Ultima III(Apple) FAQ (should be ok for other PC's)
version 1.1.0
Copyright 2002 by Andrew Schultz schultz.andrew@sbcglobal.net
Please do not reprint this for profit. I wrote this document largely to
help preserve good old memories and interest in classic games--both for
myself and for others. If you really would like to post this on your
website, please send me a polite e-mail addressing me by name and
referring to this game specifically. If I don't know you I generally
give away one FAQ at a time at first.
I updated this guide and got rid of text maps. That is because I sent in
graphic maps to GameFAQs, so look for them there.
Also after five years I don't know why I wrote this in the style I did, but I
did, so I hope it is not too grating.
One other thing--I'm really bad about responding to e-mail so please don't
feel insulted if I don't manage to.
** AD SPACE **
My web page!
http://www.geocities.com/SoHo/Exhibit/2762
Lots of other old games!
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
================================
YE OUTLINE
1. YE INTRODUCTION
1.1. YE GAME AND YE SERIES YCLEPT ULTIMA
1.2. PURSUANT TO BIGNESS, OFFSHOOTS AND CONTRASTS WITH ULTIMA II
1.3. WHERFORE THE APPLE? / YE ART OF EMULATION
2. YE CREATION OF THY CHARACTERS
3. YE IMPROVING OF YE CHARACTERS(BOP-AND-RUN, AND BOP-AND RUN...)
4. YE CONCISE WALKTHROUGH
4.1. YE ACTIONS
4.2. YE REASONING
5. YE GAME DETAILS
5.1. YE AULD TEXTE MAPPES
5.1.1. YE OVERWORLD AND UNDERWORLD
5.1.1.1. SOSARIA
5.1.1.2. AMBROSIA
5.1.2. YE TOWNES
5.1.2.1. DAWN
5.1.2.2. DEATH GULCH
5.1.2.3. DEVIL GUARD
5.1.2.4. FAWN
5.1.2.5. GREY
5.1.2.6. LCB
5.1.2.7. MONTOR E
5.1.2.8. MONTOR W
5.1.2.9. MOON
5.1.2.10. YEW
5.1.2.11 [GENERAL COMPENDIUM]
5.1.3. YE CASTLES
5.1.3.1. LORD BRITISH'S: TO KILL A MOCKINGBOARD
5.1.3.2. EXODUS: SHOWING EXODUS THE EXODUS
5.1.4. YE DUNGEONS
5.1.4.1. DARDIN
5.1.4.2. FIRE
5.1.4.3. M (DOOM)
5.1.4.4. MINE (MINES OF MORINIA)
5.1.4.5. P (SNAKE MARK DUNGEON)
5.1.4.6. PERINIAN (DEPTHS)
5.1.4.7. TIME
5.2. YE MONSTERS
5.3. YE BATTLEGROUNDS
5.4. YE WAYS AND METRICS OF TRAVEL
5.5. YE MOONGATES
6. YE TOME OF CHEATYNG(OR SAVING THY TIME FOR ALL THOSE OTHER FUN
CHEAP OLD GAMES)
6.1. YE HEXING
6.2. YE MORE HANDS-ON STUFFE
7. SPOILER ENDING TEXT
8. YE VERSIONS/CREDITS
================================
1. YE INTRODUCTION
1.1. YE GAME AND YE SERIES YCLEPT ULTIMA
Finally, the retro-obsessed masses need clamor no more for a detailed
Ultima III FAQ. They can instead go see if they have enough pals for a soccer
team.
Ultima III came in before Ultima IV broke out. It has two sequels of a
sort; the more colorful and gigantic Deathlord seems inspired by parts
of it, especially the part where your game's saved when you die. You're
dumped in the land of Sosaria by Lord British's Castle and asked to find
some guy naked Exodus. The outside area is 64x64 which isn't huge but
some are clearly walled off, and you need to figure out how to get to
those places. It features a moderately sophisticated spell chart(wizards
and clerics) and many different classes(fighter/mage combinations come
in handy) but most importantly you now can control four characters
instead of one. Of course enemies get up to eight per combat, and you
can never flee, but the whole idea of being able to assemble a party was
revolutionary in 1983. The towns aren't quite as sparse as Ultima II and
there's some indication of them being centers of commerce with lots of
everyday citizens and even a few well-informed recluses rather than
great plains where guards will attack you if you do anything wrong. Even
if most folks just say 'Good day.'
The big problem is that the best path to getting good characters involves
repeatedly beating up people in the towns you're trying to save.
1.2. PURSUANT TO BIGNESS, OFFSHOOTS AND CONTRASTS WITH ULTIMA II
U3: 2 outside+12 inside locations at 64x64 each = 57344
U3: 7 dungeon locations at 8 16x16 floors each = 14336
-------------------------------------------------------
Total = 71680
U2: 33 locations of 64x64 or 16 16x16 levels = 135168
So Ultima III is smaller than Ultima II but in fact boasts more puzzles
and, well, INTERESTING locations. It's better organized and puzzles make more
sense.
1.3. WHERFORE THE APPLE? / YE ART OF EMULATION
Well, I prefer the Apple emulated to the PC version(the Commodore is
probably fine too) because you can use save states in AppleWin in case you
mess up. However, the PC version becomes playable if you use
DosBox(dosbox.sourceforge.net) and it is easy to speed up/slow down. Also the
four-color scheme of the PC version with two of them being white and black
makes it look so goshawfully ugly. But with DosBox it does not take up the
full screen--and I found I liked to have other apps open while playing.
*cough Hex Editor cough*
2. YE CREATION OF THY CHARACTERS
Shay Addams recommended an elf Thief, two dwarf Paladins and a bobbit Druid
in his Ultima book but I see no reason for the Thief. I'd just go with the
Fighter. But I like Druids because they have the no-point spells that repel
orcs, etc.(use Wizard-A) as well as skeletons, etc.(use Cleric-A.) Druids
will always be the weak link but you need to have some sort of spell casting
early on. A Lark is also good because he has use of all weapons and once you
get exotics you don't need to worry about only having cloth armor. But it
seems fighter-mages' main benefits are that teleport spells are a bit
cheaper. Nothing a few trips to Ambrosia won't render invalid.
I made it through comfortably with Mr Addams's set-up but I think that
wizard/mage spells aren't particularly useful. Not enough to get a pure
mage(Wizard) and so I might even recommend a party of four Paladins. All can
be dwarves; all can have 20 wisdom. Three get 20 strength, #4 gets 20
dexterity so he's the one opening chests. This allows you to cast heal spells
constantly without trapped chests doing too much damage. You can balance the
statistics out later if you want, though the 99 strength is most immediately
useful in the latter parts because you can just destroy everything else with
a +4 bow, which all dwarves can use.
3. YE IMPROVING OF YE CHARACTERS(BOP-AND-RUN, AND BOP-AND RUN...)
There's a cheating way to get better quick. It also allows you to pool
money to resurrect your favorite party. I put it in section 6.2 about
cheating the old fashioned way.
Staying outside and fighting is good enough. You should be able to keep
your head above water if you just manage to cast appropriate heal spells
often enough. However there are ways to speed up the process.
The earliest is to go to Yew. It has 15 clerics you can fight and at 6 exp
a pop they are easy to take out. And you get a lot of gold. See the town
section for details.
Later on you may want to go to Death Gulch and rob it for gold continually-
-one 50-gold key brings an investment of 1000+ gold. It's even better than
entering Perinian, robbing the chests, leaving and reentering. Which you only
need torches or light spells for.
Once you get pretty good you'll be able to defeat guards. The best
place to do this is in Fawn where you can pop the guard at the top
entrance and leave to gauge how good you are. Later you can rout a town
such as Dawn. Each guard fight features 8 guards * 15 exp = 120
experience. Since characters get levels every 100 points you get the
equivalent of just over a level each fight. Eight guard sets get you
pumped up pretty quickly, and when you have powerful missiles and some
spells they'll be cut down before they get close.
You'll need to take several trips to Ambrosia to max out your stats.
The first few times you might just want to take 500-1000 gold each. But
as it gets easier to get gold you can use your last trip or two to max
out one statistic and work on improving another.
4. YE CONCISE WALKTHROUGH
4.1. YE ACTIONS
While building up characters(not included, see detailed area
discussions for that,)
1. Get the Mark of Kings from Perinian(E, N of LCB) so you can build up
levels more. Your characters should get this and all marks.
2. Pick off Exotic armor and weapons when you get a boat(Other command:
dig. Weapons are found SEEE of Fawn, the island town. Armor is found on
the west square of the island east of grey, NE of Exodus's castle and
south of the mountain enclosure.
3. Pick off the Mark of Fire from Perinian or Fire(S of LCB.)
4. Pick off the Mark of Force from Fire(while doing 3) or from M/Doom(W
of the Montors.)
5. Pick up the Mark of the Snake from the island dungeon NE of the
Montors, also accessible from moongates(phase 1.)
6. Go to Ambrosia(see Britain about how to get caught in the whirlpool)
and O - SEARCH at each shrine to find the cards of Love, Sol, Moons and
Death. You might want to build up your stats there too, of course. Only
one character needs them but you can have everyone get everything.
6a. Someone sent me an email a while back saying it is a good idea to take a
horse into Exodus's. Then you can run past the enemies. I can't credit him by
name but I want to mention it's not my idea.
7. [Y]ell EVOCARE south of the snake in the hidden mountain isle to walk
into Exodus's
8. Get to Exodus's(left once you enter, follow the big hallway) and go
north at the force field/fire. Defeat the floor tiles(see combat for
details, this can be tricky)
9. Use the punch cards on Exodus.
Below Exodus's leftmost terminal, type O - INSERT - <up arrow> - L. It
will explode.
Move one square right. Type O - INSERT - <up arrow> - S
Move one square right. Type O - INSERT - <up arrow> - M
Move one square right. Type O - INSERT - <up arrow> - D
KABOOM! Exodus dies.
4.2. YE REASONING
1. Devil Guard: 'The King favors a Mark.' But you'll probably stumble on
it by accident first.
2. Dawn: mages in SE tell you to dig and where.
3. Devil Guard: 'Seek Ye the Dungeon of Fire.' But Perinian works well
enough too.
4. Nowhere, but you're told you need 4 marks, and there are all these
force fields...
5. Devil Guard: 'A mark helps invoke the snake'
6. Some people mention the whirlpool
7. Fawn: 'Pray at the Circle of Light' -> Notice it in Yew -> O - PRAY -
'EVOCARE'
8. see 5, sort of
9. -> Lord of Time(Time dungeon)
You actually might not need the mark of Fire as fire takes 50 HP off your
party for each square you walk over it, and when you get good, that's not a
big deal. However the mark of Kings is necessary(get you to level >5) unless
you're win-five-lotteries-in-a-row lucky. The mark of force is needed to
traverse Exodus and the mark of the snake is needed to get there at
first(unless you sector edit the maps you rapscallion you.)
5. YE GAME DETAILS
5.1. YE AULD TEXTE MAPPES
Mostly erased or shrunk for convenience.
