ULTIMA III

Strategy 

Lord British's "Ultima III: Exodus" is his latest, and 
most ambitious, offering in an outstanding fantasy role-playing series. Every 
aspect of this game, from the documentation to the computer graphics, is a 
logical, yet enhanced, extension of the earlier two chapters of the "Ultima" 
saga. In "Exodus," however, there is a fundamental new twist: No longer must a 
solitary character strive to overcome the evil abroad in the land; a party of 
up to four players may join the quest. The strategy tips in this file should 
aid your party during its perilous adventure. 

CREATING A PARTY 
Start out by thoroughly studying the four booklets that come with the game: The Book of 
Play, the Ancient Liturgy of Truth, the Book of Amber Runes, and the Player 
Reference Card. You must then form a party by designating race and profession 
and by allocating 50 points among four attributes. Each profession has 
different valuable characteristics, and part of this game's flexibility is 
that you may try various combinations. Perhaps the best initial party will be 
composed of an elf thief, a dwarf fighter, a bobbit cleric, and a fuzzy 
wizard. A dwarf or bobbit paladin, or a human ranger, may easily be 
substituted for the dwarf fighter. It is certainly desirable to include both a 
cleric and a wizard in your group because only they have the capacity to 
develop advanced spell-casting powers. In combat situations, each party member 
takes a turn in order. Therefore, it is important to position the characters 
in such a way as to take advantage of their particular abilities. Generally, 
characters who have more weapon/armor options should be in first and second 
place; the spell casters should be in the next rank. I had very good luck with 
"Snatch" (elf thief) and "Devo" (dwarf fighter) in the front, with "Wanda" 
(fuzzy wizard) and "Clarissa" (bobbit cleric) in the rear. Since combat may 
seem too fast and confusing at first, it may help you to give your characters 
mnemonic names. 

II JOURNEYING ONWARD 
Your little band begins its adventure 
near the castle and city of Lord British on the grassy plains of the continent 
of Sosaria. Immediately equip your characters with daggers and cloth armor. 
Then, save the game. Frequent "saves" will help you to avoid getting stuck 
with a group of dead bodies on your hands; if disaster seems imminent, you can 
turn off your machine and restore your previous game position. Enter the town, 
where it is safe. Examining the player roster, you will see that each party 
member possesses 150 gold pieces and 150 items of food. You should transfer 
extra gold to one character, preferably a fighter type, so that he may 
purchase a bow. Long-range weapons such as bows and slings are vital to 
surviving combat. Of course, daggers may be thrown, but they are then lost; it 
is useful to obtain an abundant supply. Remember to re-ready and/or re-equip a 
player who transacts with merchants or you might find a character with a bow 
and leather armor in her inventory standing naked and empty-handed against 
eight titans. It goes without saying that your group must have adequate 
supplies of food. Any player may attempt to steal from the gold-laden chests 
that are located in weapons and armor shops; however, thieves have the most 
success. Lower level characters haven't a prayer against guards, so larceny is 
a risky endeavor. It is not possible to steal food in this game; however, 
chests occasionally contain a valuable weapon or item of armor. If you wish to 
steal with impunity, you can bribe guards. Greasing guards' palms causes them 
to instantly disappear. Gold, money, crass lucre: You will need copious 
amounts to advance in "Ultima III." Sometimes you'll think it's money that 
makes Sosaria go 'round! Although many of the clues vital to winning the game 
may be freely transacting with people in towns and castles, gold is needed to 
purchase not only important information from barkeeps and oracles, but is also 
necessary in order to raise your players' attributes, equip them with better 
weapons and armor, and bribe guards. You may wish to create several 
"sacrificial" characters whose sole purpose is to transfer all their gold, 
weapons, food, and armor to one of your "real" party members. Using this 
admittedly opportunistic technique, your "real" party can become well-equipped 
even before its first foray. A note about "roll over": Lord British has almost 
completely corrected the problem (from "Ultima II") of players' "numbers" 
rolling over to zero after 99 or 9999. Now, if you inadvertently purchase more 
than 99 daggers, only 99 will show up (not 0) on the status report. The same 
holds true for other equipment and players' attributes. However, a bug remains 
in the food counter. Be careful not to exceed 9999 items of food or very 
strange things will happen to your players' names and armor. [Note: Rollover 
still occurs in some versions.] 

