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 The Tune Playing is Martian Dreams: The Arrival

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Of the World of Mars

Overview

Long ago, on the planet Mars, there was a great civilization, which was composed, not of animals, but of sentient plants. This civilization reproduced by growing pods on non-sentient and non-mobile plants, these pods containing new Martians.

The Martians, when growing absorbed knowledge from the soil, this knowledge being transferred from the composted bodies of previous generations.

Like all things however, this civilization was doomed to end. The leader of the Martian Grove of Argyre, Raxachk, wanted power above all things. When he could not take economic control of the Martian civilization, he threatened to release a deadly plague that he claimed he had created. The other groves did not believe any being could be so ruthless. They were wrong.

In order to escape the plague, the Martians in Elysium, Hellas, and Argyre used the Dream Machines, to transfer their bodies into the Dream World, where they would live on, even after their real bodies died. The Cultivator of Hellas saved some viable seeds in a survival unit, preserving hope for the Martian race.

Unfortunately, due to his position as leader of Argyre, Raxachk was one of the survivors. With his own world devastated by his actions, he waited until the inhabitants of nearby Earth developed technology capable of crossing space to Mars. Using visions, he compelled Rasputin to launch the gun early, firing those people of Earth who might be capable of opposing him to his own world, Mars.

On Mars, the inadvertent explorers separated into groups. Rasputin led his followers to Argyre, where the majority were possessed by Raxachk's Martian servitors. He then continued his plans of conquest, now setting his sights on Earth. He had the city sealed by iron gates.

Lowell's group went to Elysium. Like Rasputin's followers, they were possessed by Martians, who simply wanted to grow themselves new bodies, and then intended to release their unwilling hosts.

Segal's followers went to Olympus, where they became very suspicious of the other groups, and began construction of a new Space Cannon home to Earth.

The Martians of Hellas continued their wait in their Dream Machine, hoping that a human sympathetic to their need would help them create new bodies.

On Earth, a new expedition, headed by Tesla, was formed, their mission, to find a way to bring the people of the first expedition back to Earth.

 

Useful & Invaluable Items

Oxium

On Mars, the basic currency, and staple of existence is the Oxium Blob. Without their use, the character will be forced to accept decreases of three points in every ability score, slower attacks, and a much greater chance of being hurt.
Oxium can be found in Blobs in the Storage Chamber in the Power Plant. Heavier Geodes containing as much as a hundred blobs can be found in ravines, and mines. These Geodes can be broken open with a hammer, and the oxium will be found inside.
Oxium can also be purchased from Calamity Jane at the trading post, in both Blobs and Geodes, for large numbers of berries. Buffalo Bill will also take it in exchange for bullets or other useful items.
The best source is the infinite supply in the power plant. Remember to find the route through the mine, as it is cut off from the main passage by steam jets once the plant is repaired.

 

Berries

At the peak of their civilization, the Martians cultivated several sorts of berries, which would temporarily give psychic powers. These berries can also be used by humans, and are necessary to completing the game. There are six different types of berries, each with a different use. Not all are needed, but only one is useless.

Red

Red berries have no function. They are useless.

Brown

These berries give the user the power of Clairvoyance, allowing sight in the dark, and through walls. They have the disadvantage that while the power is active, the user and his party cannot sleep.

Green

The green berries give the power of psychometry, the capability to receive psychic impressions from inanimate objects. This can give hints about the repair of the ancient machines of Mars

Purple

Purple berries give the power of telekinesis, allowing the use and getting of objects from a distance. Unfortunately, while in use they reduce the physical strength of the user significantly while their effects continue.

Blue

On appearance, these are less than useless, because they make the eater dizzy, and incapable of moving in a straight line. They do have the benefit, that if the eater is poisoned, he will be cured after eating the berry.

Rouge

These berries are only found in Argyre. They are not edible, but are used to die the sealant used in simulating human flesh for the artificial Martian bodies.

 

Weapons

On Mars, the local wildlife is very dangerous to the unarmed person. Fortunately, there are various weapons available for use, although many of the tools can also be used in combat if necessary.

Blades

These weapons have a sharp edge but can only be used on a target next to the wielder.

Saber

This weapon is a sword. It can be bought from Hearst on Olympus Mons.

