-6 CD to be a gross oversight.  The game can't be
    played or enjoyed to its fullest extent without the information
    provided here.  Thus, the existence of this document.
       I tried to keep the documentation as close to the original as
    possible.  However, I did take the liberty to correct the spelling of
    traveller to traveler (preferred spelling), and corrected a few other
    minor grammatical errors and spelling errors.  Additionally, I scanned
    in many of the images found within the original "Exodus: Ultima(tm) III
    Book of Play" book and colorized every graphic you see in this
    document.  You will also notice that there are no images for the
    bestiary.  If you wish to scan in and colorize all the images, go for
    it.  This document is provided "as is".  No warranty is expressed or
    implied.
       The electronic version of this document is not endorsed or supported
    by Origin (OSI).  I am not an employee of Origin, and am not affiliated
    with them in any way.  I just really like Ultima, and wanted to fill in
    the glaring gap of information Origin supplied to the owners of the
    Ultima 1-6 CD.  Please do not charge any money for this document in any
    shape, manner or form.  I charge no money for this, and neither should
    you. This whole package is freeware.  Please do not make changes to
    this arc hive and then re-distribute it.  You may not chunk this file
    into something smaller, and always be sure that the contents of this
    archive is unmodified. This file is to always be distributed with
    "Ultima 3 Liturgy of Truth.Doc" and "Ultima 3 Book of Amber Runes.Doc"
       In one version of this document, the following paragraph existed.
    The bold text now lives where this once did...
    "Before examining the disk even once, create a copy of Side B of the
    disk marked Player Master. To do this, utilize the strange powers of
    thy living machine and invoke the spell of COPYA upon a blank disk.
    This disk will be henceforth known as the Scenario. Use not the
    original ever, for the Gods are fickle and may hurl stray electrical
    bolts through thy machine destroying all within."
       Note that the address listed on the last page is listed only for
    historical accuracy.  The current address of OSI is: P.O. Box 58009
    Houston, Texas 77258
       If you have any comments, questions, suggestions or problems, direct
    them to micro@psyber.com.  In the meantime, please enjoy!

    Ultima and Lord British are registered trademarks of Richard Garriott.
    Avatar, Quest of the Avatar, The History of Britannia are trademarks of
    Origin Systems, Inc.  All Rights Reserved.


                              Exodus: Ultima (tm)

       Welcome back, oh illustrious adventurers!  Long has been thy sojourn
    in this strange realm, though 'tis a fitting respite for great heroes.
    Glorious are the names of those adventurers who slew the mighty Wizard
    Mondain and his evil consort Minax.  L ord British's minstrels still
    sing they praises for the epic battles waged in the overthrowing of
    those two crimson necromancers.  The chronicles of Ultima I and Ultima
    II bear witness to thine effects on behalf of the good subjects of the
    realm of Sosaria.
       The time of thy rest is now o'er. Thou wouldst not be here if thou
    hadst not heard the distant braying of the war horns, or felt in thy
    blood the cry of kinsmen in dire peril. Thou art Called, and from such
    a Calling none of the People may turn aside. It is thy duty and thy
    destiny.

                           PREPARING FOR THY JOURNEY

       Gather close while thou art briefed on what changes hast transpired
    since last thou quested forth.  A new, much larger Siege Perilous has
    been discovered.  The gateway will now hold four adventurers instead of
    just one. Two paths thus radiate out before thee.  Thou may choose to
    venture forth alone, in hopes of recruiting retainers once thou arrives
    in Sosaria.  Or, thou may gather together up to three other adventurers
    of the People who rest here, and sally forth with them at thy side.
    Bare is the back who hast not kin to protect it!  Decide quickly, the
    horns seem louder.
       Some ritual preparation is needed before thy journey can begin.
    First, study what is contained within this square pouch.  It is thy key
    to open the gateway. Guard it well, lest harm befall thy party.  Before
    examining the disk even once, you MUST follow the arcane rituals
    described on the back page of the player reference card.
        Enclosed in thy pouch is also a rare cloth map, a reference card,
    and two eldritch manuscripts.  Unless thou art trained in mystical
    matters, open not these two books upon destruction of thy soul!  Both
    of these ancient books were presumed lost for many centuries.  By means
    of portentous visions, Lord British's advisers were led to their
    ancient resting places.  The manuscripts contain very powerful lore
    whose time has come to be used again.  It is said that the wheel of the
    heavens now heralds a great conflict, and that even the Great Earth
    Snake will rise from the watery depths.  The dreams of the wise are
    thus disturbed these days.  Great evil walks the land again.
       The map of Sosaria is, alas, incomplete.  The great cartographer,
    Hawkwind, was gravely wounded by a roving band of Brigands before he
    could finish the map. None of the towns, castles, dungeons, or other
    special places are shown.  You will have to use pins or markers to
    indicate where each lies, as you find them.  It is rumored that much
    lies hidden, just out of sight.