III. THE INHABITANTS OF SOSARIA 
Within the towns or Lord British's castle, you will encounter guards, merchants, 
barkeeps, jesters, oracles, or healers as well as any of the regular player 
types such as fighters, thieves, clerics and wizards. You must transact with 
almost everyone you meet in order to learn the clues which are vital to 
winning this game. Carefully explore every inch of every town; you can locate 
informative individuals behind shops, within wooded areas, or on the other 
side of locked doors. [See the "Layout" and "Clues" files for more specific details.]

IV. COMBAT 
Much of your time, especially in the beginning stages of the game, will be devoted to slaying 
monsters. On land, in the sea, and deep within the dungeons of Sosaria your 
party will engage in combat with more than two dozen species of monsters as 
well as renegade player types. Examine your Book of Play for the descriptions 
of these creatures. Some monsters (orcs, goblins, and trolls) may be dispelled 
by your wizard's "Repond." The undead creatures (skeletons, ghouls, zombies) 
are turned by your cleric's "Pontori." When your cleric or mage reaches his or 
her full potential, he or she (or "O"!) can cast helpful (transport, light, 
heal, cure, map, resurrect) or devastating (wound, negate time, destroy) 
spells. However, since spell casting temporarily drains magic points, most 
combat involves the use of weapons. Be aware that a cleric's use of the "P" 
(Resurrect from Ashes) spell drains wisdom points. The weapons available range 
from daggers to +4 bows (6550 g.p.) to the mysterious "exotics." Naturally, as 
your players gain strength, one arrow may be all that is needed to dispatch 
the dread balron. Long-range weapons should, therefore, be obtained as soon as 
possible. Since your party always gets to fire the first shot in a combat 
situation, slings or bows can mean the difference between life and death. 
Hand-to-hand weapons are relatively ineffective because your players have to 
waste turns moving toward the enemy and taking hits instead of fighting. Since 
daggers may be thrown, they are more versatile than maces. The same is true 
regarding the use of bows as opposed to swords. The ranger I created was more 
successful and efficient with his simple bow than a +2 sword. Armor is, of 
course, vital in protecting your players from injury. Depending on their 
professions, characters may wear anything from cloth to +2 plate (8250 g.p.). 
Try to obtain leather armor, at least, for those players who may wear it; they 
will survive more easily and will rapidly advance in experience levels. 
Players' hit points are directly related to their experience. Each character 
begins with 150 hit points at level one. As the game proceeds and your players 
slay numerous monsters, their experience points will increase. Remember, 
however, that only the character striking the death blow wins experience 
points! As additional levels are reached, the party should visit Lord British 
who will see that his wizard raises the characters' hit points. However, after 
level five, the Lord will refuse to raise the hit maximum. Instead, he says: 
"Seek ye the Mark of Kings." Once your group obtains this mark (one of four 
available -- each with a different purpose), Lord British will raise your 
characters' hit points, according to his or her experience level, to the 
absolute maximum of 2550. If you want to build up backward players' hit 
points, you must position them so that they may inflict the fatal blows. This 
may even involve passing over (by hitting the space bar) a couple of players 
in favor of your "slower" ones. After your players reach level five or so, and 
have purchased decent weapons, armor and, hopefully, a few powders (to negate 
time), they may use the following procedure to rapidly build up more 
experience points: Enter a town that has only two sets of guards stationed at 
the entrance; attack and kill the guards; immediately leave the town and save 
the game. Guards are worth 15 experience points each, and, although they are 
extremely powerful, they don't throw fireballs or poisoned bolts at your 
group. While your party is still relatively inexperienced, try to avoid sea 
serpents, men-o-war, and pirates. You can usually see these opponents 
approaching, and can detour around them. Do not descend below level four or so 
in any dungeon until your party is quite strong; otherwise, the manes, devils, 
and wyverns, among others, will surely decimate your group. Several monsters 
not only wound your players, but poison them. However, when your party is 
healthy and well-equipped, it can win thousands of experience points and gold 
pieces by slaying these creatures. In the case of pirates, your group can also 
commandeer a frigate; no experience points or treasure is gained if the ship's 
cannons are used in battle. Before your group obtains long-range weapons, try 
to avoid thieves, cutpurses, and brigands. These characters love to steal the 
weapons or armor that are not currently in use by players. Within dungeons, 
the invisible gremlins like to steal food. Be sure to carry plenty of rations 
or your band might starve to death! Here is a list of various opponents and 
the experience points received by players when they defeat these creatures: 
Merchants = 1; Jesters and Grasss = 2; Goblins, Trolls, Orcs, and Floors = 3; 
Skeletons, Zombies, and Ghouls = 4; Cutpurses, Brigands, and Thieves = 5; 
Golems, Giants, Titans, and Horses = 6; Fighters, Manes, Gargoyles, and 
Daemons = 8; Wizards, Pincers, and Bradles = 10; Serpents, Dragons, Griffons, 
Wyverns, and Guards = 15; Men-O-War, Orcuss, Devils, and Balrons = 20. The 
tougher the enemy, the more experience points gained by your players. Note: Do 
not try to engage Lord British in battle; he is invincible. He will allow you 
to take the chests behind the force field, but will attack if you initiate 
violence within his domain. 