5.1.1. YE OVERWORLD AND UNDERWORLD
5.1.1.1. SOSARIA
C=Castle of Lord British
E=Exodus's castle
0-7=moongate phases
v=dungeons
^=mountains
:=forest(bad vision)
~=water
a-j=towns
k-q=dungeons
}{ =serpent
&=lava
!=exotic weapons
#=exotic armor
a=Fawn
b=Moon
c=Yew
d=LCB
e=Devil Guard
f=Death Gulch
g=Grey
h=Dawn
i=Montor W
j=Montor E
k=perinian
l=dardin
m=mines
n=time
o=fire
p=doom
Sosaria scrolls horizontally and vertically but in fact due to the way
they map it you'll only be able to go in a cycle northwest/southeast.
Starting players will want to stick near Lord British's foraying into
Perinian and also bashing around Yew for starters. There's more than
enough to do. Once they figure how to get to Dawn(until then guilds in
Grey and Death Gulch will have to do) it's time to hit the big time and
buy a lot of fun stuff.
Until then they might want to hire a ship. Sailing is annoying since
the wind changes CONSTANTLY but wait a bit and it will turn several
times before the game forces you to pass. Once you've got a ship explore
the islands. You may even want to park the ship near Death Gulch's
island so it can cross to the mainland.
The toughest part about traveling in Sosaria is when you want to get
into the whirlpool. Note that it moves freely of you and always follows
this rule: when it hits an edge, it goes off in a different of eight
directions until it hits another one. So you can park yourself in its
path--or avoid it. It's annoying but if you get in its range you'll
eventually be able to get it to sink you.
Every time you go to Ambrosia you'll get a silly message.
'A HUGE SWIRLING WHIRLPOOL ENGULFS YOU AND YOUR SHIP DRAGGING BOTH TO A
WATERY GRAVE! AS THE WATER ENTERS YOUR LUNGS YOU PASS INTO DARKNESS! YOU
AWAKEN ON THE SHORES OF A FORGOTTEN LAND. YOUR SHIP AND CREW LOST TO THE
SEA!'
'ALL IS DARK! YOU MADE IT!' on the way out.
Shockingly melodramatic stuff.
5.1.1.2. AMBROSIA
There is no dialog in Ambrosia and you can't save there. It also has plenty
of blind alleys that can cost you keys, time and/or life points, and if you
die down here, your boat is adrift in the middle of the sea, leaving you to
wait for the next pirates. So what are its redeeming features?
Well, first of all, there are no random combats, food is consumed at a
slower pace than overland, and it has some game critical items. The main
point is to locate four different critical shrines, and once you find
them, to use O - SEARCH and you will find one card in each place. You
can also improve attributes here. It turns out that by the time
improving attributes is convenient you don't need to do so any more.
Each shrine has one virtue aligned with it, and the best bet in each
shrine to get the most for your money is to offer 100 gold pieces each
time. You'll get one attribute point. It may be annoying to wait for the
screen inverse and delay, but it's not too heinous. It will pay off
quickly. I'll put the shrines in approximate ease of location.
Advanced players with pretty good parties will want to have several
keys to explore the area with. Four will get you to the locked-away
shrines, Wisdom and Intelligence.
You start at the bottom of the screen, just north of the whirlpool. To
get back to the surface you need to re-enter the whirlpool, and there
are two ways to do so. First way is to go to the Shrine of Dexterity and
use the boat nearby. Go west and unlock the door and enter the
whirlpool.
Shrine <-> Card found by it
Dexterity <-> Card of Sol
Strength <-> Card of Love
Wisdom <-> Card of Death
Intelligence <-> Card of Moons
Everyone can search to get a card but only one person needs it.
**Shrine of Dexterity**:
This is a good first one to go to. It'll help you avoid traps later.
There's no nasty combat in the way, and you only need to fight pirates
to get back, so if you're still low-level you won't risk much here. Go
northeast along the mountain range that's to the east from where you
entered. East and follow the path curving south then west. There's a
pirate ship there. Take out its denizens and row west. North and east in
the forest on the other side of the mountains, you will find the Shrine
of Dexterity. Search and have everyone enter. Let one person get to 99
first; having him this good will ensure you won't set off too many
traps. The less you need to prevent, the more you can go forward, and
with random annoying big losses such as the bomb trap neutralized you
can focus on piling up more gold...meaning more attributes...meaning
more levels more easily...and so forth.
**Shrine of Strength**:
This is the next one I would get to. It's nice to have fighters that
can whip weak enemies before they get close. Push north from your
starting point and then go west--a slight bump north--and then the path
tends northwest while the bush land becomes the forest. The passage is
pretty one-way and you'll run into some daemons first. Hit them will all
your magic. After that there will be two groups of horses which aren't
too tough but should not be underestimated. Keep going south and the
shrine is in the final area(5x5 or so) in the center. Not a bad idea to
have everyone enter, but let your fighters improve first.
**Shrine of Wisdom**:
This requires two keys but has a lot of false trails. Go north then
northeast at the impasse. Open the gate with a key. Then keep north and
enter the forest at the top. Follow the trail, unlock the next gate, and
try to tend west. There'll be another gate, but don't enter it. Go east
two from the gate and south. Pow, the Shrine of Wisdom.
**Shrine of Intelligence**:
You need three keys to get here, and you probably won't want to
revisit this one too often. Again go through the gate at the top, then
go through the gate at the top left of this area. Defeat the pirate ship
and go west and a bit north to the clearing. West of that is another
area with a locked door. Beyond that is the Shrine of Intelligence.
Search it to get the Card of Death. If you only have a Druid, then you
won't need this shrine's improvement abilities at all.
5.1.2. YE TOWNES
List of prices
Horses = 800
** GUILD **
Keys = 50(worth the investment in the right spot)
Torches = 30 for 5(buy some)
Powder = 90(never used this)
Gem = 75 (rip off)
** BAR INFO **
pay 10+ for drink:Ambrosia, ever heard of it?
20+:Dawn, the city of myths & magic!
30+:The conjuntion of the moons finds link!
40+:Nasty creatures, nasty dark, sure the ready, fore thee embark
50+:None return, or so I'm told, from the ppol, dark and cold!
60+:Shrines of knowledge, shrines of strength, all are lost into the
brink!
80+:EXODUS: Ultima III Which is next? Now could it be.
90+:Seek ye out the Lord of Time, and the one way is a sure find!
70+:Fountains fair & fountains foul all are found in dungeons bowel
Apparently some famous poets used drink as inspiration but apparently serving
the stuff doesn't do wonders for the poetic muse.
** ORACLE INFO**
Note the poem that forms as you buy more. All told you'll need 4500--unless
you shut the computer off after learning. With 900 gold you'll need just 5
trips...(1/8,2/7,3/6,4/5,9.)
Hundreds paid:
1-
2-
3-
4-
5-
6-
7-
8-
9-
** HEALING PRICES **
Cure poison: 100
Healing: 200
Resurrection: 500 [you can take out the disk while resurrecting so that
if it fails your character doesn't turn to...]
Ashes: 900
** WEAPON PRICES **
You can buy weapons and armor for the same price you sell. In fact
this is a more useful way to transfer money than to use H)and as that
only allows 99 GP at a time.
B-DAGGER-5
C-MACE-30
D-SLING-60
E-AXE-125
F-BOW-350
G-SWORD-200
H-2H SWORD-250
I-+2 AXE-400
J-+2 BOW-1050
K-+2 SWORD-800
L-GLOVES-1200
M-+4 AXE-2700
N-+4 BOW-6550
O-+4 SWORD-4550
It seems the bow does less damage than the sword, but I do think the
increased range is well worth it.
** ARMOR PRICES **
B-CLOTH-75
C-LEATHER-195
D-CHAIN-575
E-PLATE-2500
F-+2 CHAIN-6130
G-+2 PLATE-8250
General notes: A lot of people just say 'Good Day.' They are not
included in my dialog compendium.
Also sometimes you may have to use a key, suffer damage, or even
attack some natives in a town in order to get info. Fortunately you can
just restart the game after you find this sort of thing out.
I also cut off parts of towns that were redundant. For instance if you
have 10 rows of water/waves I chopped them to one so you only see the
parts that might matter.
You also start on the west side in general.
5.1.2.1. DAWN
Note how the guards are sequestered just out of sight. But there's
more than one way to get through Dawn without having them catch you. Of
course you can bribe them, but you can also unlock the stables, steal a
horse, and outrun them with a bit of care. It's necessary to do this to
get a vital piece of information from one of the wizards lumped in the
lower right unless 1)you're strong or 2)you shut the game down after you
find out. But it can also save you some serious money on food in the
long-term. Dawn itself isn't too special other than this clue you have
to attack mages to get.
What's nice about this place is that the guild is right next door to
the stables, so there's no problem poking around to get everything you
want.
If this place had gold to loot it would be perfect. As it is Dawn does
well enough with all the magic items you can buy--armor and weapons. Get
+4 bows and the best armor you can here. It's worth the wait to enter.
Dialog for Dawn:
MAGE AT WEST ENTRY:
Welcome to Dawn!
MAGE IN SE CORNER:
<Dig> on isles
MAGE IN SE CORNER + 1N:
<Dig> up Exotics
MAGE IN SE CORNER + 1W:
<Dig> carefully!
GENERIC PEOPLE:
Jolly Good Day!
MAGE WANDERING(STARTS IN CENTER):
Dawn lasts but a brief moment!
MAGE IN BAR(BALLYHOO)-E:
Ambrosia awaits!
MAGE IN BAR(BALLYHOO)-W:
Seek ye thy fortune!
5.1.2.2. DEATH GULCH
Cool name, weird place. You only need one key to get in if you zigzag.
Not a lot of info here but the big deal here is all the $$$$. The way to
get it is as follows: from the entry, go south, then east/south until
you have a path up. Take it, go east, then north and east when the
forest clears. Unlock the door to the east and go down until you see
more forest. West to the 4-way intersection, north, west, south a
square, west, O-BRIBE-W. Walk past and get all the gold. Now there's
just one problem here; you won't be able to go through the force field
and get the gold without alerting the guards. Which is great if you want
to build up experience but not otherwise.
Just for fun you can go to the very east once you've got the Mark of
Fire. The daemon will have some relatively useless advice for you.
Dialog for Death Gulch:
DEMON(ENTRANCE):
Begone fool!
GUARDS IN SOUTH:
<Bribe> me to enter
DEMON IN FIRE TO EAST:
Exodus is four as one!
5.1.2.3. DEVIL GUARD
Devil Guard has a nice thieves' guild and a lot of information, but
you'll probably want to just root out all the info you can here and get
out. Most of the important people stay put.
Note how they double the U as a V here. It's more convincing in the
game than on a text file.
Dialog for Devil Guard:
FIGHTER E/S/E OF ENTRANCE:
'Marks' gained in dungeons!
FIGHTER IN FAR SE:
Hot metal leaves a `Mark'!
FIGHTER IN FAR E, A BIT LEFT:
The King favors a `Mark'!
FIGHTER IN FAR E, A BIT RIGHT:
A `Mark' helps invoke the Snake
FIGHTER NE OF FOOD:
4 `Marks', 4 uses!
FIGHTER W OF GROGSHOP:
Seek ye the dungeon of fire!
FIGHTER S OF STABLE:
Mark thee well!
5.1.2.4. FAWN
Dialog for Fawn:
CLERIC(BEHIND HEALER'S):
<Pray> for the invocation!
CLERIC(N OF PROVISIONS):
<Pray> in the Circle of Light!
