More on ULTIMA III, which was covered in an earlier DOC DISC - however 
there's enough new info here to warrant inclusion on this SEWER DOC DISC.

Ultima III

From the depth of Hell...
  He comes for vengeance!

PART I: COMMANDS

SPACE BAR - Pass

A) Attack
B) Board
C) Cast
D) Descend
E) Enter
F) Fire
G) Get chest
H) Hand equipment
I) Ignite torch
J) Join gold
K) Klimb
L) Look
M) Modify order
N) Negate time
O) Other command
P) Peer at gem
Q) Quit and Save
R) Ready Weapon
S) Steal
T) Transact
U) Unlock
V) Volume
W) Wear armour
X) Xit
Y) Yell
Z) Ztatus

WEAPONS & ARMOR
Weapons       Equipment       Armor
-------       ---------       -----
Hands.............A...........Skin
Dagger............B...........Cloth
Mace..............C...........Leather
Sling.............D...........Chain
Axe...............E...........Plate
Bow...............F...........+2 Chain
Sword.............G...........+2 Plate
2-H Sword.........H...........Exotics
+2 Axe............I
+2 Bow............J
+2 Sword..........K
Gloves............L
+4 Axe............M
+4 Bow............N
+4 Sword..........O
Exotics...........P

PART II: The Character
Assign each character a # from 1 to 20
Name: up to 13 letters
Sex: [M]ale, [F]emale and [O]ther
Race: [H]uman, [E]lf, [D]warf, [B]obbit and [F]uzzy
Class: First letter of class you want
Attributes: Divide up 50 points among the four attributes. Minimum - 5,
            Maximum - 25

Description of attributes
-------------------------
Strength - Important for fighting
Dexterity - Grants speed & cleverness
Intelligence - Controls Mage spells
Wisdom - Imparts Clerical power

Maximum attributes attainable for each
--------------------------------------
        Str   Dex   Int   Wis
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

Characteristics of profession
-----------------------------
            Weapons   Armor     Spell    Thiving
            -------   -----     -----    -------
Fighter     All       All       None     No
Cleric      Mace      Chain     Prayers  No
Wizard      Dagger    Cloth     Sorcery  No
Thief       Sword     Leather   None     Yes
Paladin     All       Plate     Prayers  No
Barbarian   All       Leather   None     Yes
Lark        All       Cloth     Sorcery  No
Illusionist Mace      Leather   Prayers  Yes
Druid       Mace      Cloth     Both     No
Alchemist   Dagger    Cloth     Sorcery  Yes
Ranger      +2 Sword  +2 Plate  Both     Yes

Spell Attributes/Special of classes
-----------------------------------
Cleric:    Wisdom
Wizard:    Intelligence
Thief:     Steal/Disarm Traps
Paladin:   Half Wisdom
Barbarian: Some Steal and Disarm
Lark:      Half Intelligence
Illsionst: Half Wisdom, some S & D
Druid:     Greater of both halfs
Alchemist: Half Int., some S & D
Ranger:    Lesser of Both halfs, some Steal and Disarm

Magical spell energy is based on the character's spell attribute.  Energy is
replaced at the rate of 1 point per turn on the surface, and one point every
four turns in a town or dungeon

Note: Druids (and Rangers in some versions) regain magic points at 1 MP per
      Wisdom and 1 MP per Intelegence per turn (e.g. 20 Wis, 30 Int = 2 MP
      untli total MP is 10 and 1 MP until total MP is 15) which is faster
      than normal spell casters.

PART III: The Game
A sample view of Sosaria appears.  Hit the SPACE BAR.  You are now offered
three choices:

- Return to view
- Organize a Party
- Journey onward

Only the first letter of any option need be used to select that option.
For now, select "O".  These are the options that you have:

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

SPECIAL NOTES

COMBAT:
    When combat is joined, a special combat sceen appears.  Each member of
the party is shown separately, as is each monster.  The characters can all
move, fight and spell individually, in order of their order in the party.
Although the players may only attack horizontally or vertically, monsters may
attack on a diagonal.  You may attack from a distance with a bow, spell or
dagger.  If you attack with a dagger, it is considered thrown if the enemy is
farther than one square away. Experience is given to the character who
strikes the fatal blow!

CHESTS:
    When a monster group on land is defeated, a chest will always be left
behind.  Some will contain treasure, others will be empty.  Many of these
chests will be trapped.  Some traps include: Acid (injures the character
opening the chest), Poison (same), Bomb (destroys the contents of the chest
and hurts the entire party) and Gas Trap (affects the entire party).

Note: Monsters can't go through chests, so you can build "walls" with
chests.

DUNGEONS:
    Map everything in a dungeon.  There are many secret doors.  Magical winds
may blow out your torches.  If thou walks slowly, glimpses of faint mystic
writings may be noticed periodically. There are also many traps and pits. If
the Thief is in the front of the party, he will have an excellent chance of
spotting traps before the party trips them.  If you find a fountain, be sure
to stop and drink carefully.

TRANSPORTATION:
    Most progress is on foot, although you may be able to locate or buy
horses.  To sail a ship, you may not sail against the wind.