V.  HEALING
The natural result of all this fighting 
is injured, or even deceased, party members. Be sure that you carefully map 
Sosaria, pinpointing the locations of healing kiosks. Your group will have to 
visit the healers frequently, especially if a character is poisoned. As 
always, gold works wonders. Of course, clerics as well as advanced wizards may 
cast healing spells. Use their powers with discrimination since every spell 
drains magic points which may be needed for an unexpected battle. Healing 
fountains are located inside dungeons. A drink from one will restore your 
players' lost hit points. You cannot tell whether a fountain is healthy or 
poisoned without testing it. There are four types of fountains: good, 
innocuous, harmful, and poisonous. Save your game before descending into a 
dungeon and be careful! 

VI.  TRANSPORTATION 
There are three modes of transportation in this
game: foot, horse, and frigate. Most of the time, your 
players will be on foot and their food supplies will diminish rapidly as they 
explore Sosaria. Obtaining a horse not only slows the decrease in food, but 
allows your party to out run monsters. There are only two places where horses 
may be purchased or stolen: in the City of Dawn or the City of Devil Guard. 
[Check the "Layout" file for the locations of these cities.] Horses may be 
ridden through moon gates. Frigates may be commandeered by defeating a pirate 
crew. Once you have a frigate, your party may then traverse the seas, visiting 
important islands and learning the secret of the whirlpool. The whirlpool is 
both beneficial and harmful. It may destroy ships that are docked and empty. 
Yet, by sailing into the whirlpool, your party will be transported to the Lost 
Continent of Ambrosia where the players will be able to raise their attributes 
and obtain the four cards needed to destroy Exodus. 

VII. ITEMS 
There are four valuable items which your players must purchase in order to win the game. 
These are: torches, keys, gems, and powders. Only in thieves' guilds can your 
party buy these special items [check the "Layout" file for locations]. 
Torches, of course, are needed for light while the party explores dungeons. 
Because of the prevalence of "strange wind" throughout all of the dungeons, 
numerous torches should be carried. Keys are used to unlock doors. They are 
particularly useful in Lord British's Castle, the City of Montor West, and 
Ambrosia. Gems give you a bird's eye view of your current location. Buy as 
many gems as possible; you can use them to map dungeons, explore the nooks and 
crannies of cities, and proceed effortlessly through mazes. Powders are, 
perhaps, the most valuable objects of all: They stop time. Use powders 
frequently during fierce battles, especially in the Castle of Death [Note: 
This may not work in some versions]. The incessant fireballs, though, are not 
affected by powders. 