Machete

The jungle knife is not as effective as a saber, but is a good weapon in a pinch.

Knife

All this has to recommend it is sharpness, and the ability to be thrown.

 

Firearms

Earthly weapons propelling lead pellets with the explosion of chemicals.

Derringer

Small, light, and wielded with just one hand, this gun uses pistol bullets. Nellie Bly has one, another is on Olympus Mons. It has limited range.

Revolver

Still one handed but heavier and with a longer range than the Derringer, this weapon uses pistol bullets. They can be purchased from Hearst.

Rifle

This has a long range, and does a large amount of damage, but both hands must be used. They use rifle shells, and can be bought from Hearst.

Combine

This weapon has several settings. It can be set to use rifle shells, and hit a single target. It can use shotgun cartridges, and create a less damaging area effect. Finally, it can use both ammo types, and hit a single target and then blanket the area of the target with shot. One is in the hold of the 1895 craft, and another is in Argyre.

Elephant Gun

The most powerful firearm available on the Martian surface. This uses elephant gun shells, and will kill even the most dangerous opponents with only a few hits. These weapons are found in Argyre and at the 1893 landing site.

Machine Gun

This useful weapon is found in the Dream World. It can be imagined from dream stuff in Raxachk's Castle, where it is the only weapon that can hurt him.

 

Rayguns

What sci-fi adventure would be complete without these? They are powered by Radium Chips, each of which gives thirty charges. They can be set up like the Combine, to a Rifle, Shotgun, or Combination setup.

Freeze Ray Gun

The more powerful of the two types, these do large amounts of damage, and can paralyze the target. There is one in Argyre, and another in the lab north of Elysium.

Heat Ray Gun

This shoots blasts of heat, ala War of the Worlds. One can be found in a crate in the Pumping Station.

 

Ammunition

Ammunition for firearms can be purchased from Buffalo Bill at the trading post. Take plenty of Oxium, as ammunition goes fast in a fight. There also are many caches or spare stocks of ammunition in people's personal effects, if theft is desired. Radium Chips to power the Rayguns can be found in the Rockworm Lair in the Olympus Mons mines.

 

Clothing

In the harsh conditions of the Martian deserts, thick warm clothing is needed to protect the party from the cold. Furthermore, the thicker clothing also provides some protection from the attacks of the local wildlife, although not as much as would Magic Armor. In general the heavier the clothing, the more effective it is as protection from the arctic conditions prevailing on Mars.

Rubber Gloves

These are not particularly good protection from the cold, but are useful for performing tasks involving electrical machines.

 

 

Other Useful Tools

While the above items are essential to complete the game, in as far as they allow simple survival on Mars, other items are necessary to perform tasks pertaining to the mission. The following are simple tools that may be obtained and used in the right places in order to ease the completion of the mission.

Wrench

Needed for attaching or fixing loose objects, one is available in the supplies for the 1895 expedition.

Spade

When items have been buried for concealment, or a hole must be dug in dirt or ice, or even loose gravel must be maneuvered into certain places, the spade, found in the initial 1895 expedition supplies is essential.

Pliers

This tool is essential for any electrical work performed on the mission. Like many tools they are located in the 1895 expedition supplies.

Tongs

While they may seem useless, tongs are an essential part of the long-range survival strategy. By holding these in the hand when any manipulation of radium metal is performed, the party member is prevented from suffering radiation poisoning.

Lead Box

This is simply the only way to carry radium chips for raygun ammunition without contracting radiation poisoning. It can be obtained from Mme. Curie's Lab in Olympus.

Lamp

The Lamp, available in many sites on Mars, is used for light both by night and when underground. It consumes lamp oil, which comes in cans and is fairly heavy, so care should be taken not to leave it burning unnecessarily.

Tinderbox

This little box allows the easy ignition of lamps and torches. It does not have a limit on its use, which is a significant advantage over one-use matches.

Sextant

The Sextant, found in the 1895 Expedition supplies, gives precise coordinates for any location on Mars when used.

Spyglass

The Spyglass, found with the sextant, is used to peer along a certain direction in order to check for items of interest. It cannot be used near a forest of Moving Trees.