MOON GATES:
    Passing through a Moon Gate will teleport the party to hidden powers.
Many areas are only accessable through these gates.  The coming and going of
the Moon Gates is somehow related to the phases of Sosaria's twin moons,
Trammel and Felucca.  The phases of these moons is indicated at the top of
the screen as follows:

       0: New moon                       4: Full moon
       1: Crescent waxing                5: Gibbous waning
       2: First quarter                  6: Last quarter
       3: Gibbous waning                 7: Crescent waning

TOWN SHOPS:
  Weapons shop: Buy/Sell weapons
  The Armory: Buy/Sell armor
  The Grocery: Buy food
  Guild Shop: Buy thieving equipment
  The Pub: Gold may loosen a tongue...
  The Healers: Restorative healing
  The Stable: Buy horses
  The Oracle: Buy knowledge & insight

SPECIAL MONSTERS:
 (There are three types of monster for each reference here, but as they
 differ only in name, they are not listed.)

 Thief: Can steal any weapon or armor that is not equipped.
 Pincher: Can poison.
 Daemon: Can hurl magic attacks.
 Dragon: Can attack from three spaces away, even when not in the combat mode!
 Devil: Can hurl poisoned magic bolts!
 Pirates: Can fire cannon at all members of party.
 Sea Serpents: Can hurl magic across water.
 Man-O-Wars: Can poison/hurl magic!

PART IV: Magic
A spell will cost you a certain amount of magical energy to cast, as follows:

    A: 0 pts
    B: 5 pts
    C: 10 pts
    D: 15 pts
    E: 20 pts
    F: 25 pts
    G: 30 pts
    H: 35 pts
    I: 40 pts
    J: 45 pts
    K: 50 pts
    L: 55 pts
    M: 60 pts
    N: 65 pts
    O: 70 pts
    P: 75 pts

THE BOOK OF AMBER RUNES (sorcery)
-----------------------
A) REPOND
This spell kills Orcs, Goblins or Trolls.
The spell doesn't always work.

B) MITTAR
This spell shoots a weak magic bolt at monster.
It always hits its target.

C) LORUM
A very short light spell.

D) DOR ACRON
This spell transports party down in dungeon.

E) SUR ACRON
This spell transports party up in dungeon.

F) FULGAR
This spell fires a magic bolt at a monster.
It Always hits its target.

G) DAG ACRON
This spell teleports party.

H) MENTAR
This spell throws a magic bolt at monsters.
It always hits its target.
The higher intelligence, the more damaging the blow.

I) DAG LORUM
This spell creates light.

J) FAL DIVI
This spell will allow you to cast almost any Cleric spell.

K) NOXUM
This spell will damage all your foes.

L) DECORP
This spell will always kill its target.
It won't kill Lord British(I have tried it.)

M) ALTAIR
This spell will stop time.

N) DAG MENTAR
This spell will be the same as Mentar (See Amber Runes <H>) to all monsters.

O) NECORP
This spell will make all monsters very easy to kill (One hit).

P) INAMRES IJNA
This spell will kill most monsters.

THE ANCIENT LITURGY OF TRUTH  (prayer)
----------------------------
A) PONTORI
This Spell kills undead (Skeletons, Zombies, etc...).
It doesn't always work.

B) APPAR UNEM
This spell disarms chests.
It always works.

C) SANCTU
This spell heals light wounds.

D) LUMINAE
This spell creates light.

E) REC SU
This spell moves party up one level in a dungeon.

F) REC DU
This spell moves party down one level in a dungeon.

G) LIB REC
This spell teleports party.

H) ALCORT
This spell removes poison from one party member.

I) SEQUITU
This spell takes party out of dungeon no mater what level their on.

J) SOMINAE
This spell creates light.

K) SANCTU MANI
This spell heals more than Sanctu but not completely.

L) VIEDA
This spell is like pearing at a gem.

M) EXCUUN
This spell kills one monster.

N) SURMANDUM
This spell ressurects one member.

O) ZXKUQYB
This spell kills almost all monsters you face.

P) ANJI SERMANI
This spell restores a member from ashes.
It removes 5 wisdom from the caster of the spell.

      
HINTS 

<DIG> to unearth Exotics.
Exotics hide on islands.
Beyond the whirlpool lies a mystic land.
Death Gulch is a place of many riches.
A well placed <BRIBE> will make guardians disappear.
In a deep dark forest, Dawn appears.
Only Exotic weapons will harm those inside the Exodus castle.
A forcefield stops all but the owners of the Mark of Force.
The knowledge of Snake inversion is found at the Circle of Light in Yew.
To find the Cards <SEARCH> the shrines.
Ambrosia is the location of shrines.
Father Time knows the purpose of the Cards.
Father Time lives at the bottom of a dungeon.
Hot rods Mark the skin.
The Mark of the Snake is required to invoke the Silver Snake.
In the Exodus castle lies four Slots waiting for four Cards.
You can improve yourself at a Shrine if you can afford it.
There are four Shrines and four Abilities.
There are four Cards: Sol, Moon, Love, and Death.
There are four Marks: Kings, Fire, Force, and Snake.

Edited by
    The Walrus (Tom Bodnar)

Thanks to The EGGMAN (Chris Donnell) for procuring the originals on which
 these are based.