GUIDE TO ULTIMA EXODUS (ULTIMA 3) for the NINTENDO ENTERTAINMENT SYSTEM
Col. George Sicherman. 1998-11-21. 2012-11-06.
Exodus Ultima is an adventure game for the N.E.S. It was originally
written for the P.C. and has also been adapted to the Apple Macintosh.
From a set of up to 20 characters you choose four at a time to explore
the planet, develop their skills, and eventually defeat the infernal
machine Exodus.
For the history of the Ultima series, see for example the
Ultima World Wide Web Archive
at the Ultima Codex.
The N.E.S. version differs in some details from the P.C. version.
When you restart a game, you can use the four characters you saved
with, or choose a new set, and you can create and destroy characters
at will. You can design new characters yourself or draw them from a
pool of archetypes:
prfsn. |
sex |
race |
STR |
DEX |
INT |
WIS |
ftr | M | dwarf |
25 | 15 | 5 | 5 |
brbrn | M | dwarf |
25 | 15 | 5 | 5 |
rngr | M | human |
25 | 15 | 5 | 5 |
pldn | F | bobit |
25 | 15 | 5 | 5 |
lark | F | elf |
25 | 15 | 5 | 5 |
thief | M | dwarf |
15 | 25 | 5 | 5 |
ilsnt | F | fuzzy |
5 | 25 | 5 | 15 |
wzrd | M | fuzzy |
5 | 15 | 25 | 5 |
alcmt | M | elf |
5 | 20 | 20 | 5 |
clrc | F | dwarf |
5 | 15 | 5 | 25 |
druid | M | bobit |
5 | 5 | 20 | 20 |
Characters have five races (human, elf, dwarf, bobit, fuzzy), two sexes,
and eleven professions. Each character is ranked in four abilities:
strength, dexterity, intelligence, and wisdom. Each character also has a
state of health: good health, a cold, poisoning, death, ashes.
In the status window, each character is described by a four-letter code.
The letters in order identify health, race, profession, and sex.
A character normally regains hit points and magic points as he travels or
fights. With a cold or poisoning, or with no food left, he gradually loses
hit points.
Each character has a sum of gold with which to buy things. You can transfer
gold among the characters by selecting GOLD on the main menu.
Each character accumulates experience points by killing enemies. Each 100
experience points entitle him to advance by one experience level, to a
maximum of 25. Promotion increases a character's maximum hit points by
100. Only Lord British can promote characters, and a character without
the Mark of Kings can be promoted only to level 5.
As you promote your characters, fiercer monsters appear on the planet's
surface! Avoid promoting your characters prematurely. When you want
to explore the planet's surface and visit towns, it is best to use
unpromoted characters. They will be attacked only by orcs, goblins,
skeletons, and ghouls.
- Fighter
- fights very well; cannot use spells
- Cleric
- fights poorly; uses will-power spells
- Wizard
- fights poorly; uses magic spells
- Thief
- fights well; high dexterity; cannot use spells
- Barbarian
- fights very well; cannot use spells
- Paladin
- a hybrid of fighter and cleric
- Druid
- a hybrid of wizard and cleric
- Lark
- fights fairly well; has some magic power
- Illusionist
- fights fairly well; has some will power
- Alchemist
- a hybrid of fighter and wizard
- Ranger
- a hybrid of fighter, wizard, and cleric
Your party can travel on the planet's surface, in towns, and in dungeons
called caves. The surface consists of land and water. To travel on
water, you must attack a pirate ship and defeat the pirates. From then
on you can board the ship and sail where you will. You sail faster while
sailing with the wind.
Islands can be reached only by water. So can the Castle of Time and
the lost continent of Ambrosia.
Characters regenerate slowly in caves and in Ambrosia.
Depending on the phase of the first moon, a Moongate appears in one of eight
places. Enter it and you will reappear in one of those places—usually
a different one—determined by the phase of the second moon.
<Map of Sosaria>
Press START to see the command menu. Press SELECT to see more commands.
Press B to remove the command menu.
- TALK
- Talk with a person or creature.
- MAGIC
- Let a character cast a spell.
- FIGHT
- Fight an enemy that is next to you.
- STATUS
- See the characters' statistics, weapons, armor, special objects, and marks.
- TOOLS
- Use a tool.
- GIVE
- Transfer a tool, weapon, or armor. Also used to give flowers.
- GET
- Get something on the screen, such as a treasure chest.
- CLIMB
- Climb up or down a ladder in a cave.
- FOOD
- Share food equally.
- GOLD
- Transfer gold from one character to another.
- HORSE
- Let your characters mount or dismount horses, if you have them.
- ORDER
- Exchange the positions of two characters.
- BRIBE
- Pay a guard to go away. You can use this command only after
speaking twice with
a woman in the Hospital in Devil Guard.
- PRAY
-
Pray for something. You can use this command only after speaking
with a priest in the Temple that is surrounded by lava in
Yew.