CLERIC(S OF GUILD):
`Invoke' the Silver Snake!
CLERIC(FAR EAST):
To pass you need a Mark!
CLERIC(W OF PROVISIONS):
Fawn is a nice place!
MAGE NEAR ENTRANCE:
Welcome to Fawn: City of the sea!
5.1.2.5. GREY
An inconvenient town with not a lot else to offer, and all those
random citizens bouncing around can get annoying. The guild gives it
some value. Steal the gold in the corner and the guards will come after
you.
Dialog for Grey:
THIEF BY TREASURE:
Watch it bub!
THIEVES BOUNCING AROUND:
Yo! ho! ho! and a bottle of rum!!!
Ever seen Exotic arms?
FIGHTER IN CORNER:
Exotic clues found at Dawn!
MAGE IN FOREST UNDER GUILD:
Only Exotics will protect from Great Evil!
JESTERS ALL OVER:
Don't you wish you were a Jester!
5.1.2.6. LCB
Oh look. There's a thief to the north of the main part that has some
somewhat interesting information. But there's some good general
information here and it's the merchant by the lake that really tells you
something--Dawn appears with the conjunction of new moons. Only the
thief hidden behind the armoury/weapons shop gives you the first real
piece of a puzzle.
Dialog for LCB:
CLERIC BY SE LAKE(E SIDE):
Is it not lovely
THIEF IN THE OUTSKIRTS(N OF MOAT):
Quest ye unto Lost Ambrosia!
THIEF IN ARMOURY:
Round back!
THIEF IN ARMOURY/WEAPONS NICHE:
Only with Exotic arms can you win
THIEF IN THE PUB:
Exodus lies beyond the Silver Snake!
MERCHANT BY SOUTHEAST LAKE(W SIDE):
`Dawn' comes each new pair!
FIGHTER IN THE PUB:
Dupre laughs: Drink up!
JESTER:
Ho! Ho!
5.1.2.7. MONTOR EAST
It's useful to figure out what to do with the cards here although you
do get the full picture from the time lord later on. About as useful for
stocking up as the other Montor but a lot of the talking is fluff.
Dialog for Montor East:
<Insert> cards into pannels!
4 cards, 4 pannels
JESTER(CENTER):
Jolly Joe: Ho Ho Ho!
VARIOUS ROAMING FIGHTERS(FROM SHOPS):
Baby Bob: Bring me bucks!
`Cards' are useful!
`Marks' are useful!
`Exotics' are useful!
5.1.2.8. MONTOR WEST
Some useful information and a decent amount of stocking up here.
You'll need to bribe a guard to get to the prison...or fight your way
in, possibly killing the game. You learn some secret commands here. The
thieves you rescue follow you around annoyingly so if you go in a dead
end you'll have to attack one to get out.
Dialog for Montor West:
THIEF IN ARMOUR/WEAPONS:
Good stuff, eh?
FIGHTER IN ARMOUR/WEAPONS:
Seek the Jester in castle Fire!
LEFT FIGGHTER IN BAR:
Sentri: Good grog!
RIGHT FIGHTER IN BAR:
Shamino: Good food!
GUARD(JAIL):
None shall pass!
THIEF IN UPPER LEFT CELL:
<Search> the Shrines!
THIEF IN LOWER RIGHT CELL:
<Search> for cards!
5.1.2.9. MOON
Blue Boar is the bar, Capessi Cantom is food.
You probably won't need to enter Moon to win the game. It's got scant
info which you can find elsewhere. It's also inconvenient to get to and
walk around.
Dialog for Moon:
GREETER(MERCHANT):
We are honored!
CLERIC W OF BLUE BOAR:
Seek ye the Shrines of Truth
<Bribe> guards! They will leave!
FIGHTERS IN PUB:
To arms! and To battle!
vvvv Don't think so! [for moon?]
CLERICS IN HEALING:
Peace be with you.
CLERIC W OF HEALING:
I've been beyond the whirlpool!
MAGE IN NW FOREST:
Dawn rises in the Dark Forest.
Depart! or Die!!!
5.1.2.10. YEW
Yew seems like a very hidden place, but in fact there's an easy way
around it. Go to the greeter, to the east. South of him is the 'Rogation
Worships.' East of them is the Circle of Light. North of the middle of
that is the healer. West of that is Aliment, a fancy way to say grocery.
Yew doesn't seem too useful until you note there are no guards. The
clerics are good for beating up. There's only one in each group per
fight. If you have missile weapons, they're toast. You'll be more
worried about the traps in their chest--but there's a healer in the
vicinity! Still, with 15 total fights of this nature(west entrance=1,
rogation=8, circle of light=4, healers=2, don't worry about ones in
forest) that makes 15*6=90 experience per set of fights--or almost ONE
LEVEL OVERALL per rampage. That's not counting the gold you'll pile up,
too. Count it as 750 or so, minus 100 for a poison cure. Just don't rush
and get someone killed.
Dialog for Yew:
CLERIC(WELCOMING, WEST):
Search and ye shall find!
CLERICS IN SOUTHEAST:
Welcome to the Circle of Light!
CLERICS IN SOUTHWEST:
Bonim Anima Teuri, Amen!
CLERIC LOST IN FOREST:
Know ye well thy foes!!
5.1.2.11 [GENERAL COMPENDIUM]
5.1.3. YE CASTLES
5.1.3.1. LORD BRITISH'S: TO KILL A MOCKINGBOARD
[or just the effigy of the creator of a game that used a mockingboard.]
Lord British's castle is a fun place to be. First of all there's Lord
British, so conveniently right to the north, not including the short
walk around a scenic pool! Lord British gives you a level if you've
earned one(levels earned = experience / 100.) But if you've gained lots
of experience since last you met, you'll need to talk to him a few times
to get the full reward. You'll need the Mark of Kings to help you get
above level five.
To the left side of the throne room there's a locked door. Behind
that--and another locked door to the north--you have the other side of
the moat. To the west and south you can commission a boat and even talk
to the guy on the island you saw to the east when you first entered
here.
Unfortunately you can't leave with the boat per se but there is a bug(in
the Apple version) that allows you to do cheat around it. Kill the cleric on
the island and ride the boat around. Get attacked by guards and bring one
party member forward to get massacred. The game will now save. Kill it. When
you restart you'll find there's a boat to the right of Lord British's castle.
You can also use this technique with a new party--disperse your regulars,
sell the newbies' equipment, get two keys, unlock the castle, get killed,
restart.
Off to the right before the throne room you have the jail and the torture
section. The jester in the fire tells you the location of Dawn. I won't tell
if you should kill the game right after you find him--you take a lot of
damage in there!
Later when you get better and can buy keys en masse it's easy to loot the
treasure room and no-one will notice. But other places have an even better
rate of return.
You also have a way to do something very interesting and unusual. In a way
it requires more abstract thinking than the actual game.
One of the most fun side puzzles in the game is figuring out how to kill
Lord British. Yes, it's possible, and as Shay Addams reported in _The
Official Book of Ultima_, Richard Garriott wasn't happy to find out about it!
This trick requires, for best execution, that your party have two keys and be
strong enough to beat one set of guards.
You can't actually defeat Lord British in combat, but you can sucker him
into walking into the path of a ship's cannon. Here's how it's done.
Go straight north to his throne room and use the key off to the west. Don't
worry if a guard follows you. There's another door north and west, and then
if you go west and south from there, you can board a frigate. It's probably
easiest to do things if you can beat one group of guards--but you ONLY need
to beat two to be sure. See the last paragraph for a refinement of this
method that actually allows level one characters--although I'm only 90%
confident in it.
Take the boat south and east until you're in the upper of three squares
on the left side of the moat. Exit, go north, and attack the guard
group. Once you've defeated them, immediately head back down to the
boat. Let the guards attack you while you're on the boat square(don't
enter it yet, for easier combat.) That chest will now act as a wedge, so
don't take it. Board the boat and go one square south. Exit. Wait a bit
for guards to come south; if they do, simply step back into your ship
and fire away as they come. They should wind up two squares north of you
in which case they're easy, but if one sneaks to the west then you may
just want to shoot it down that way. Leave the boat, wait a while, and
if you see any guards coming down then go back into it and fire again.
After you've gotten the all clear, the rest of the task consists of
going north of your wedge chest and seeing where the guards are. Likely
they'll be stuck around the LCB pool. First, get rid of Chuckles the
Jester, who can get in the way and block you for a few turns--doing his
master Lord British a favor! Moving to one side or the other in the room
with the LCB lake will start guards or Lord British moving diagonally
and down towards you again. You'll have to have faith in what you cannot
see. On the bottom edge, move two squares left from how you came up.
Then move back right. Wait a turn or two if you can't see any guards,
but if they appear, run back down. You can also go to the first square
right of the pool edge on the bottom wall to coax Lord British in case
he went to the right. But he really should go to the left.
Alternatively you can go up, east, kill the cleric, east, south and
west(staying away from shore to pick off any guards that stray before
you get to the moat) and proceeding as before, waiting, killing
Chuckles--EXCEPT you need to disembark from the middle square on the
right moat, go up and then two squares to the right, then right back
down and onto the ship. You should have time to fire north. The top of
the lake is six squares above the bottom wall, so since opponents can
move diagonally you'll be four squares ahead if all goes well(you must
move left twice to get to the main hall) before you go right into the
boat(3 squares) and board(2 squares) allowing you to fire away.
Dialog:
JESTER IN THE FIRE:
West 8, South 35 and await Dawn!
MERCHANT IN KITCHEN AREA:
Cookie cries: Like the food?
LEFT JESTER IN THRONE ROOM:
Iolo sings: Ho eyo he hum!
RIGHT JESTER IN THRONE ROOM:
Gwino sings: Muh eh oye oh!
FIGHTER IN KITCHEN AREA:
Phantom Fighter: The food stinks!
CLERIC AT TOP, BEHIND TWO LOCKED DOORS:
The Wise Cleric: 4 cards, 4 slots
Enter... If you dare!
JESTER(BOUNCY, NEAR ENTRANCE)
Chuckles: Welcome all!