VIII. DUNGEONS 
Unlike in "Ultima II," your group must explore all the dungeons
in order to win this game. Four "marks" must be 
obtained by each party member. Marks are usually located in a wall on the 8th 
level of a dungeon. The Mark of Kings is needed before Lord British will raise 
the characters' hit maximum above 550; the Mark of Force is used to pass 
uninjured through force fields; the Mark of Fire allows the party to walk 
through fire; the Mark of the Snake is needed to bypass the Silver Snake which 
guards the Castle of Death. The best dungeon strategy is to use plenty of gems 
to locate ladders and/or cast ladder up and ladder down spells. It is not wise 
to linger on the upper levels if your group is simply looking for marks. Enter 
the dungeon and descend, as quickly as possible, to level 8. Then, obtain the 
mark and exit the dungeon. Of course, it is helpful to explore all levels of 
all dungeons, but this can be fatal if your party is weak. 

IX. MOON GATES 
Ah, these mysterious and ephemeral portals! What is their secret? By stepping into 
a moon gate, your group will be transported to various locations, some of 
which are inaccessible by any other means. There are eight moon gates, and the 
most important is, perhaps, the one that delivers your players to the dungeon 
of the Time Lord. Experiment with different gates and note their locations, 
the timing of their appearances, and their destinations. An understanding of 
the cycles of the two moons of Sosaria, displayed on the cloth map and 
constantly counted on your screen, is vital in your search for the legendary 
City of Dawn] 

X.  DEFEATING EXODUS
Who or what is Exodus? The product of an 
unholy alliance between Mondain and Minax, Exodus is more machine than 
monster. Could he or it be a computer? Perhaps so: Exodus' powers are legion 
and he is "turned off" by inserting four cards, in proper order, into slots in 
his "body." The Time Lord, if he will, can tell your party the proper order of 
the cards. Do not attempt to destroy Exodus until your party is extremely 
strong. Located within the aptly named Castle of Death, Exodus is protected by 
an army of fiends as well as a continuous stream of fireballs. Further, the 
usual weapons are ineffectual against monsters in this castle; your group must 
be equipped with "exotic arms" in order to slay these creatures in 
hand-to-hand combat. After your little band battles its way to Exodus, it must 
conquer the strange and invisible floors. The floors repeatedly attack until 
they have been completely destroyed. The best strategy against the floors is 
to have your cleric cast his "O" spell and/or your wizard cast her "P" spell. 
Then, move forward step-by-step, attacking in all directions. The floors are 
difficult, but certainly not impossible to overcome. A final note: If you try 
to leave the Castle of Death without destroying Exodus, or if you linger near 
the entrance, your players will have to battle the grasss. The same strategy 
should be used against grasss as is used in combat with floors. [See the 
"Layout" file and the "Clues" file for additional information.] 


ULTIMA III Layout

 I. THE CLOTH MAP 
The map that is supplied with the game is very useful, 
especially if you take out a sturdy black pen and mark locations on it. I used 
triangles to designate castles, squares to represent towns, circles for 
dungeons, and squiggly lines for moon gates. The map shows the continent of 
Sosaria as explored by the late, great Hawkwind. Your party will exceed even 
his accomplishments before the game is over. Also displayed on the map are a 
series of drawings of various locations as well as representations of the 
cycles of the two Sosarian moons. The runes are not difficult to decipher. For 
example, on the top left is a picture of the Castle of Lord British. On the 
top right is Death Gulch. The moon of Trammel has a 48 day cycle, and the moon 
of Felucca has a 16 day cycle. 