Tent

The Tent allows protected rest during the cold Martian nights. They can be obtained from the Trading Post, or found in the initial supplies.

Weed Sprayer

This handy device allows the area dispersal of a liquid. If loaded with paint, it reveals invisible objects, and if loaded with weed killer will kill plants quite nicely. Note that much Martian life is vegetable rather than animal.

Ball Peen Hammer

This handy device is used to crack open Oxium Geodes to get at the goodies within. It can be found in the 1895 Expedition supplies.

 

The Traders

There are two locations where Oxium can be traded for useful items. One is on the slopes of Olympus Mons, where weapons can be purchased from Randolph Hearst. The other is the Trading Post, at Arsia Mons (13S, 129W), run by Buffalo Bill and Calamity Jane. All prices are given as numbers of Oxium Blobs.

Randolph Hearst

Spoons

10 Oxium

Revolvers

50 Oxium

Jewelry

20 Oxium per set of 4

Rifles

70 Oxium each

Drums10

30 Oxium

Sabers

20 Oxium

Candles

40 Oxium for 10

 

Calamity Jane

Cowboy Hats

15 Oxium

Berries

Thigh Boots

20 Oxium

Purple

50 Oxium per 20

Work Gloves

10 Oxium

Green

50 Oxium per 20

Wool Pants

30 Oxium

Brown

50 Oxium per 20

Sheepskin Jackets

40 Oxium

Mufflers

10 Oxium

 

Buffalo Bill

Pistol Rounds

10 Oxium for 10

Tent

50 Oxium

Shotgun Shells

20 Oxium for 10

Tinderbox

15 Oxium

Rifle Rounds

30 Oxium for 10

Weedkiller

30 Oxium

Elephant Gun Rounds

40 Oxium for 10

Lamp Oil

10 Oxium

Sling Stones

5 Oxium for 10

Arrows

10 Oxium for 12

 

Locations on Mars

Mars is a big place, and because the geography looks the same, it is easy to get lost. The map that comes with the game is invaluable, and the Sextant in the hold of the 1895 capsule is the most valuable item at the start of the game. The spyglass is also useful to check if there is something of interest in a given direction.

The starting location is at 27S, 146E, while the 1893 Landing was at 28S, 153W.

The Maps of Mars

Presented below are three maps for the planet Mars. In order to present a more detailed picture, all the maps have been rotated 90º counterclockwise, hence in all cases, North is to the left of the page.

The first map has no annotations. It shows the geography of Mars as it existed in the year 1895, including the canals and approximate locations of the forests, without any notations to obscure the details of the 'geology' (Areology?). Unfortunately, it was not possible to accurately convey the details of the Noctis Labyrinthus/Coprates Chasma canyon system on the maps used.

The second map marks the locations whose names are given during the mission. The map has numbers, which obscure the geographic details, and a Key following it.

The last map is annotated in a similar manner to the second. However it shows locations of relevance to the mission, which are not of sufficient size to be visible from planetary distances. Some of these locations are essential, others are merely points of interest. The key is likewise subsequant to the map and also contains additional brief notes about the places marked.

 

The Unannotated Map

 Unnotatated Map of Mars...

 

The Geographic Map

 

 The Key to the Geographic Map

1

Olympus Mons

22

Terra Sirenum

2

Alba Fossae

23

Albor Tholus

3

Tractus Catena

24

Tartarus Colles

4

Cerauntus Fossae

25

Elysium Mons

5

Tantalus Fossae

26

Hecates Tholus

6

Labeatis Fossae

27

Phlegra Montes

7

Tempe Fossae

28

Arcadia Planitia

8

Mareotis Fossae

29

Amazonius Planitia

9

Acidialia Planitia

30

Icaria Planum

10

Arabia Terra

31

Arsia Mons

11

Noachis Terra

32

Pavonis Mons

12

Terra Meridiani

33

Aonia Planum

13

Deueronilus Mensae

34

Ascraeus Mons

14

Syrtis Major Planum

35

Noctis Labyrinthus

15

Utopia Planitia

36

Xanthe Terra

16

Australis Tholus

37

Coprates Chasma

17

Hellespontus Montes

38

Argyre Planitia

18

Hellas Planitia

39

Nereidum Montes

19

Promethei Terra

40

Charitum Montes

20

Terra Tyrrhena

41

North Polar Icecap

21

Terra Cimmeria

42

South Polar Icecap

Definitions of Terminology

Most readers would correctly deduce that many of the names given to the geographic features of Mars come from Greek legend. However some of the recurring terms require some explanation:

Chasma: Canyon

Fossae: Ditches

Labyrinthus: Network of valleys

Mensa: Mesa

Mons: Mountain

Montes: Mountains

Planitia: Plain

Planum: Plateau

Tholus: Hill

Vallis: Valley

Valles: Valleys

 

The Mission Location Map

 Locations Important to Thy Mission

 

The Key to the Mission Location Map

In addition to the numbers, there are two types of smaller circle, one filled and the other unfilled. These denote the locations of bridges across the canals. The type of circle indicates the initial state of the bridge, which cannot be changed until the power is restored.

 

Filled Circle

 

These circles indicate bridges that are extended across the canals and can be crossed before the reactivation of the power.

Ring Circle

 

These rings show the locations of bridges that are initially retracted into the banks and which cannot be extended across the canals without power.

1

1895 Landing Site

The starting location of the mission.

2

1893 Landing Site

Site of the first manned landing on Mars.

3

Trading Post

The best place to obtain the necessities for survival on Mars.

4

The City of Olympus

The inhabitants are the only large group of humans who are not possessed by Martians. They are somewhat paranoid.

5

The City of Elysium

Martians have possessed all the humans in this city. While arrogant and condescending, they are not hostile unless attacked.

6

The City of Hellas

This city is has only one inhabitant, a man named Marcus. It has a berry garden, and a well-stocked laboratory

7

The City of Argyre

The home of Raxachk, the insane Martian who killed his species, the human inhabitants of this city have been possessed by the maniac and his servants.

8

Power Plant

This location is marked twice, as there are two underground entrances. The western entrance is much easier to use, as the eastern entrance leads into a complex maze of mines. Some of the equipment here must be repaired in order to restore the power for the Martian equipment. The facility also contains immense supplies of Oxium.

9

Syrtis Major Iron Mine

The mine here is prone to cave-ins, but is the only available source of iron ore for major construction projects.

10

Polar Tower

This is one of the towers designed to melt the North Polar Icecap to provide water to fill the canals. This tower has a broken motor.

11

Polar Tower

This is another tower designed to melt ice. It has a broken lens.

12

Polar Tower

 

This is the Master Control Tower of the ice melting system. As well as requiring the exact time to be input into the control panel to activate the system, the tower itself is completely choked with weeds.

13

Pumping Station

 

The pumping station is the facility designed to fill the canals with the water from the melted icecaps. It contains the equipment required to seal a robot against water damage.

14

Cooter's Place

The main supplier of the invaluable substance Oxium is Cooter McGee. This old mine in Noctis Labyrinthus is his chosen home.

15

Cooter McGee's Prison

When Cooter refused to turn his supplies of Oxium and his maps to Rasputin, this old mine in Coprates Chasma is where he was imprisoned.

16

Gun Barge

The Barge here is mounted with cannon. It was designed for a canal-based attack on the gates of Argyre.

17

Abandoned City

Centuries before the extinction of the Martian race, this city was abandoned. There is noting remaining here except dangerous plantimals.

18

Polar Laboratory

This underground complex was used by the scientist Kaxishek in his project to design an indestructible body for his people. The entrance is sealed in the ice until the polar towers are restored.

19

Wormsbane Plants

The plants in this area grow wormsbane seeds, which can be grown to repel some types of worms.

20

Berry Plants

In this passage through Xanthe Terra, there are numerous berry bushes, which produce every type of berry except Rouge Berries.

21

Olympus Mons Mines

 

The mines under Olympus Mons contain veins of coal. The deepest shafts also have supplies of radium and hostile worms. This is the site of the new Space Cannon.

22

Fortified Building

This building contains a freeze ray gun and radium, which can only be obtained after the power is turned on. It is somewhat hazardous to approach due to the presence of Sand Leviathans near the building.

23

The Ruby Slippers

 

In the valley running west into the icecaps, there is a formation of five stones:

 Layout of Stoned with Ruby Slippers beneath

Beneath the center stone (the white one in the diagram above) there is a patch of disturbed earth. Digging here will reveal the Ruby Slippers, which can solve every problem on Mars in three clicks of their heels.