5.1.3.2. EXODUS: SHOWING EXODUS THE EXODUS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~ ~~~~~~
~~~~ ~~~~
~~~~ ~~~~
~~~~ ********* ******** ********* ~~~~
~~~ *&&&'&&&* *%%%%%%* *&&&''''* ~~~
~~~ *&&&'&&&* *~~~~~~* *&&&&'''* ~~~
~~~ *&&'''&&* *~ÆÆÆÆ~* *&&&&&''* ~~~
~~~ *'''''''*************~''''~**************''&&&&'* ~~~
~~~ *&&''''''%'%''''''''*~''''~*'''''''''%'%''''&&&&* ~~~
~~~ *&&&'''''%ª%''''''''*~~''~~*'''''''''%ª%'''''&&&* ~~~
~~~ *&&&'''''%'%''''''''*&&&&&&*'''''''''%'%'''''&&&* ~~~
~~~ *****'''*********'''*&&&&&&*'''**********'''***** ~~~
~~~ *%%%*'''*'''*'''*&&&&&&*'''**'''*'''*%%%* ~~~
~~~ *'ª'*'u'I'''*'''*%%%%%%*'''**'''I'u'*'ª'* ~~~
~~~ *%%%*'''*'''*'''*%%%%%%*'''**'''*'''*%%%* ~~~
~~~ *'''*****'''*'''*%%%%%%*'''**'''*****'''* ~~~
~~~ *'''*'''*'''*''''''''''''''**'''*'''*'''* ~~~
~~~ *'''*'''I'''*''''''''''''''**'''I'8'*'''* ~~~
~~~ *'''*'''*'''*''''''''''''''**'''*'''*'''* ~~~
~~~ *'''*****'''******DEATH******'''*****'''* ~~~
~~~ *'''*'''*'''%%%'''''6'''''%%%'''*'''*'''* ~~~
~~~ *'''*''$I'''%%%'''''''''''%%%'''I'³'*'''* ~~~
~~~ *'''*'''*'''%%%'''''''''''%%%'''*'''*'''* ~~~
~~~ *'''*****'''***%%%*****%%%***'''*****'''* ~~~
~~~ *'''*'''*'''*~~'''~~*~~'''~~*'''*'''*'''* ~~~
~~~ *'''*'³'I'''*~~'''~~*~~'''~~*'''I$''*'''* ~~~
~~~ *'''*'''*'''*~~'''~~*~~'''~~*'''*'''*'''* ~~~
~~~ *'''*****'''*~~'''~~*~~'''~~*'''*****'''* ~~~
~~~ *'''*'''*'''*~~'''~~*~~'''~~*'''*'''*'''* ~~~
~~~ *'''*'8'I'''*~~'''~~*~~'''~~*'''I'''*'''* ~~~
~~~ *'''*'''*'''*~~'3'~~*~~'3'~~*'''*'''*'''* ~~~
~~~ *'''***********%%%*****%%%***********'''* ~~~
~~~ *'''''''*&&&&&&'''&&&&&'''&&&&&&*'''''''* ~~~
~~~ *'''''''*&&&&&'''''&&&'''''&&&&&*'''''''* ~~~
~~~ *'''''''*&&&&''''''&&&''''''&&&&*'''''''* ~~~
~~~ *'''*'''*&&&''''''&&&&&''''''&&&*'''*'''* ~~~
~~~ *'''*'''*&&''''''&&&&&&&''''''&&*'''*'''* ~~~
~~~ *'''*'''*&&''''&&&&&&&&&&&''''&&*'''*'''* ~~~
~~~ *'''*'''*&&'''&&&&DEATH&&&&'''&&*'''*'''* ~~~
~~~ *****%%%*'''*&&'''&&&&&'''&&&&&'''&&*'''*%%%***** ~~~
~~~ *'''*'''*'''*&&'''&&&&&'''&&&&&'''&&*'''*'''*'''* ~~~
~~~ *'''''''*'''*&&''''&&&'''''&&&''''&&*'''*'''''''* ~~~
~~~ *'ª'*'''*°''*&&&'''''''''''''''''&&&*''°*'''*'ª'* ~~~
~~~ *****'''*****&&&&'''''''''''''''&&&&*****'''***** ~~~
~~~ *&&&''''''''%&&&&&''''''°''''''&&&&&%''''''''&&&* ~~~
~~~ *&&&''''''''%&&&&&&&'''''''''&&&&&&&%''''''''&&&* ~~~
~~~ *&&'''''''''%&&&&&&&&'''''''&&&&&&&&%'''''''''&&* ~~~
~~~ *'''''''**'***********'''''***********'**'''''''* ~~~
~~~ *&&'''&&*'''* *²'''²* *'''*&&'''&&* ~~~
~~~ *&&&'&&&*''ª* *'''''* *ª''*&&&'&&&* ~~~
~~~ *&&&'&&&*'''* * * *'''*&&&'&&&* ~~~
~~~~ ************* ************* ~~~~
~~~~ ~~~~
~~~~ ~~~~
~~~~~~ ~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~& &~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~§~~~~~~& &~~~~~~§~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~& &~~~~~~~~~~~~~~~~~~~~~~~
Exodus's castle is certainly a nasty place to be. That's why you'll
want to move quickly and find the right path. You'll want to take
advantage of all details here. First of all if you don't have exotic
armor for all characters, exotic weapons for all characters, all the
cards and all the marks, leave and come back when you do. Be sure to
have exotics ready as well; no other weapon does any damage in Exodus's.
First of all don't worry about what's directly to the north. That's
just a prison area with nasty encounters--guards attack you there.
IMMEDIATELY go north into the main hall when you enter. Don't be
scared by the Balron. The problem with waiting is that there's a monster
called GRASS. It blends in with the grass and will make a run at you if
you're not quick about it. This is immensely annoying as despite its
only giving two experience points and being more visible than the floor
monsters you'll find in the last battles, you take 100 damage per hit
from it. I'd say you'd need three level 40 fighters to make it through,
each with maximum strength and dexterity. Spells only help marginally
here. Fortunately as you get better it gets easier to get even better.
Spend time beating up guards in towns until you're rock solid.
Also note that sometimes you'll just take damage at random. In the
balance of things if you have three cleric spells then healing after
each battle will slowly regenerate you. But then you run the risk of
running out of food. So to save your sanity just try to plow through it.
I prefer to go left but the mirror image of this solution is also OK.
Don't worry about the fire; your Mark of Fire will allow you through
here. Keep along the south wall, because a group of dragons will come
from the room to the south and attack you. If you're away from them then
they may shoot at you, damaging your party for 100 HP each. That's an
audit of a whole level.
For combat, because you don't have any long-range weapons, you just
want to run everyone at the dragons immediately unless they have
spells(if you have only one, leaving your spellcaster, who probably has
fewer levels, back for a bit might not hurt--if he survives he is a BIG
help in the final battle if only because he is a warm body.)
Once you've defeated the dragons, sidle along the left wall up. Bam,
another welcoming committee of dragons from the side room, more dragon
steak. Now go to the right wall and go up. Balrons...oooh. Smoke e'em.
Go north--dragons, chop, slash, go around the corner for more dragons.
You're probably sick of dragons but the variety you'll see may not be
too palatable. East, south, east and then north at the force fields.
North through the fire. Get ready--three combats here with FLOOR TILES.
That's right. And they're nasty ****'s.
They're invisible, so if you run into them you probably won't know
where they are. Keep in mind that:
1. Monsters move diagonally to line themselves up with you
2. If they can't, but they're diagonal to you and can attack, they will
So what you need to do is to flee and go against a wall. You don't
want to push everyone back right away, though. For your first move let
1, 2 go back and 3, 4 go left. Then push everyone back. The result?
You're all lined up against a wall together. Now the fun part begins.
Have each player go A - [UP]. The tiles, although they take you for 100
hit points, don't have much endurance, and you should be able to nail
them. They also should have been funneled to all squares directly in
front of you, unless you had trouble killing one. Look closely; if you
see 'player 2 hit' or 'player 4 hit' but neither one is killing anything
then try moving him left/right and attacking as he's probably getting
hit from the diagonal.
Also keep in mind that only eight monsters can be on the field at a
time, so counting that can give you a sense of where you are.
While less visible than other combats, the fight with the tiles is
less draining if you know what to do.
Once you get past the chests, go to the left part of the machine that
is Exodus.
O - INSERT - L (*boom*)
East
O - INSERT - S (*boom*)
East
O - INSERT - M (*boom*)
East
O - INSERT - D (*boom*)
Watch the finale. Try to enjoy it without laughing at it.
Dialog for Exodus:
DAEMON GUARDS AT FRONT DOOR:
All may enter, None shall leave
BALRON IN FRONT OF THEM:
Choose well your way!
CLERIC IN N PRISON THAT FOLLOWS YOU:
Save me Please!!!
RANGER(N CELLS):
Death is here!
THIEF(S CELLS):
Leave quickly!
5.1.4. YE DUNGEONS
Dungeons can be tough to get the hang of. They replenish all gold once
you leave, which is good for mass cheating/stocking up, but on the other
hand you need a lot of torches or light spells to get around. It's also
a good idea not to mess with them until you've been to ambrosia and have
a cleric who can cast up/down/escape spells. Spell I costs 40 magic
points, but E and F(up a level and down a level) are also useful.
If you want to be a putz about things and only have one gem to peer at
you can map dungeons out by going to level 1, peering, transcribing,
going to level 2, etc. Or you can follow the text maps below.
Dungeons aren't as fun or efficient a way to build up your stats as
others except perhaps for ones with a lot of treasure--but whether you
go into a dungeon to get one of the necessary four marks or treasure,
you'll want to be able to get out quickly with an I spell.
The dungeons are listed by file name as seen on the PC version(*.ULT.)
Ledger
F = fountain(heals HP, cures poison, or poisons)
S = secret door
: = door
X = wall
(r) = Mark (costs 50 hit points)
G = Gremlins(take 100 food from someone)
$ = gold chest
~ = message(determined by level and largely useless)
^ = stairs up
H = double stairs
v = stairs down
W = winds(blow out light)
! = trap
The maps are 16x16 and usually do not cycle around, but they can.
5.1.4.1. DARDIN
Dardin isn't strictly necessary to complete the game. It's just north
of Lord British's castle and LCB and although it's convenient to get to,
Perinian is more convenient to pick up two of the marks.
By-level notices below:
Dardin's Pit!
Secret slides!
Beware traps!
Ever adventure!
Gremlins!
Circle Death!
Colosal cavern!
Traps to gold!