II.  THE CITIES 
Here is a list of the cities of 
Sosaria, their locations, and their important features: 
1.  CITY OF LORD BRITISH: 
Located to the northeast of Sosaria, this city overlooks a harbor. 
Within the town you will find a pub, a grocery, a weapons shop, and an armory. 
As always, be sure to transact with everyone you meet. 
2.  MONTOR WEST: 
South of Lord British are the twin cities of Montor West and Montor East. In the 
western town you will find a grocery, two pubs, a weapons shop, an armory, a 
prison, and four guard stations. It is important to speak to two thieves who 
are inside prison cells. Either bribe the many guards or be prepared for a 
series of long battles if you enter the prison. 
3.  MONTOR EAST: 
Again, you will visit a pub, an armory, and a weapons shop. Guard stations abound, but 
you need not do battle in this town. Simply transact with all the player types 
you meet; valuable clues are to be had here. 
4.  CITY OF YEW: 
Within this holy city are dozens of clerics as well as the Circle of Light, Rogation Worship, 
Sanescere healing kiosk, and the Aliment food shop. Take care in this heavily 
forested town else you might stumble into a wall of fire. The City of Yew is 
located in mountains to the west of Lord British. 
5.  CITY OF MOON: 
Further west from Yew lies Moon. Moon may also be reached by traveling southeast from 
Montor East. This small town contains a grocery, a pub, and a healing stand. 
The forested areas should be carefully explored for hidden clues; avoid those 
balrons, though! 
6.  CITY OF GREY: 
Due south of Moon, on a southwestern tip of 
Sosaria, you will find the City of Grey. This town has a pub, a grocery, a 
weapons shop, an armory, a thieves' guild, and a chamber containing chests. 
Vital clues are to be had from a thief, a fighter, and a cleric. Be sure to 
visit Grey often in order to stock up on gems, powders, torches, and keys from 
the guild. 
7.  DEATH GULCH: 
Off the coast, on a large island to the southeast 
of British, is Death Gulch. This town is heavily guarded, but violence can be 
avoided. Here you will find a pub, grocery, weapons, and armor. The daemon and 
guard at the front entrance may be cautiously bypassed in order to enter the 
town. Bring keys. You can also sneak into Death Gulch through the forested 
areas to the north and south of the entrance. This town has several mazes, 
force fields, and a river of fire. None is of much importance. Lots of chests 
here. 
8.  CITY OF FAWN: 
On a small island off the coast of Sosaria, to the 
northwest of British, is the City of Fawn. Here you will find a pub, a food 
shop, a healing kiosk, and a thieves' guild. Four clerics will impart 
significant clues. 
9.  DEVIL GUARD: 
This town is locked within mountains to the 
southwest of British. To reach Devil Guard, your party must take one of three 
moon gates [discussed below]. A pirates' frigate, firing from the shore of a 
small lake with no outlets, attacks your group when you visit this town. Devil 
Guard is a dangerous place, but a very important one. Here, there are six 
fighters and one thief who can give you winning clues. Devil Guard contains a 
pub and grocery, a healing stand, another thieves' guild, and a stables. You 
may purchase four horses here for 800 g.p.; they cannot be stolen. 
10.  CITY OF DAWN: 
Dawn, the city of myths and magic! It is located, for a brief moment 
only, in the forest southwest of British. Dawn possesses the usual line-up of 
shops: food, pub, weapons, and armor. However, you will also find another 
thieves' guild here as well as an oracle and stables. Both the weapons and 
armor shops sell advanced items. Bring thousands of gold pieces and your party 
will leave Dawn very well-equipped. Horses here may be stolen, but expect a 
series of battles with Dawn's many guards. There are three clerics, hiding in 
the southeast corner of the t own, who can tell you much about "exotic arms." 
However, two of the clerics will not let your party pass in order to transact 
with the third; you will have to kill them. Prepare your group by bribing as 
many guards as possible before dealing with the clerics. 