Use the STATUS command to wear armor.
Price |
Name |
Fighter Ranger |
Paladin |
Cleric |
Thief Barbarian Illusionist |
Wizard Lark Druid Alchemist |
75
| Cloth
| *
| *
| *
| *
| * |
195 | Leather | *
| *
| *
| *
| |
575 | Bronze | * | *
| * | | |
2500 | Iron
| * | * | | | |
6130 | Steel
| * | | | |
|
8250 | Dragon
| * | | | | |
— | Mystic Armor
| *
| *
| *
| *
| *
|
Use the STATUS command to wield a weapon.
Some weapons must be grasped, some must be shot, and some may be
grasped or thrown.
The more powerful weapons can be bought only in Dawn.
Most powerful is the Mystic Sword.
Class: FBPL R T CDI WA
---------------------------------
Dagger 5 * * * * *
Mace 30 * * * *
Sling 60 * * *
Axe 125 * * *
Blowgun 350 * * *
Sword 200 * * *
Spear 250 * *
---------------------------------
Broad Axe 400 * *
Bow 1050 * *
Iron Swrd 800 * *
Gloves 1200 *
Halberd 2700 *
Slv Bow 6550 *
Sun Swrd 4550 *
---------------------------------
Mystic S. !!!! * * * * *
Your characters must get four kinds of Marks on their hands:
- The Mark of Kings,
which lets Lord British promote them beyond level 5.
- The Mark of Fire, which lets them pass over lava unharmed.
- The Mark of Force, which lets them pass through force fields unharmed.
- The Mark of the Snake,
which lets them use the Silver Horn.
These marks are found in the caves.
To defeat Exodus, you must bring four Cards.
- To get the Card of Death, PRAY
at the Shrine of Strength.
- To get the Card of Sol,
PRAY at the Shrine of Intelligence.
- To get the Card of Moons,
PRAY at the Shrine of Wisdom.
- To get the Card of Love,
PRAY at the Shrine of Dexterity.
The Lord of Time will tell you in which sequence to play the cards.
Normally your party travels on foot, passing from a space to an adjacent space,
north, east, south, or west.
In the town of Dawn you can rent horses.
When your party travels on horses, its members consume food more slowly.
When one of your party members reaches level 5 or higher,
your party will begin to encounter pirate ships on the coast.
If you fight and defeat a pirate ship, you can then freely board the ship and
sail in the water.
You need a ship to reach the continent of Ambrosia.
You set out from
Lord British's Castle.
This is a good place to retreat
to when you are threatened by monsters. In the Castle you will find:
- Hospital
- Inn
- Lord British
- Fortune Teller
and treasure rooms and hints.
- Royal City E1-S1
- Grocery Store
- Pub
- Armory
- Weapon Shop
- Montor West E2-S40
- Grocery Store
- 2 Pubs
- Armory
- Weapon Shop
- Prison
- Montor East E4-S40
- Gray W38-S26
- Grocery Store
- Pub
- Armory
- Weapon Shop
- Guild Shop
- Treasury
- Moon W39-N5
- Grocery Store
- Pub
- Hospital
- Temple
- Yew W11-N2
- Fawn W15-N16
- Grocery Store
- Pub
- Hospital
- Guild Shop (one of the chests contains
the Gold Pick)
- Casino
- Death Gulch E11-S13
- Grocery Store
- Pub
- Weapon Shop
- Armory
- Dawn W8-S35
(only when both moons are dark)
- Grocery Store
- Pub
- Armory
- Weapon Shop
- Hospital
- Guild Shop
- Inn
- Stable
- Fortune Teller
-
Devil Guard W27-S13 (accessible only by Moongate)
- Grocery Store
- Pub
- Hospital
- Guild Shop
- Stable
- Inn
- You can save the game here. When you restart, your game will be
as it was when you saved.
- Grocery Store
- You can buy food here. (Select FOOD on your main menu
to share food equally among your characters.)
- Pub
- You can buy ale here. If you buy 3 or more drinks, the bartender
will give you a hint.
The more drinks you buy, the more valuable the hint.
- Armory
- You can buy armor here. The armorer will tell you when a
character is trying to buy armor that he is not fit to wear.
- Weapon Shop
- You can buy weapons here. The weaponsmith will tell
you when a character is trying to buy a weapon that he is not fit
to wield.
- Hospital
- You can heal a cold or poison here, or both. The hospital
claims to be able to revive the dead, but if you speak twice to the
nurse, she admits that the procedure always turns the victim to ashes.
- Guild Shop
- You can buy torches for lighting up dungeons; keys for opening
locked doors; gems for revealing the layout of a territory; sands of time
for temporarily paralyzing attackers; and tents for restoring your party's
hit points between battles.
- Fortune Teller
- You can buy hints here.
- Stable
- You can buy horses here.