Dardin level 1
XXXXXXXXXXXXXXX X
X^ XG GX X X X
X X XXX XXX X
X ~ X XX
XXX XXXX XXXXXXX
XGX XX$ X X X
X X X$ GS : X X
X X G X X X
X X XXSXX XXX XXX
XGX X X
XXX XX:XXXX X X
X X X v X
XX X X XXXXX
X XX X X Xv X
XX X X X ! X
XX X X X
XXXXXXXXXXXXXXXXX
Dardin level 2
XXXXXXXXXXXXXXXXX
X$S S$X
XSX XXXXXXXXX XSX
X X S (r)X X
X X X F X X X X
X X X X X
XXX!XXXSXSXXXX XX
X$ $XSXSX$X X
X X XSXSX X X X
X$ $XSXSX X
XXX!XXXSXSXX:XX X
X XSXSX^~vX X
X XXXXX X :~W~: X
X X Xv~^X X
XSX X XXXX:XXSX
X$S X S S$X
XXXXXXXXXXXXXXXXX
Dardin level 3
XXXXXXXXXXXXXXXXX
X S S X
X SSSSSSSSS XSXSX
X SSSSSSSSS X S!X
X SS!SSS!SS XSXSX
X SSS$$$SSS X!S X
X SSS$$$SSS XSXSX
X SSS$$$SSS X S X
X SS!SSS!SS XSXSX
X SSSSSSSSS X~S X
X SSSSSSSSS XSXSX
X vX^S~X
XSXXXXXXXXXXXXXSX
X S S S!S~S^XF$$X
XSXSXSXSXSXSX$$$X
X S!S S S S~S$$$X
XXXXXXXXXXXXXXXXX
Dardin level 4
X$X X X XGX X X X
$ $ X X $ X
X X X X X X X X X
G W X XG X
X$X X X X X X X X
! v G $X X $ X
X X X X X X X X X
$ $ X X! WX
X X$X X X X X X X
G W S S X
XXXXXXXXXSX~XSXXX
~^~ X
XXXXXXXXXSX~XSXXX
$ W G S S$ GX
X X X$X X X X XWX
G W ! $X XWG!X
XXXXXXXXXXXXXXXXX
Dardin level 5
XXXXXXXXXXXXXXXXX
X X X
X XXSXX X XXXXXGX
X X X X X XGX
X S F S X X F XGX
X X HX X X XGX
X XXSXX X XXXSXGX
X FX XGX
XXXXXXXXXXXXX XGX
X X$$$X XGX
X XXXXX X$$ X XGX
X X X X$ v~ XGX
X X F X XXX~X XGX
X X S FXGX
X XXXXXXXXXXXXXGX
X GGGGGGGGGGGGGGX
XXXXXXXXXXXXXXXXX
Dardin level 6
XXXXXXXXXXXXXXXXX
X$ $ $ $ $ $ $ $X
X XSXXXXXXXXXSX X
X$S~ ~!!!~S$X
X X!XXXXSXXXX X X
X$X!XH ~!!!X X$X
X X!X XXSXX!X X X
X$X~X X X!X X$X
X X S~S S~S X X
X$X X!X X X~X$X
X X X!XXSXX X!X X
X$X X!!!~ ^X!X$X
X X XXXXSXXXX!X X
X$S~!!!~ ~S$X
X XSXXXXXXXXXSX X
X$ $ $ $ $ $ $ $X
XXXXXXXXXXXXXXXXX
Dardin level 7
XXXXXXXXXXXXXXXXX
X X ! $X
X $ G ! X
X!GX $ ! $ X
X ~ X G X
X $~^~ $G ! $ X
X$ ~ X
X !X !$ X
X !G $ XG !X
X $X G X
X ! !$ X
X $ $ v X
X X! $ X X
X G X XX
X!$ ! $ ! G X
X X $ $ X
XXXXXXXXXXXXXXXXX
Dardin level 8
XXXXXXXXXXXXXXXXX
X X X$X$X
X XSX X X X $$X
X S(r)S X X X X$X
X XSX X X X X $$X
X X$X$X
X XXX XXSXXXXXXXX
X X!!!!!!!!!X
XX XX S!XXXXXXX!X
X X!XFS X!X
X XXX X!XSXSX X!X
X X!X S^X X!X
XXX XXX!X XXX S~X
X$ $X!X X X
XX$X$XX!XXXXSXX X
X$$$$$X!!!!!~ FX
XXXXXXXXXXXXXXXXX
5.1.4.2. FIRE
Fire is just south of LCB to the river and right. It's surrounded by
lava and then a mountain.
The dungeon of Fire may be moderately useful to some, but I have
mentioned the combination I prefer in the walkthrough. It allows you to
pick up two nontrivial marks(force and fire) in relative proximity.
Although for being on the same level they are a bit apart. I'd recommend
getting the Mark of Force first(watch out, there are traps hiding it)
and then casting E, F or G and searching for the Mark of Fire, since you
have a narrow stairwell to the room with the Mark of Force and so random
teleport spells will kick you away from it.
The mark of force is accessible from the left side of level 8. The
mark of fire connects to the right side but is below it.
By-level notices below:
Beware the fires of hell!
Trapped door!
Twisty maze!
Windy walk!
Gremlin city!
Devils den!
Go back! Pits!
Chamber of fire!
Fire level 1
XXXXXXXXXXXXXXXXX
X^~ S SWX$$$X
XXX XXX ! XWX $$X
X : X X XWS $X
X XFX XXXXXWXSXXX
X X : F XWWWWWX
X X X XXXXXXXXXSX
X : X X ! X
X X:XXX XSXXXSX X
XSX : S S X
X X XXXSX X X XSX
X : X X v X X
X X X X X X X X X
X X : X S S X
X X X X XSXXXSX X
X$: X X
XXXXXXXXXXXXXXXXX
Fire level 2
XXXXXXXXXXXXXXXXX
X$S $ $ $ $ S$X
XSXXXXXXXXXXXXXSX
X X X X
X XXX XXX XXXXXXX
X v XFFFX
X XXXXXSX X S X
X X X X X XXXXX
X X X X X X X X
X X X X X X X
XSX X X XXSXXX:XX
X X X ~^X X
X XXXXX X ~S XXX
X X X :! X X
X X X XXX:XXXX:XX
X X X
XXXXXXXXXXXXXXXXX
Fire level 3
XXXXXXXXXXXXXXXXX
X X X X X
XX XXX XXX XXX XX
X X X X
XXX X~X X X XXX X
X ~^X X X X
XX X XXX XXX X XX
X X X X
X XXX XXXXXXX X X
X X X X X
XXXX XXX X X XXXX
X X X v X
X X X XXX XXX X X
X X X X X
XX XXX X XXX XXXX
X X X
XXXXXXXXXXXXXXXXX
Fire level 4
XXXXXXXXXXXXXXXXX
X $X$ X X$X
X$X XXX X X X X X
XXX X X X
X$X X X X X X X$X
X XvX X XXX
X$X X X X X X X$X
XXX X X X
X X XXX X X X X$X
X X XXX
X XXX XXX XXXXX$X
X! X^X X
XXX XXX XXX~X X X
X X X X
X XXX XXX XXXXX X
X X$ $X X
XXXXXXXXXXXXXXXXX
Fire level 5
XXXXXXXXXXXXXXXXX
XFS ~:WWWWWGGGGX
XSX XXXWWWWGGGGGX
X XWWWGG GGX
X X X XXXGG GX
X~X ^S XG X
X:XXXSX XXXXX X
XWWWX X X
XWWWXXX XSX X X
XWWWGGX SFS XW X
XWWGG X XSX XGW X
XGGG X vGGGWX
XGG XXXXXGGGG!X
XGGG WGGGG!$X
XXXGG WGG!$$X
Xv!!! W!$$$X
XXXXXXXXXXXXXXXXX
Fire level 6
XXXXXXXXXXXXXXXXX
X$$!! Xv vX
X$!! X XXXXX
X!! X !!X
X! XXXXX X !X
X Xv~ XW X X
X X~ X:X X
X X X :W X X
X XXX X XXX X
XX W: X X
X X X:X ~X X X
X WX ~^X X
X! X XXXXX !X
X!! !!X
XXX! X X !!$X
XHX!! X !!$$X
XXXXXXXXXXXXXXXXX
Fire level 7
XXXXXXXXXXXXXXXXX
X X! X ^XHX
X X !X X XXX!X
X ~XXX~! X!XXX
XX !X XXX~!!XvX
X! !~^ X~!!!!X X
X~ X!~X XXX!X X
X X!!X X!!!XSX
X XX!XX XXX!XXXvX
X ~ ~!X!X X
XX!!XXXX XXX!X X
X!!!!!X~ v~!X X
X!!X!!X!XX~~X!XvX
X!!X!!!!X!!!X!XXX
XXXXXX!!X!!XXXX!X
XHX!!!!!!!!!!!!!X
XXXXXXXXXXXXXXXXX
Fire level 8
XXXXXXXXXXXXXXXXX
XG$GX ^X
X$!$: XXXXXXXX X
XG$GX X$$$$$$XXX
XXXXXXSX$$$$$$!^X
XX$$$X X$$$$$$XXX
XX$$$: XXXXXXXXXX
XX$$$XGGXF F XXX
XXXXXXX$X ^X
XXX XXX F F XXX
X~: (r) X XXXXXXXXX
X X X X^WWXXX
X XXXXXX XWWWX^X
X XX X XWWW: X
X XX (r) :~ XXX:X X
X^XX X X
XXXXXXXXXXXXXXXXX
5.1.4.3. M (DOOM)
Doom is found pretty much due west of the two Montors. Although from
West Montor you want to go up a couple of squares at the first
range(south leads to a moongate.)
The mark of force is available here, and this is probably a slightly
easier dungeon to explore than the dungeon of Fire, although Fire is
slightly easier to get to from the LCB/Yew home base.
By-level notices below:
Welcome fools to your doom!!
Secret corners!
Traps & Treasure
Beware the winds
Danger!
Map well!!!
Reach up!
Windy secret
M level 1
XXXXXXXXXXXXXXXXX
X^ ~ S$ : : X
XXXX XX XXXXX X:X
X X : X X
X XXX X XXX XXX X
X:X X X X
X X:XSX X:XXXXX X
X X X X ! X:X
X X X X XXXXX:X X
XSX S : X
X XXXXX X XXX X X
X : X XvX X:X
X XXX XXX X X X X
X X S X
X:X XXX X XXX XSX
X : S SFX
XXXXXXXXXXXXXXXXX
6E 8S 2E 4S 2E 2N D
M level 2
XXXXXXXXXXXXXXXXX
X$S X : S$X
XSX XXX X XXX XSX
X X:X X X
X X X X X X XXX X
X X !vX X X:X
X XXXXX:X:XXX X X
X : : : X
XXXXX X ~ X XXXXX
X : : : X
X X XXX:X:XXXXX X
X:X X X^ X X
X XXX X X X X X X
X X X:X X
XSX XXX X XXX XSX
X$S : X S$X
XXXXXXXXXXXXXXXXX
2E 4S 4W 10N 2W 4N 4W 4S 2E D
M level 3
XXXXXXXXXXXXXXXXX
XX S $$ S XX
X ! X$$ $$X ! X
X XXXXXSXXXXX X
X:XX X X $$XX:X
X X H X S $ X X
X X !XXX$ XX X
X XXXXXX XXXXXX X
X X X S X X
X X X XXX X
XXXSXXXXX X XXXXX
X X XSXv ~ X
X X S X X XXX X
X XXXXXXXXXSX X X
X X X X X X
X X X X X
XXXXXXXXXXXXXXXXX
D
M level 4
XXXXXXXXXXXXXXXXX
XX X
X XXXXXXXXXXX X
X ~: X : : X X
X X:X X X:X:X X
X X ^X X X : : X
X X XX X XXXXXXX
X X vX X
X XXXXXXXXXXXXX X
X X X W X X
X X:XXX X XSX X X
X X : X XWS^SWX X
X X:X:X X XSXSX X
X X : X X WS X
X XXX:X XXXXX X
X X XX
XXXXXXXXXXXXXXXXX
N 2E 3S D
M level 5
XXXXXXXXXXXXXXXXX
X ! ! ! !X
X X X X X X X X X
X! ! X
X X XGXGXGX X X X
X G G !X
X X X X~X X X X X
X! G ~H~ G ! X
X X X X~X X X X X
X ! G G !X
X X XGXGXGXXXXXXX
X XvWWWWX
X X!X X X XWXXXSX
X ! XWXF X
X X X X X XWX X
X! !XWS FX
XXXXXXXXXXXXXXXXX
D
M level 6
XXXXXXXXXXXXXXXXX
Xv X$$$ XvX
X X XXXXXXXXX X X
X X $X X X
X X XXXXXXX$X X X
X X Xv X$X X X
X X X XSX XXX X X
X X X S^S X X X X
X X X XSX X:X X X
X X X XvX X
X X XXXXXXX~XXXXX
X X$$$X :v~^~v: X
X XXXXXXXXX~XXXXX
X $$$XvXv X
XXXXXXXXXXX:X F X
Xv S S vX
XXXXXXXXXXXXXXXXX
2N 2W D
M level 7
XXXXXXXXXXXXXXXXX
X^~ ! ~^X
X~X X X X X X X~X
X X
X X X~X X X X X X
X ~^~ ! X
X X X~X!X X X X X
X !X
X!X X X X X~X X X
X ! ~^~ X
X X X X X~X~X~X X
X ! ~^~v~^~ X
X X X X X~X~X~X X
X ~^~^~ X
X~X X X X X~X~X~X
X^~ ! ~^X
XXXXXXXXXXXXXXXXX
2S 6E 4S D (just to avoid traps)
M level 8
XXXXXXXXXXXXXXXXX
X$$$$WS SW$$$X
X$$X$$XFFFFX$$$$X
X$$$$!XXXXXX$$X$X
X$$$! G !$$$X
X$$! !$$X
X$! X !$X
X! XG !X
X X XSX X
XG X S(r)S X GX
X XSX ~ X
X! G ~^~ G!X
X$! X ~ !$X
X$$! X !$$X
X$$$! G!$$$X
X$$$$! G !$$$$X
XXXXXXXXXXXXXXXXX
2N 3W get marks
You shouldn't have to cast surface to get out. If you're cocky then get
the gold behind the traps.