       The reference card contains the alphabetical commands.  While the
    functions of most commands are obvious, several have subtleties:

         Cast -  when chosen, thee will be asked for thy character's
         (C)     number (1-4) and, for some professions, whether the spell
                 will be W/C (Wizard/Cleric).  Then the rank of the spell
                 will be requested.


         Fire -  has a range of three squares.  Any enemy killed
         (F)     with ship's cannons yields no treasure!  Watch out, Pirate
                 Ships fire back.
         Join
         Gold -  pools all the Party's gold to one character.   Useful
         (J)     for buying special items or services that are expensive.
         Look -  is particularly useful before entering unknown
         (L)     places or terrain.
         Negate
         Time -  is the trademark of a Master Thief.  When the
         (N)     proper item is found and used, time stops around the thief
                 for several turns.  This allows an audacious thief to
                 steal vast treasures and escape the treasure's guardians.
         Other - allows regular adventure verb commands in
         (O)     special situations or places.  Such a phrase might be
                 (Kiss) Princess, or (Jump) cliff.
         Peer -  with the aid of a special item, they can gain an
         (P)     overview of where the Party is located.  On the surface,
                 the map is of the entire world.  In a town or castle, the
                 map shows all the inside areas.  When used in a dungeon,
                 all of that level is visible.  Even the ladders, doors,
                 and special objects are shown.
         Yell -  allows words to be screamed over a distance. Very
         (Y)     useful when being chased by a dragon.  Yell, (Open) gate!

       Now that everything has been studied, and whomever of the People
    thou couldst muster has been assembled, it is time to begin the ritual.
    First insert the disk marked Program Side into thy machine, and, with
    all gathered around the machine, activate the power.  Shortly, a
    viewport is opened through the gateway.  Kinsman engaged in mortal
    combat with a dark creature can be seen.  Suddenly the battle ends.
    You are too late to help, but never too late to avenge! Follow closely
    the instructions shown on thy living machine.  All adventurers must now
    gather around the machine.  Total concentration among the party is
    necessary for the gateway of the Siege Perilous to open.  A moment of
    transition is experienced, then . . .


                              THROUGH THE GATEWAY


    After the darkness of transition clears from thine eyes, a sample view
    of Sosaria appears.  After a moment's inspection, press (SPACE BAR).
    Thou are now offered three choices:

                              - Return to the view
                              - Organize a Party
                              - Journey onward

       Only the first letter of any option need be used to select that
    option.

      Return to the view offers reflection upon the realm's features.


      Organize a Party is where thou shouldst begin. Thou art presented
       with a long list of options:

                            - Examine the Register
                            - Create a Character
                            - Form a Party
                            - Disperse a Party
                            - Terminate a Character
                            - Main Menu

      Journey onward begins the adventure!

       The first order of business is the defining of characters and the
    formation of an adventure Party:

      Examine the register displays the name and classification of each
       type of character.  The first three letters before each name give
       the character's Sex, Race, and Profession.  The fourth letter states
       the health of the character: G = Good, P = Poisoned, D = Dead, A =
       Ashes.  If the character is already part of a party, a diamond will
       appear next to their name.


      Create a Character allows the adventurer to develop kinsfolk or
       retainers. Each character reflects the personality of its creator,
       so choose the following carefully:

         1)  Assign a number from 1-20
         2)  Name the character, up to 13 letters may be used
         3)  Sex: Male, Female, or Other (M, F, or O)
         4)  Race: Choose from among the fives races of the
             People - Human, Elf, Dwarf, Bobbit, and Fuzzy.
             (See Table 1)
         5)  Type: The profession of the character. Choose
             among - Fighter, Cleric, Wizard, Thief, Paladin,
             Barbarian, Lark, Illusionist, Druid, Alchemist, and
             Ranger.  (See Table 2)
         6)  Attributes: 50 points are available to be divided
             among the four attributes - Strength, Dexterity,
             Intelligence, and Wisdom.  Strength is important for
             fighting.  Dexterity grants speed and cleverness.
             Intelligence controls Mage spells, while Wisdom
             imparts Cleric power.  (Refer to Table 2 to see the
             requirements of each profession).  No less than 5 may
             be assigned to any single attribute, and no more than
             25.  If the wrong values are used, the character
             disappears and must be reinstated.