 

The Canals and Bridges

The canals are a major obstacle for travelers, because they are impassable without the aid of a bridge or a barge. At the beginning of the game there are four bridges open, and four bridges closed and usable the locations are:

 

Locations of the Useable Bridges:

10N, 111W

4S, 121W

25N, 121E

36N, 163W

Locations of the Unusable Bridges:

23S, 120W

41S, 157W

30S, 65E

13N, 111W

The Cities of Mars

In the final years of Mars, four cities existed, all connected by a rapid transport system. With the dispersal of the personnel of the 1893 expedition, three of these have significant human populations.

Olympus

10N, 110W

This city is inhabited by a suspicious group of individuals. They are VERY cautious about who the have dealings with. However the assistance of many of their people is required for the mission. They have nearly completed a new Space Cannon to return themselves to Earth.

Elysium

20N, 114E

The city of Elysium is apparently inhabited by insane humans. They claim to be Martians, and are not cooperative with "humans". While not actively hostile, they are difficult to have dealings with.

Hellas

27S, 77E

Hellas is the only city without a significant human population in 1895. The city has a well equipped laboratory, and a berry garden. There is also a sealed survival unit in the city, containing the last viable Martian seeds.

Argyre

31S, 107W

This city is the hardest to enter of the four. It is ruled by Rasputin, whose raiders have helped create the paranoia of the other inhabited cities. Even the transport system does not allow access to the city, which has been sealed off from the outside world with a wall of solid steel.

The North Polar Towers

As Percival Lowell had theorized, the canals were designed to transport water melted from the polar icecaps across the deserts of Mars. The towers, with lenses of pure ruby, were designed to focus sunlight on the North Polar icecap, and melt the ice. There are three towers, each with a problem that must be corrected in order to allow the tower to resume its normal function.

59N, 23W which is covered in weeds, and has the Tower Master Controls.

55N, 125W which has a broken lens.

55N, 100E which has a broken guidance motor.

 

Other Significant Locations

Several locations of significance exist elsewhere on the Martian surface.

Syrtis Major
10N, 71E

This mountain contains the only currently accessible vein of iron ore on Mars. It also is the current location of the three Explorers, Yellin, Sherman, and Duprey.

Noctis Labyrinthus
20S, 113W

This is a maze of canyons, with several entrances, only one of which being listed above. Within the maze is the home of Cooter McGee, the only supplier of Oxium for the population. His underground home is entered at 12S, 81W.

The Power Station
8N, 14W

This underground complex could generate and broadcast the power to operate much of the ancient Martian machinery, if it could be repaired. Outside the entrance is the main power transmitter tower, which could be damaged by the power surge if the power was restored. The cable required for repairing the tower is stored in the power station. To the east of the entrance there are caches of oxium and tobacco left by Cooter McGee.

The Pumping Station
18N, 167W

The ancient pumping station is riddles with steam leaks. It is quite possible that no human could even approach the main controls if the station was operating. The pumping station is also noteworthy for a device designed to seal the Martian robots for use in wet or humid conditions. If operating, it would fill the canals from the reservoirs filled by the northern towers.

The Secret Lab
50N, 112E

This complex is dug deep into the North Polar Icecap, and the entrance has been covered by the ice that has formed since the demise of the Canal system. It contains an operational robot, and records allowing the construction of mechanical bodies for a spirit to inhabit.

The Barges

The Martians used the canals for transportation as well as irrigation. By 1895, only four barges remain in an operational condition, sitting on the bottom of the canals.

Ordinary Barges
25S, 120W
8N, 162W

 

Two ordinary barges, with no special characteristics, survive.

The Cargo Barge
27S, 62E

This large barge is equipped with rails to allow the transport of ore carts from the mines to manufacturing plants. It is large and slow.

The Gun Barge
4S, 9W

The gun barge was originally designed to deal with the large aquatic worms that inhabited the canals and caused danger to shipping. It is currently close to Argyre, suggesting that it was used against the city during the final war. It is smaller than the other barges, and can easily reach up the small canal to the entrance of Argyre.

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