5.1.4.4. MINE (MINES OF MORINIA)
You'll find the Mines of Morinia on the west coast, just south of Moon
and north of Grey.
There's some interesting treasure in here, but for the most part the
level is sealed off and you need a teleport(E/F) to get to the rest and
then you'll probably want to use I to get out.
Although it seems easy to climb right down to level 8, get treasure,
and get out again, I wouldn't recommend it for beginning players. I've
encountered balrons and the like down there.
There's also a mark of fire down there, and it's actually pretty easy
to get to. It's tucked in the far corner of level 8. But Perinian is
still easier.
By-level notices below:
Mines of Morinia
Terror tunnels!
Long march!
Misty mines!
Mines of madness
G, T, & G!
Dark prevails!
Dry hole
Mine level 1
XXXXXXXXXXXXXXXXX
XH~ X X$ $X$X X
X~ X X XWX
X XX XXGXXXX X X
XX X X:X X X X
X X X X X
XXXX XXXXX X X X
X$ XX X!F X X X
X G: XFX X X X
X$ XX X XX X~X
XXXX X XX X:X
X$ X XX XXvX
XX XXXXXXX XX X
X XXv vX
X XXXXXXXXXX X
X W ~:v v vX
XXXXXXXXXXXXXXXXX
Mine level 2
XXXXXXX XXXXXXX
XHX SGX WX$S S$X
XXXSXSX! XSXSXSX
X$S SGX GXGS$S X
XSXSXSX XSXSXSX
X SGS : : S$SGX
XXXXX:X W X:XXXXX
W ! X
G W F W X
! G W X
XXXXX:X W X:XXXXX
XGS$S : :~ ^X
XSXSXSX XSXXXXX
XGS!S$XW X$XHXHX
XSXSXSX !XXXXXXX
X$S$SGX G XHXHXHX
XXXXXXXXXXXXXXXXX
Mine level 3
XXXXXXXXXXX~XXXXX
XHXW X X
XXXWXXXXXXXXX X X
XW X X X
X XXXXXXXXX X XXX
X S(r)XWWWX X X
X XXX X X XXXXXGX
X X X GGX
XXXXXXX XXXXXXXXX
X X
XXXXXXXXX XXXXXXX
WWXG X X
X XGXXXXXXX XXXXX
X XG XHXHX
X XXXXXXXXXXXXXXX
X ~^XHXHX
XXXXXXXXXXXXXXXXX
Mine level 4
XXXXXXXXXXX XXXXX
XHX$$$X X X $X
XXX$$$X X X XXX
X$$$$!X X XXX $X
X$$$XSX X$ XXX
X$$!S X XXX $X
XXXXX X X X$ XXX
X XXX $X
X XX XX FX$ XXX
X FXXXX $X
XXX X XXXXX$ XXX
X X XXX $X
X X XXX X~XXX
X X X X^XHX
XXX X XXX XXXXX
X X XHXHX
XXXXXXXXXXXXXXXXX
Mine level 5
XXXXXXXXXXXXXXXXX
XHX$X X W X!X
XXX ! X W X X W X
X$ !!! X W X X
XXXXSXXXXXXXXXX X
X$$$$$$$$$$$$$X X
XXXXXXXXXXXXXXX X
X$X X X W X X
X W X W X W X W X
X$X X X W X X
XXXXXXXXXXXXXXX X
X$$$$$$$$$$$$$X X
XXXXSXXXXXXXXXX~X
X$X!!!X X ~^X
X W X W X W XXXXX
X$X X XXXHXHX
XXXXXXXXXXXXXXXXX
Mine level 6
XXXXXXXXXXXXXXXXX
XHX$$!!!! X
XXXXXXXXX XXXXX X
XG$GX X X X
XGXGX X X X XXXXX
X X X XWX
XSXXXXXXXXXXXSXWX
X !!!!!!!!!!! SWX
X:XXXXXXXXXXXXXWX
X$ $ $XGGGGGGGXWX
X $ $ XGXGXGXGXWX
X$ $ $XGGGGGGGXWX
X $ $ XGXGX X XWX
X$ $ $XGGG ~SWX
X $ $ XGXGX X XXX
X$ $ $XGGG ~ ^XHX
XXXXXXXXXXXXXXXXX
Mine level 7
XXX WWWWWWWWWWWX
XHX $WWWWWWWW!WX
XXX WWWWWWWW$WWX
WWWW$WWWWWWX
W!WWWWWWWWWX
W!WWWWW !WWWWX
WWW$WW ~~~~ W$WWX
WWWWW ~FFFF~ WWWX
WWWWW! ~~~~ WWWWX
W$WWWWW WW!WWX
WWWWWWWWW$WWWWWWX
WWWW$WWWWWWWWWWWX
WW!WWWWWWWWWWWW X
WWWWWWW$WWWW! X
WWWWWWWWWWWWW ~X
WWWWWWWWWWWW ~^X
XXXXXXXXXXXXXXXXX
Mine level 8
XXXXXXXXXXXXXXXXX
X^~ X X
X~XXX XXX XXSXX X
X X W!!WX$$$X X
XXX X XXXXX$$$X X
X X X$$$X X
X X XXXXX X$$$X X
X X X X$$$X X
X XXX X X XXXXX X
X (r)X X X X
X XXXXXXXXX X XXX
X X$$$X X
X X$$$X XXXXXXX X
X X$$$X X
X XXSXXXXXX XXX X
X X(r) X
XXXXXXXXXXXXXXXXX
5.1.4.5. P (SNAKE MARK DUNGEON)
There are two ways to get to this island dungeon, just northeast of
the Montors. It's actually accessible from the mainland if you stick a
boat on either of two south shore squares. Then you can walk across the
boat. However you may need to use moongates instead. It's in the first
phase and is accessible from either mainland one--west of the Montors or
north of Moon(southeast of the Montors.)
This dungeon is absolutely necessary to complete the game. It contains
the Mark of the Snake, and no others do.
By-level notices below:
Clues to follow!
<Insert> cards into Exodus!
<Search> the Shrines!
Death below!
Don't drink!
Don't drink!
Gremlins!
Windy gold!
P level 1
XXXXXXXXXXXXXXXXX
X^~ X : X $$$X
X~ S XXX S $$X
X FX : X $X
XXSXXXXXX XXXXXXX
X X$$WX X
X X X$XSXXX XXX X
X X XWS! X X
X:X:XXX X X X XXX
X X X X X
XXSXX X XXX XXXSX
X X v G X
X X XXXXX XXSXX
X$ X S XGX $X
X$$ X X X X S $$X
X$$$X X S X$$$X
XXXXXXXXXXXXXXXXX
S 4E S 4E 2S 2E 6S D
P level 2
XXXXXXXXXXXXXXXXX
X~ W ~X
X XXXXXXSXXXXXX X
X X X X
X X X X
X X v v X X
X X X X
X X X X
XWS SWX
X X X X
X X X X
X X v ^ X X
X X X X
X X X X
X XXXXXXSXXXXXX X
X~ W ~X
XXXXXXXXXXXXXXXXX
6N D
P level 3
XXXXXXXXXXXXXXXXX
X~S X X S~X
XSX X X X X X XSX
X X X X X
X XXXXX X XXX XXX
X X^X X^X X
XXX X XXXXX XXX X
X X S S X
X XXXXXX!XXXXXX X
X S S X X
X XXX XXXXX XXX X
X X^X XvX X
X XXXXX X XXXXX X
X S X X X
XSX X X X X X XSX
X~S X X S~X
XXXXXXXXXXXXXXXXX
2S 3W 2S 3E 2S
P level 4
XXXXXXXXXXXXXXXXX
Xv X$ $X vX
X XXX F XXX X
X X X X
XXX XSXSXSXSX XXX
X$X S S X$X
X XXX XXX X
X S XSX S X
X F X X$X X F X
X S XXX S X
X XXX XXX X
X$X S ^S X$X
XXX XSXSXSXSX XXX
X X X X
X XXX F XXX X
Xv X X vX
XXXXXXXXXXXXXXXXX
2S 4E 2S D
P level 5
XXXXXXXXXXXXXXXXX
X^! !^X
X!X X X X X X X!X
X X
X X F X F X F X X
X X
X X X X X X X X X
X ~ ~ X
X X F X v X F X X
X ~ ~ X
X X X X X X X X X
X X
X X F X F X F X X
X X
X!X X X X X X X!X
X^! !^X
XXXXXXXXXXXXXXXXX
6N 7W N D
P level 6
XXXXXXXXXXXXXXXXX
Xv X X X vX
X X X X X X X X
X S X X S X
XXXSX XX XX XSXXX
X $X:X$ X
X XXX$XX XX$XXX X
X XXXF~FXXX X
XX : ~^~ : XX
X XXXF~FXXX X
X XXX$XX XX$XXX X
X $X:X$ X
XXXSX XX XX XSXXX
X S X X S X
X X X X X X X X
Xv X X X vX
XXXXXXXXXXXXXXXXX
(Note: the signs are false here. Drinking heals your party.)
6N E N 2E 2S 3E 2N D
P level 7
XXXXXXXXXXXXXXXXX
X^~ XG v GX ~^X
X~X XXX X XXX X~X
X X
X X XXXXXXXXX X X
XXX XG F GX XXX
XGX X FX X X XGX
X X XX XX X X
XvX X v X XvX
X X XX XX X X
XGX X XFX X XGX
XXX XG F GX XXX
X X XXXXXXXXX X X
X X
X~X XXX X XXX X~X
X^~ XG v GX ~^X
XXXXXXXXXXXXXXXXX
2W 2S 4W 2N W D
P level 8
XXXXXXXXXXXXXXXXX
X$X W ~^XF X
X$X XXXXXX X X$X
X WXX$$X XXX
XWXXX $X XX X$X
X WX XX X WX
X$X XWXXXXX XXX X
XXXW SS SS W ~X
X^XXXXXX^XXXXXX^X
X~W X SS SS XXX
XWX X XXXXX$X X$X
X$X W X$XXXW X
XXXXXXX X X$XXXWX
X W W X W X$X X
XWXXXXXXX XXX X X
X $$$(r)X^~ W (r)X
XXXXXXXXXXXXXXXXX
5W 2S 2W 2S 2E 2S 5E 2S 3W 2S 2E 2S 6W 2S 5E (Touch mark)
Cast escape spell Cleric-I to get out.