Here are the phases of the Moongates:
new moon | North of Barrier Range |
waxing crescent | Cave of Sol (Cave Island) |
first quarter | 3-square area, N |
waxing gibbous | South Coast |
full moon | 3-square area, S |
waning gibbous | Exodus Island |
last quarter | Devil Guard |
waning crescent | Cave of Moon |
A cave consists of 8 levels, one below the other, joined by ladders. Each
level is 16 spaces square, re-entrant. Normally a cave has an unbroken
outer wall that limits you to an area 15 spaces square.
You find your way around by looking at the walls and ladders. To see them
you must use a Torch or some kind of lighting spell. At all times the
screen tells you which way you are facing. Each space may be:
- an ordinary lighted space.
- a wall.
- a windy space that blows out any source of light.
- a trapped space that can injure one or all of your party.
- a space with a treasure chest.
- a space with a sign.
- a doorway. Normally a doorway has two doors at opposite ends, but
it may have three or four.
- a hidden doorway. You can't see the doors in the wall, but you can
pass through them if you guess they're there.
- a ladder. May lead up, down, or both.
- a space with gremlins. You can't see them but they will steal
somebody's food.
- a spring. Springs poison you, cure you, damage you by 50 HP,
or raise your HP to maximum. The last kind are worth remembering!
- a Mark.
You cannot see monsters coming till they attack you. In caves you may
be attacked by monsters of any strength, regardless of your experience level.
Here are maps of the caves. Coordinates are relative to Lord British's Castle.
Here is a table of marks and other special items in the caves.
| Mark of Kings | Mark of Fire
| Mark of Force | Mark of Snake | Silver Pick | Lord of Time
|
Death | * | |
| | * | |
Gold | * | * |
| | | |
Moon | * | * |
| | | * |
Fire | | * | *
| | | |
Fool | | | *
| | | |
Madness | * | * |
| | | |
Sol | | * |
| * | | |
Notice that only caves that begin with F have the Mark of Force,
and only the cave that begins with S has the Mark of the Snake.
To reach the lost continent of Ambrosia, sail your ship into the whirlpool.
Ambrosia has four shrines where you can buy extra ability points for your
characters at 100 gold pieces a point, and PRAY for a Card.
To reach the Shrine of Strength, go to the northwest part of the open
area and head west and south.
To reach the Shrine of Intelligence, go to the northeast part of the
open area, head west, and take over the Pirate Ship to cross the lake.
To reach the Shrine of Wisdom, go to the northeast part of the open
area and head east and south.
To reach the Shrine of Dexterity, go to the southwest part of the open
area, head west and south, take over the Pirate Ship, and sail eastward
till you come to another Pirate Ship. Get off there and walk to the Shrine.
<Map of Ambrosia>
To leave Ambrosia, follow the directions for the Shrine of Dexterity until
you get the Ship, and sail into the whirlpool.
Most of the locked gates lead nowhere useful. Behind one near the path
to the Shrine of Intelligence stands an Inn.
Every character may have one of these objects, but no more.
- Flower
- GIVE it to Sherry to get the
Heart Compass.
Get it by going to the middle of the open space on
Ambrosia
and heading west and south through the forest.
- Silver Horn
(tool)
- use it to pass the red snake on the island
if you have the Mark of the Snake.
Get it by using the PRAY command in the
Circle of Light.
- Heart Compass
(tool)
- use it to return instantly to Lord British's Castle,
even from Ambrosia or during a battle
but not from the Castle of Time.
Get it by using the
GIVE command to give a
Flower to Sherry in the Royal Village.
- Gold Pick
(tool)
- use it by digging to get the Mystic Armor.
Get it by robbing the left treasure chest in the
Guild Shop in Dawn.
- Silver Pick
(tool)
- use it by digging to get the Mystic Sword.
Get it by opening the chest in the southwest corner of Level 8 of the
Cave of Death.
- Mystic Sword
(weapon)
- Use it by wielding it.
Get it by using the
Silver Pick on the islet east of the town of
Fawn.
- Mystic Armor
(armor)
- Use it by putting it on.
Get it by using the
Gold Pick on the islet east of the town of
Gray.
- Ankh
- Get it by sealing Exodus under ground!
Land Monsters
- orcs, goblins, skeletons, ghouls
- giants, golems, titans, thieves
- brigands, pinchers, bradles, snatches
- gargoyles, manes, demons, griffins
- wyverns, dragons, devils, balrons
- floor
Sea Monsters
- pirates
- serpents
- man-o-war
Sail to Exodus Island and use the
Silver Horn to drive away the Snake.
Enter the Castle of Time. Go north around the square, then west to
the end of the corridor, then north, then west, then north into the
room full of lava. Leave northward by the locked door or by crossing
the force field. Go east and south to the first turning to the north.
Exodus is in this room.
Go north to the edge of the floor, defeating invisible floor tiles on
the way. PRAY and lay the
Cards on the altars in the correct sequence.
Get the Ankh and leave the island.
Back to Ultima: Exodus.
Back to Crude ASCII Maps.
Col. George Sicherman
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