      Form a Party by selecting up to four members.  Check with the
       register, and use the number next to the character wanted.  A Party
       stays together until it is disbanded.
      Disperse a Party disbands the adventure party, and returns the
       members to the register for reassignment.


      Terminate a Character clears the character permanently from the
       register.  This would be done if character proves unable to perform
       properly, and needs to be removed from the register to make room for
       another character.
      Main Menu returns the Party to the primary option list.  Here can be
       chosen Journey Onward to begin the Quest!

       Adventurers (L to R): Bobbit Alchemist, Bobbit Wizard, Elf Paladin,
    Elf Illusionist, Fuzzy Thief, Fuzzy Druid, Human Ranger, Human Cleric,
    Dwarf Fighter, Elf Lark, Human Barbarian.

                                    Table 1
                  Maximum attainable attributes for each 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

                 Weapons   Armor     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.


                                     MAGIC:

       Each character, that is allowed magic, has a maximum Magic Point
    level, which is displayed with the Party statistics.  A cleric with a
    Wisdom attribute of 25, will have a maximum Magic Point level of 25.
    If thou art a Ranger whose Intelligence is 15 , and whose Wisdom is 10,
    then thou will be able to only cast second rank, (B), spells.  Thy
    Magic Point level is only 5, half of 10 (lower level of the two
    attributes).  Every spell costs a different amount of energy to cast.
    A character replenishes that energy at a rate of one point per turn on
    the surface, and one point every four turns in a town or dungeon.
    Druids regain two points per turn, which is quite an advantage.
    Initial character races must be chosen carefully, or thy characters m
    ay never develop enough mystical force within them to succeed on thy
    quest.


       Having chosen thy companions, and formed a Party, a few last words
    of advice. The situation on Sosaria is worsening rapidly.  The darkness
    of evil hangs like a pallor over the Lord British's realm.

                                   MOVEMENT:

       Without the special items that can be Peered into, a party can now
    only see that part of their surroundings as is not obstructed from
    view.  Anything out of direct sight is shown blank.  Trees, mountains,
    walls, and other such barriers will blocky their vision.  This new
    viewpoint may seem somewhat confusing at first, but it rapidly becomes
    familiar.  Remember to check out each part of an area carefully.  Many
    things are hidden just out of sight.
       Movement outside dungeons is different from inside dungeons.
    Outside, the direction keys (Refer to Player Reference Card), move the
    party North, South, East and West.  In the dungeons, the same keys are
    used, but they move the party Forward, Retreat , Turn Right, and Turn
    Left respectively.

                                    COMBAT:

       As thou dost travel in a party, so doth the monsters.  When combat
    is joined, a special combat screen appears.  On this new screen, each
    member of the adventure Party is shown separately, as is each monster.
    Each player may individually control their character during combat,
    moving, fighting, or casting spells.  Beware, the monsters are
    permitted to attack on the diagonals, while a character can only attack
    horizontally or vertically.  Watch out for monster formations where two
    or three of them can attack a character at once in a crossfire.  Few
    can survive long against such a withering assault.  To Attack, (A), or
    Cast, (C), a spell against a monster when it is your character's turn,
    thou must give a direction for thine attack to be launched.  If a
    Fighter wishes to attack an obnoxious Orc that is next to him on the
    right, he can swing his sword by typing (A), then (East Direction). One
    can almost hear the thunk of steel against the Orc's foul hide.  Bows
    and spells can be used very effectively across the entire battlefield.
    Be careful of thy Dagger, though.  It is considered thrown if the enemy
    is more than a square away.  Many a Wizard has been slain by being
    overeager in combat and throwing their Dagger away.  Each time a
    monster dies, the character who struck the fatal blow receives
    experience points for their deed.  When a player accumulates enough
    experience points, they will automatically rise in levels.
       Thou shouldst consider all parties on the surface as being
    malevolent.  All the good citizens of Sosaria dwell within the towns
    and castle.  Any party encountered on the surface, or in a dungeon is
    thus an enemy.  If thou art strong enough, attack immediately.  If thou
    art new, or suffering from grievous wounds, consider trying to run
    away.  Once a combat is joined, only one survivor emerges.