III. THE CASTLES 
There are two castles in this game: Lord British and Death. Lord British's 
Castle is next to his city. You will visit the castle many times in order to 
transact with the Lord and to purchase cures or healings. Most of the areas in 
this castle are unimportant; however, by using keys to unlock doors, you can 
locate several individuals who have important knowledge about your quest. In 
particular, explore the prison, the winding corridors, and the exterior of the 
castle. The Castle of Death is the domain of Exodus. It is located on an 
island off the southwest coast of Sosaria. Reach it by sailing past the Silver 
Snake (be sure to bring horses with you!). If you survive the dangers, you 
will find Exodus in a chamber against the northern wall. 

IV.  THE DUNGEONS 
Only in dungeons may "marks" be found. Dungeons are hazardous places. Not only do 
they house an abundance of vicious creatures, but there are traps, gremlins, 
strange winds, poisoned fountains, mazes, and dead ends. Here is a list of the 
dungeons of Sosaria, their locations, and their important features: 
1.  PERINIAN DEPTHS: 
This dungeon is located to the northeast of the City of Lord 
British. There are two Marks of Kings on the lst level, and another on the 8th 
level. A Mark of Fire may be found on the 8th level as well. There is a 
healing fountain in the southwestern corner of the 8th level. 
2. DARDIN'S PIT: 
To the northwest of British is Dardin's Pit. The Mark of Kings may be found in 
two locations on level 8. 
3.  FIRES OF HELL:
 Surrounded by fire, this dungeon 
is located in mountains to the southeast of British. The Mark of Force and the 
Mark of Fire are on the 8th level. There are also four fountains on level 8, 
one of each type. 
4.  DOOM: 
Southwest of British, in a heavily forested area, 
is the Dungeon of Doom. In the center of level 8, you will find the Mark of 
Force. All four types of fountains are on level 8 as well. 
5.  MINES OF MORINIA: 
North of the City of Grey, on the west coast of Sosaria, are the 
Mines. The Mark of Kings is located on level 3 and on level 8. Also on level 8 
is the Mark of Fire. Your party will use transport and ladder spells often in 
an effort to fully explore this dungeon. 
6.  SNAKE: 
On an island off the southeast coast of Sosaria is the Dungeon of the Snake. Important clues are to 
be had on levels 2 and 3. There are two healing fountains on level 6 and one 
healing fountain on level 7. Both the Mark of Kings and the Mark of the Snake 
are located on level 8. 
7.  TIME: 
This dungeon is completely surrounded by 
impenetrable mountains and may only be reached via moon gates [discussed 
below]. There are two healing fountains on level 1, another on level 4, and 
another on level 8. The Mark of Kings may be found on level 2 and on level 8. 
Most importantly, the Time Lord himself resides on level 8. Listen carfully to 
what he says. 

V.  THE FORGOTTEN LAND: AMBROSIA 
In order to raise your players' 
attributes and to obtain the cards needed to defeat Exodus, your group must 
pass through the whirlpool to a submerged continent. There are four shrines 
located on Ambrosia: Dexterity (southeast), Wisdom (northeast), Intelligence 
(northwest), and Strength (southwest). Use gems to map this continent; the 
many mazes can be quite confusing. Also, keys are needed to unlock several 
different doors. Be sure to bring lots of gold! Commandeer frigates from the 
pirates you encounter; you will need to cross water to reach two of the 
shrines. The game cannot be "saved" while you are visiting Ambrosia, but you 
can sail back into the whirlpool to return to Sosaria. 