5.1.4.6. PERINIAN (DEPTHS)
Perinian is probably the best dungeon to introduce yourself to early
on. It's east of LCB and then north as the mountains turn. It has two
marks that are fairly easy to locate: kings and fire.
You can also go here, exit, and repeat to stock up on treasure later
on. Levels 5 and 7 are rich in treasure.
By-level notices below:
Perinian depths
Go back!
Not here!
Quarter each!
Death awaits!
Map well!
Gremlins!
Go back!
Perinian level 1
XXXXXXXXXXXXXXXXX
X^~ X : vX
X~XX XXX XX XXX X
X X X X
X XXX X X:X X:X
XXX X$S X X X X
X X XSX X:X XXX X
X X : : X
X XXX:XXXXF X X
X X : X$ XXXX X
X X XXX X X
X : XX (r)X
X:X XXX FX XX:XX
X X X X X X
X XXX X:XX : $X
Xv : (r)X $FX
XXXXXXXXXXXXXXXXX
3E 2S 8E 2S 2E 6S to get to the Mark of Kings.
3S 2E 4S 2W 7S D to get to the Mark of Fire.
Perinian level 2
XXXXXXXXXXXXXXXXX
XF : X X ^X
X X X : X
X XXXXXXXXXXX:XX
X XX X FX X
X X : XX:X
X X XX:XX:XX X
X:XXXXXF~ X X
X :~v~: XXXXX
X X ~ X X
X XX:XX:XXXXX X
X X : $XX:X
X XF X X X X X
XX:XXXX X X
X : XXXX:XXX X
X^ X FX
XXXXXXXXXXXXXXXXX
E 7N 6E D. D to level 4 and cast a down-spell(Cleric-E) to hit level 5,
then go up from the SE to hit the treasure trove. You can also go down
to level 6 and cast down, then loot level 7. Or you can go down to level
8.
Perinian level 3
XXXXXXXXXXXXXXXXX
Xv vX
X X XXX X XXX X X
X X X X
X X X$XXXXX$X X X
X X $$$X~X$$$ X X
X XXX$$X X$$XXX X
X XXXX XXXX X
X X X~ H ~X X X
X XXXX XXXX X
X XXX$$X X$$XXX X
X X $$$X~X$$$ X X
X X X$XXXXX$X X X
X X X X
X X XXX X XXX X X
Xv vX
XXXXXXXXXXXXXXXXX
Perinian level 4
XXXXXXXXXXXXXXXXX
X^!!!! X GGGG^X
X!!!!!! X GGGGGGX
X!!!!!!!XGGGGGGGX
X!!!!~!!XGG~GGGGX
X!!!~v~!XG~v~GGGX
X !!!~XXXXX~GGGGX
X !!!XWWWXGGG X
XXXXXXXWHWXXXXXXX
X WWWXWWWX$$$ X
X WWW~XXXXX~$$$ X
XWWW~v~WX$~v~$$$X
XWWWW~WWX$$~$$$$X
XWWWWWWWX$$$$$$$X
XWWWWWW X $$$$$$X
X^WWWW X $$$$^X
XXXXXXXXXXXXXXXXX
Perinian level 5
XXXXXXXXXXXXXXXXX
X$$ X X X $$X
X$X X X X X X$X
X XX XX X
XXX XXXX:XXXX XXX
X X^~ ~^X X
X XXX~ vXv ~XXX X
X XX vXXXv XX X
XX : XXHXX : XX
X XX vXXXv XX X
X XXX~ vXv ~XXX X
X X^~ ~^X X
XXX XXXX:XXXX XXX
X XX XX X
X$X X X X X X$X
X$$ X X X $$X
XXXXXXXXXXXXXXXXX
Perinian level 6
XXXXXXXXXXXXXXXXX
XWWWWWWXXXWWWWWWX
XWXSXWWWXWWWXSXWX
XWSvXXWWXWWXXvSWX
XWXXXXX:X:XXXXXWX
XWWXXX ~X~ XXXWWX
XWWWX ^X^ XWWWX
XXWW:~^XXX^~:WWXX
XXXXXXXXHXXXXXXXX
XWWW:~^XXX^~:WWXX
XWXWX ^X^ XWWWX
XWWWXX ~X~ XXXWWX
XWXXXXX:X:XXXXXWX
XWSvXXWWXWWXXvSWX
XWXSXWWWXWWWXSXWX
XWWWWWWXXXWWWWWWX
XXXXXXXXXXXXXXXXX
Perinian level 7
XXXXXXXXXXXXXXXXX
X G X X G X
X X~X X X X X~X X
XG~H~G! !G~H~GX
X X~XXXX!XXXX~X X
X GX$$$$$$$XG X
XXX!X$$$X$$$X!XXX
X X$$XXX$$X X
X X !$XXHXX$! X X
X X$$XXX$$X X
XXX!X$$$X$$$X!XXX
X GX$$$$$$$XG X
X X~XXXX!XXXX~X X
XG~H~G! !G~H~GX
X X~X X X X X~X X
X G X X G X
XXXXXXXXXXXXXXXXX
Perinian level 8
XXXXXXXXXXXXXXXXX
X$S S$X
XSX XXX!X!XXX XSX
X ^!~ ~!^ X
X X!XXXXSXXXX!X X
X X~X(r) FX~X X
X X X XSXSX X X X
X ! X SW~WS X ! X
X X S X~^~X S X X
X ! X SW~WS X ! X
X X X XSXSX X X X
X X~XF (r)X~X X
X X!XXXXSXXXX!X X
X ^!~ ~!^ X
XSX XXX!X!XXX XSX
X$S S$X
XXXXXXXXXXXXXXXXX
N 3W 2N to the Mark of Fire. The other is another Mark of Kings. Then
you can sneak up to level 7 3E 2N 5W U, loot, U 2N 3E 2S E 3S U N 4E 6S
U to loot another horde then cast a surface spell.
5.1.4.7. TIME
Time is only accessible if you've gone to phase 7 of the moongate.
Phase 7 in turn is only accessible if you take two jumps from either
mainland moongate. See the moongate section for more details.
This dungeon is actually not strictly necessary if you've already been
told the combination of cards that you need to disable Exodus. But the
Time Lord's picture is hilarious. Ah, blockiness!
There are three places to get marks here, but they're all Mark of
Kings.
By-level notices below:
Time awaits!
Gremlin gold!
Golden center!
Stair to heaven!
Time runs short!
Long march!
Trap!
Very near now!
Time level 1
XXXXXXXXXXXXXXXXX
X^ XFS X
X X XXX X
X ~ X X
XXX X XXXXXXX:XXX
XFX X X
XSXXX XSX X XXX X
X X SFS X X
X X XSX XXX XXX
X X X X
X XXXXX X XXX X
X X X vX X
X X X XXXXX XXX
X : X X X
X X X X X X X X
X X X X vX
XXXXXXXXXXXXXXXXX
2S 4E 6S 6E 2S D
Time level 2
XXXXXXXXXXXXXXXXX
X!S ~ X
XSX X X XXXX:XX X
X X X X$G$X X
X XXX XXX~:G$G:~X
X v X$G$X X
X XXX XXX XX:XX X
X X X(r) X ~ X
X X X X XXX:XXXXX
X X ~ X X
X XX:XXXX XXXXX X
X X$G$X : X^ X X
X~:G$G:~X X X:X X
X X$G$X X X : X
X XX:XX X XXX XXX
X ~ X XHX
XXXXXXXXXXXXXXXXX
2E 4S 4W 4N 2W S 3W 3N E 4N D
Time level 3
XXXXXXXXXXXXXXXXX
X$S W W S$X
XSX XXXX:XXXX XSX
X X X X
X XXX~XXXXX XXX X
X X ~^X$$$X X X
X X XXX$$$XXX X X
XWX X$X$$$$$X XWX
X : X$$$v$$$X : X
XWX X$$$$$$$X XWX
X X XXX$$$XXX X X
X X X$$$Xv~ X X
X XXX XXXXX~XXX X
X X X X
XSX XXXX:XXXX XXX
X$S W W XHX
XXXXXXXXXXXXXXXXX
2W 6S 2E 2S 6E 2N D
Time level 4
XXXXXXXXXXXXXXXXX
XG X X X GX
X X X X X X X X X
X X X X X
XXX XXX:X:XXX XXX
X Xv ~ FX X
X XXX X!X XXX X
X : XXSXX : X
XXXXX~!SHS!~XXXXX
X : XXSXX : X
X XXX X!X XXX X
X XF ~ ^X X
XXX XXX:X:XXX XXX
X X X X X
X X X X X X X X X
XG X X X HX
XXXXXXXXXXXXXXXXX
2W 4S 2E 2N 4E 2S D (to level 8)
Time level 5
XXXXXXXXXXXXXXXXX
X X X X
X X X X X XXXXX X
X X X X X X
X X X XXXXX XXXXX
X X ^X$$$X X
X XXXXX$X$XXXXX X
X X$$$!$$$X X
XXX X$X!^!X$X XXX
X X$$$!$$$X X
X XXXXX$X$XXXXX X
X X$$$Xv X X
XXXXX XXXXX X X X
X X X X X X
X XXXXX X X X X~X
X X X ~HX
XXXXXXXXXXXXXXXXX
Time level 6
XXXXXXXXXXXXXXXXX
X S X
X XXXSX X XSXSX X
X S$S S S X
XSX XSX XSX X XSX
X SvS S X
X XSX~XSXXXSXSX X
X S S X X
XSX X X XSXSX X X
X S X S S X X
X XSX X X X~X X X
X S S X S^S X
X X XSX X XSXXXSX
X S S S S$X
X XSX X XSXXX XXX
X X XHX
XXXXXXXXXXXXXXXXX
Time level 7
XXXXXXXXXXXXXXXXX
X : : X X X
X X X$X X:X X$X
X~X XXX X XXXXX
X~X XXX $$X
X!XXX^XXX$ XXXXX
X~X XXX $$X
X~X XXX X XXXXX
X X X$X X:X $$X
X : X X $$X
XXXXXXXXXXX:XXXXX
X $ $ $XvS X
X X X X X XXX F X
X$ $ $ $ X X
X X X X X X X XXX
X$ $ $ S XHX
XXXXXXXXXXXXXXXXX
Time level 8
XXXXXXXXXXXXXXXXX
XL X X X X
X X X X X X X X X
X S~X X X X
XXXSXXXXXXXXXXX X
X ~X!$!$!$!X X
X XXX$X$X$X$X XXX
X X!$!$!$!X X
XXX X$X$X$X$XXX X
X X!$!$!$!X X
X XXX$X$X$X!X XXX
X X!$!$!!^X $(r)X
XXX XXXXXXXXXSXXX
X X X SF X
X XXX X X X$X X
X X X(r)X ^X
XXXXXXXXXXXXXXXXX
2N 6W 2S 2W 2N 2W 2S 4W 2N 2E 2N 2W 2N 2E 2N 2W 2N 2E 4N 2W
You see a vision of the Time Lord
He tells you
The one way is Love, Sol, Moons and Death. All others fail.