                                    CHESTS:

       When a monster group is vanquished on land, a treasure chest will
    always be left behind.  Some chests have much treasure in them, while
    others may be empty.  Many of the chests both above ground and below
    ground are trapped.  Either a Clerical "APPAR UNEM" spell must be cast
    to disarm the trap, or a Thief must attempt to disarm the chest.  Some
    of the traps include: Acid (injures only the character opening the
    chest), Poison (same), Bomb (destroys the contents of the chest and
    hurts everyone in party), and Gas Trap (affects the entire party).

                                   DUNGEONS:

       The dungeons have, of late, become particularly treacherous and
    deadly.  Explore carefully and slowly. Map everything.  Secret doors
    abound throughout the different dungeons.  Magical winds howl down the
    corridors, blowing out all light.  If thou walks slowly, glimpses of
    faint mystic writings may be noticed periodically. Recently a rumor has
    surfaced of an apparition that haunts a deep level of a hidden dungeon.
    There also exist many traps and pitfalls for the unwary.  A Thief is an
    excellent choice to have in a party.  If the party puts the Thief in
    front of the Party, he will have an excellent chance of spotting traps,
    before the party trips them.  Many strange and wonderful places are
    hidden within different dungeons, such as fountains .  Some fountains
    are beneficial, while others are poisonous.  Always drink carefully at
    a fountain.

                                TRANSPORTATION:

       Most of thy Party's progress will be on foot. If thou art fortunate,
    thou couldst capture some of the wild horses that roam the plains.
    Travel on horseback is much faster than on foot.
       Ships are very scarce.  The Pirate fleet has sunk most of the
    regular ships.  When thou hast a ship, thou needst to maneuver it.  To
    sail a ship, one must learn the ways of the winds.  Thy ship may not
    sail against a wind, but must tack around it.  Watch out for sudden
    shifts in the wind for the wind is a fickle elemental force.

       The greatest transport are the hidden Moon Gates. They are similar,
    but less powerful, to the Siege Perilous that hast brought thy Party
    hither. Passing through a Moon Gate when it is active will teleport thy
    Party to hidden powers. Access to many glens of the old knowledge are
    restricted by the Moon Gates. No creature of the Dark can ever break
    through the wards that protect them. The coming and going of the Moon
    Gates is somehow related to the twin Moons, Trammel and Felucca, that
    grace our skies. The cartographer, Hawkwind, was supposedly greatly
    excited about a discovery concerning the true nature of the Moon Gates,
    when he was attacked.  The success of thy quest may well hinge on thou
    solving this ancient mystery.

    At the top of thy screen, the phases of the twin moons, Trammel and
    Felucca are represented by numerals as follows:

    Refer to the GIF accompanying this archive for the moon-phases.


                              LAST MINUTE COUNSEL:

       When thou enters the plains of Sosaria, thou art stark naked without
    a weapon in thy hands.  Immediately Wear, (W), thy Cloth armor and
    Ready, (R), thy Dagger before doing anything.  Quickly look for a town
    and enter it.  Inside the town, thy purses of gold will buy better
    weapons and armor.  Thy party's ability to survive depends as much on
    the quality of its equipment as on the quality of its leader.  Forget
    not to obtain enough Food.  Towns are widely scattered, and starvation
    is always so unpleasant to watch.
       If ever there occurs a need to just rest in one place until a
    certain time, thou may repeatedly hit (SPACE BAR).  This does not do
    anything but pass time rapidly.  Of course, remember that the monsters
    are still moving and that food is being consumed quickly.
       Despite one's finest efforts and diligence, it is not possible to
    complete thy adventure on a single foray.  Do not be dismayed, all that
    has been accomplished is not lost.  As Lord British's champions, thou
    art aided by his great Wizard.  Every time thou enters or leaves a
    place, the state of thy souls is reflected in the great mirror that
    hangs in Lord British's chamber that he might view thy progress.  When
    thy party Journeys Onward next time, the Wizard will invoke a mighty
    spell and Restore Game automatically. Thy party will resume adventuring
    at the last place visited, or the last location thou used the command
    Quit (Q).
       Thou art now as prepared as possible to face the trials of thy
    quest.  Drink deep of the fellowship of thy companions, for the morrow
    may bring thy parting.  Now, from the Main Menu, Journey Onward (J).
    May the Gods of the People grant thou victory.