VI.  MOON GATES 
There are eight of these mysterious portals scattered throughout Sosaria. Depending 
upon the phases of the twin moons, the shimmering gates will teleport your 
party to various different locations. Here is a list of the locations of the 
moon gates, the phases of the moons when the gates appear, and their 
destinations: 1. NORTH OF THE CITY OF MOON: (00) -- static; (01) -- to the 
dungeon island SE of British; (02) -- to the north gate at the mountainous 
dead end. 2. DUNGEON ISLAND SE OF BRITISH: (13) -- to the south coast, 
southwest of the Montors; (14) -- to the south gate at the mountainous dead 
end; (15) -- to the Castle of Death. 3. NORTH GATE AT MOUNTAINOUS DEAD END: 
(26) -- to Devil Guard; (27) -- to the Time Lord's Dungeon; (20) -- north of 
the City of Moon. 4. SOUTHWEST OF THE MONTORS: (31) -- to the dungeon island 
SE of British; (32) -- to the north gate at the mountainous dead end; (33) -- 
static. 5. SOUTH GATE AT MOUNTAINOUS DEAD END: (44) -- static; (45) -- to the 
Castle of Death; (46) -- to Devil Guard. 6. CASTLE OF DEATH: (57) -- to the 
Time Lord's Dungeon; (50) -- north of the City of Moon; (51) -- to the dungeon 
island SE of British. 7. EAST OF DEVIL GUARD: (62) -- to the north gate at the 
mountainous dead end; (63) -- southwest of the Montors; (64) -- to the south 
gate at the mountainous dead end. 8. TIME LORD'S DUNGEON: (75) -- to the 
Castle of Death; (76) -- to Devil Guard; (77) -- static. 


ULTIMA III Clues for the Desperate

 I. BARTENDERS' CLUES In most cities, your group will visit pubs. 
Transacting with a bartender, and payment of copious sums of gold, causes this 
little tale to unfold: "Ambrosia. Ever hear of it? Dawn. City of Myths and 
Magic! The conjunction of the moons finds a link! Nasty creatures, nasty dark, 
sure thee ready, fore thee embark. None return so I'm told, from the pool, 
dark and cold. Shrines of knowledge, shrines of strength, all are lost into 
the brink. Fountains fair and fountains foul, all are found in dungeons bowel. 
Exodus: Ultima III, which is next? Now could it be? Seek ye out the Lord of 
Time, and the one way is a sure find!" Doggerel, to be sure, but very 
informative.

 II. ORACLES' CLUES Oracles are found in only two places. Once 
again, transacting and paying reveals: "And so the sage said unto thee: If 
thou can solve my rhyme, you'll learn of marks and playing cards and hidden 
holy shrines. Of marks I say there are but 4, of Fire, Force, Snake, and King. 
Learn their use in Devil Guard or death you'll surely bring. Shrines there are 
again but 4, to which you go and pray. Their uses are innumerable and clues 
throughout I say. The cards their suits do number 4, called Sol, Moon, Death, 
and Love. Unto the Montors thou must go for guidance from above. To aid thee 
in thy cryptic search, to dungeons thou must fare. There seek out the Lord of 
Time to help you if he cares." 

III. OTHER CLUES By transacting with the 
various individuals whom your party encounters in cities, the group will learn 
a series of extremely important clues: "Marks" are useful! "Exotics" are 
useful! "Cards" are useful! 4 cards, 4 panels! Hot metal leaves a mark! 4 
marks, 4 uses! The King favors a mark! "Marks" gained in dungeons! A "mark" 
helps invoke the Snake! Mark thee well! Seek ye the dungeon of fire! Exodus 
lies beyond the Silver Snake! Only with exotic arms can you win! Dawn comes 
each new pair! Exotic clues found at Dawn! Only exotics will protect you from 
great evil! Search and ye shall find! <Pray> in the Circle of Light! Invoke 
the Silver Snake! <Pray> for the Invocation! To pass you need a mark! Seek the 
jester in castle fire! Seek ye the shrines of truth! <Search> for cards! 
<Search> the shrines! <Bribe> me to enter! <Bribe> guards! They will leave! 
<Dig> up exotics! <Dig> carefully! <Dig> on the isles! <Insert> cards into 
panels! West-8, South-35. And Dawn awaits! The following clues are found in 
the Dungeon of the Snake: <Insert> cards into Exodus! Key S or <ENTER> to 
continue! GameSig Archives Page GSA-1913 <Search> the shrines! 