                              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 handcrafted 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 armor, or trade in captured booty for gold. Please note
      that anytime thou dost sell armor or weapons, thou needst to reequip
      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. There restorative
      powers can be purchased, although the tariff is steep.

    The Stables

         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 if 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 h ave 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 mutation
      wrought 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 thou 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 force 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 demonic 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

         If 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 its 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 now 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.
      There long giant tentacles are poisonous, and they can 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 Adventure

       With the fall of Mondain and Minax, peace had flowed like molten
    honey around all of Sosaria.  Everywhere, Lord British's subjects were
    happy and prosperous.  A great cancer had been exorcised from the world
    body.  The People were cleansed again, and there was much rejoicing in
    the towns.  Even the Orcs had disappeared from sight after the fall of
    Minax's castle, as chronicled in Ultima II.  Twenty years the peace
    lasted.  Twenty years is also the time needed for an infant to become a
    person.
       From the ruins of Minax's castle has come several fragments of a
    manuscript which hints at a dark secret.  There appears to have been an
    unholy alliance between Mondain and his young apprentice, Minax.
    Something had fructified from that union.  But whether that something
    was of Man, Monster, or Daemon, the manuscript fragments were eerily
    silent.  What had become of that hell-born prodigy?  No clues existed.
       Time passed, and the omens began to be troubled.  Comets clashed
    across the sky and rumbles were heard deep in the ground.  Then one
    day, in a fiery birth of molten lava, an island rose up in the middle
    of the ocean.  None could approach it for the h eat and steam were too
    great.  Some drunken sailors claimed to have had a glimpse of the
    island when the steam was momentarily blown away by a strong wind.
    They swore that a castle existed in the middle of that inferno, but
    thou knows how reliable i s the word of a drunken sailor.
       Then, the sweet flowing rhythm of country life was shattered.  Orc
    drums began to pulsate through the hills and mountains, and the
    horrible raids began.  The outlying settlements all moved in to the
    safety of the village fortresses.  Shortly thereafter, a Pirate Fleet
    appeared suddenly, and commerce was swept from the seas.  An evil power
    was rising in the West, and all the earth groaned to its flexing.  When
    tales emerged that the Great Earth Serpent had risen from its long
    slumber at the bottom of the ocean, people began to cry that the End of
    the World was at hand.
       Lord British sent his most trusted and talented advisor out to
    uncover the facts behind these wild rumors.  Weeks passed, then a
    shattered man was found wandering in the groves outside the castle.
    Some terrible sight had blasted his reasoning.  He just kept repeating,
    "From the depth of Hell...He comes for vengeance."  What he/she/it was,
    remained unclear.  The spread of its evil powers, however, was very
    clear.  Lord British sent out a Call for all of the Heroes of the
    People to rally.  That i s why thou art here today.  Thou heard the
    Call and answered it.
       Thy task before thee is not easy.  Evil walks the land openly,
    attacking all travelers.  Thou and thy companions will need to grow
    stronger rapidly if thy Party is to survive.  Seek among the ancient
    paths for long forgotten Truths and powers.
       One possible clue as to the identity of thy nemesis has been
    discovered.  A derelict merchant ship was recently towed into port.  No
    crewmen were aboard, alive or dead.  Everyone had vanished, as if
    plucked by some evil force off the boat.  The only thing found was a
    word written in blood on the deck: E X O D U S.

    ROE R. ADAMS, III
    8/2/83







                          I, Lord British, would like
                       to thank the following persons for
                       their efforts in creating this book.
                          Roe R. Adams 111, for the
                       eloquent writings herein.
                          Dennis R. Loubet, for the
                       magnificent illustrations within
                       this book.

                          Special thanks goes out to those
                       who assisted through long hours of
                       work and playtest:
                          Roe R. Adams, Ken Arnold,
                       Chuck Bueche, Richard Garriott,
                       Winfield Kang, James Van
                       Artsdalen, Mike Ward, and
                       Margaret Weigers.
                         And to all those persons found
                       within this game, I extend a warm
                       greeting!


                   Copyright (c) 1983 by Origin Systems, Inc.
                                340 Harvey Road
                        Manchester, New Hampshire 03103

          ULTIMA and LORD BRITISH are trademarks of Richard Garriott.