Cast surface spell Cleric-I.
5.2. YE MONSTERS
= means 3 monsters are similar
| exp |Max|
Name | pts | # |magic
------------+-----+---+-----
Jester | 2 | 1 |
Guard | 15 | 8 | N: always 8
Lord British| N/A | 1 | Y + Invincible
Horse | 6 | 8 |
Fighter | 8 | 8 |
Cleric | | 1 |
Wizard | 10 |1/8| Y
Merchant | 1 | 1 |
Grass | 2 | 8 | invisible over terrain
Floor | 3 | 8 | invisible in combat
=Pirate | 6 | | Pilfers items/gold
=Thief | | |
=Cutpurse | | |
-Goblin | 3 | | Use Wizard-A on 'em
-Orc | | |
-Troll | | |
=Ghoul | 4 | | Use Cleric-A on 'em
=Skeleton | | |
=Zombie | | |
-Giant | 6 | |
-Golem | | |
-Titan | | |
=Daemon | 8 | |
=Gargoyle | | |
=Mane | | |
-Pincher | 10 | |
-Snatch | | |
-Bradle | | |
=Dragon | 15 | | Y, missiles too
=Griffon | | |
=Wyvern | | |
-Balron | 20 | | Y, missiles too
-Orcus | | |
-Devil | | |
5.3. YE BATTLEGROUNDS
Battlegrounds are 11x16. Most of the time they may have different
decorations but don't let that fool you; it's still open play(you can
move to any squares on the grid) and monsters have several advantages
over you, namely that they can move and attack diagonally and you can't.
To make up for this you need to use organization and often you'll need
to line your characters up as soon as possible. Below is a diagram of
where your players(slots 1-4) pop up and where the enemies can. You can
have a maximum of eight enemies, but any fewer than that and the
computer seems to decide where to put them randomly.
.....+.....
...+...+...
..+..+..+..
....+.+....
...........
...........
...........
...........
...........
...........
...........
...........
....1.2....
...........
...3...4...
...........
When on a ship you probably want to get two people lined up as quickly
as possible. If someone in the front line is hurt be sure to pull him to
the back quickly. But given how tough it is to think of the crowded
space and how the opponent can come at you, you may want to EXIT the
ship before being attacked. The game will think you're on solid ground.
The most important tactic here is to line your players in a straight
line so enemies do the same thing. To do so move 1 east, 2 south, 3
east, 4 south. Then 2 goes west and so does 4. Obviously you want 4 to
be the least effective fighter here but there's a case you might want to
put 3 as the least effective fighter and mirror what's above(i.e. 1/3S,
2/4E.)
Enemy AI works as follows: they can move diagonally to align themselves
with you. They will try to even though it'd be most advantageous to
attack you from diagonally(you can only attack cardinally, i.e. NSEW.)
They also tend to settle on going to the right when either diagonal move
would be good.
Also moving backwards helps; you can't flee a battle, but you can move
your front backwards while the back two fire--in essence buying a little
time especially since your opponents will gravitate to the lanes where
you will fire.
5.4. YE WAYS AND METRICS OF TRAVEL
For every step outside you take you regain one magic point.
For every ten steps you lose one unit of food but gain a hit point.
Starvation takes you for a few points every move. For every poisoned
step you take you lose a hit point. Note that with healing spells curing
15 points(?) on average(1-30, random number) you have a net gain if you
have a cleric who can heal but not cure, and you're vigilant while
running for a town.
This process is divided by four in a town, Ambrosia, or a dungeon.
As for how to get about you may find that you want to leave chests to
form a wall bad guys can't pass. This is useful especially later in the
game when you don't want to get into petty fights.
Use your ship's cannons liberally when rowing about.
5.5. YE MOONGATES
Having played Ultima IV first I was disappointed as to the
practicality of the Moongates. They're not even necessary to complete
the game--at least, if you already know some information or are
replaying it. However, they can be useful and if you want to solve the
game honestly(and find the town inside the mountain range) you should
take a look at the moongates.
Up above the left side of the screen where you move around there are
two numbers in parentheses. They always seem to start out at 4 and 4
whenever you restart a saved game, which is particularly nasty if you
save the game outside Dawn. But grumbling aside you'll note the left
number notes the 'from' portal that is open and the right number notes
where it goes. Below is a chart of where all the portals are.
Phase| Location
-----+--------------------------------------------------------
0 | North of Moon, past a mountain range
1 | Island south of Death Gulch by Snake Dungeon
2 | Hidden corridor, north square
3 | Sosaria's southern shore, west of the Montors
4 | Hidden corridor, south square
5 | On the isle of Exodus, but you can only look not touch!
6 | Easternmost part of Devil Guard area(inside mountain)
7 | Enclosed area, Time to the north
Below is a chart of which phases go to which phases. As a rule of
thumb the right phase changes every four moves(only outdoor) and the
left phase changes every twelve. This maps to three phases on the right
per phase on the left.
0 can go to 0, 1, 2
1 can go to 3, 4, 5
2 can go to 6, 7, 0
3 can go to 1, 2, 3
4 can go to 4, 5, 6
5 can go to 7, 0, 1
6 can go to 2, 3, 4
7 can go to 5, 6, 7
Note that half of the cycles go to themselves, which renders them
slightly useless, and location 5 is also spectacularly unhelpful.
However, moongates are not the only way to get to islands, etc. For
instance, to get to the island with the dungeon on it, you can put a
boat on its south shore so you can walk from the mainland.
Now how to get to the important places such as 1, 6 and 7? Starting at
phase 0 works well. None of the moongates is particularly accessible but
0 is more or less west of LCB/Yew, which I treat as a home base. Phase 3
also works well if you've just bought supplies at Dawn, for instance.
So:
0,3 -> 1 to get to the island dungeon
0,3 -> 2 -> 6 to get to the Devil Guard area hidden inside the mountain
range[here if you started from 3 you can also walk south to 4 to save a
bit of time]
0,3 -> 2 -> 7 to get to the dungeon of Time
Getting out of Time is trickier. You'll be kicked to 5 or 6, each of
which is isolated from the mainland in a certain way.
Note that moongates cycle every 96 turns.
Also note(word of caution) that if moongates show one configuration
and you jump into the gate, they can change to the next one, and you'll
be stuck there. If you're running for a moongate be sure to count four
moves for each cycle.
6. YE TOME OF CHEATYNG(OR SAVING THY TIME FOR ALL THOSE OTHER FUN
CHEAP OLD GAMES)
6.1. YE HEXING
Below is the cheating list for the Apple version of the game, which I
prefer. The Windows/DOS/PC/whatever version of the game works similarly
with regards to data as both have a file with twenty slots of sixty-
four(0x40) hex bytes each.
In this section I will assume you are reasonably familiar with the
concept of hexadecimal numbers and hex-editing. I recommend
axe(www.kahei.com) hex editor to page through all the numbers and so
forth but Microsoft Developer Studio also works even if it is Microsoft.
And there should always be a good freeware hex editors.
Editing a disk image should not be too bad although you always want to
make backups just in case. I recommend very strongly setting byte 0x0d
to zero. Otherwise the computer won't see that your name has ended until
there is a byte comtaining zero. Other than that there should not be
much trouble with hacking around although you will want to make sure
that you input reasonable numbers.
There are a couple of conventions here for ASCII characters and
numbers in the file. I'll list them below.
1.1. C1 = capital A, C2 = capital B, etc., ..., DA = capital Z.
1.2. If you want a lower-case name you can go with 01, etc. or even 61.
1.3. I think you can disregard the high byte so that you can type in
standard ASCII characters for a name.
2. Numbers are not in hexadecimal but rather they 'look' decimal. For
instance often when hex editing if you wanted 99 torches you might type
the hexadecimal value, 63, in. But here just type in 99 hex.
3. Numbers are in high/low form. For instance, if you see two bytes 15
14 in a memory address, that means a value is 1514 and not 1415.
4. Your most recently saved(and banded) party is in the following slots:
0x3600, 0x3640, 0x3680, 0x36c0. You'll probably want to modify these as
well as the slots these characters are in on the roster. The characters
in general start at 0x3700 and go up by 0x40's. So a brief
(multiplication) table of who's where is below. It may not be that
useful as you can just tinker with a saved party whenever you want to
re-stock on food/gold/etc, but if you want to adjust a character quickly
and at a low level without futzing around with character creation, the
list is below(even if anyone who knows that much can probably figure the
locations out anyway:)
Slot| hex loc
----+--------
#01 | 0x3700
#02 | 0x3740
#03 | 0x3780
#04 | 0x37c0
#05 | 0x3800
#06 | 0x3840
#07 | 0x3880
#08 | 0x38c0
#09 | 0x3900
#10 | 0x3940
#11 | 0x3980
#12 | 0x39c0
#13 | 0x3a00
#14 | 0x3a40
#15 | 0x3a80
#16 | 0x3ac0
#17 | 0x3b00
#18 | 0x3b40
#19 | 0x3b80
#20 | 0x3bc0
Below is a table of offsets from the slot start that you must manipulate
to change a certain character.
Byte(s) |Purpose
--------+-------------------------------------------------------
x00-x0d |Your character's name. See ASCII stipulations above.
x0e |Special item byte--each bit toggles something different
| 0x80 = Card of Death 0x08 = Mark of Kings
| 0x40 = Card of Moons 0x04 = Mark of Snake
| 0x20 = Card of Sol 0x02 = Mark of Fire
| 0x10 = Card of Love 0x01 = Mark of Force
x0f | Torches
x10 | Seems safe to change but unimportant overall
x11 | Status: C7=good(letter G), C4=dead(D), D0=poison(P)
x12 | Strength
x13 | Dexterity
x14 | Intelligence
x15 | Wisdom
x16 | gender: CD = M(male,) C6 = F(female)
x17 | race: [choices here]
x18 | profession
x19 | magic points?
x1a-x1b | hit points
x1c-x1d | maximum hit points
x1e-x1f | experience
x20-x21 | food
x22 | max magic points????
x23-x24 | gold
x25 | Gems
x26 | Keys
x27 | Powder
x28 | Armor readied [0=skin 1=cloth 2=leather 3=chain
| 4=plate 5=+2 chain 6=+2 plate 7=exotic]
x29 | # of cloth owned [# of skin = 2 always]
x2a | # of leather owned
x2b | # of chain owned
x2c | # of plate owned
x2d | # of +2 chain owned
x2e | # of +2 plate owned
x2f | # of exotic owned
x30 | Weapon readied [0=hands 1=dagger 2=mace 3=sling
| 4=axe 5=bow 6=sword 7=2-h sword 8=+2 axe
| 9=+2 bow a=+2 sword b=gloves c=+4 axe d=+4 bow
| e=+4 sword f=exotic]
x31 | # of dagger owned [# of hands = 2 always]
x32 | # of mace owned
x33 | # of sling owned
x34 | # of axe owned
x35 | # of bow owned
x36 | # of sword owned
x37 | # of 2 handed sword owned
x38 | # of +2 axe owned
x39 | # of +2 bow owned
x3a | # of +2 sword owned
x3b | # of gloves owned
x3c | # of +4 axe owned
x3d | # of +4 bow owned
x3e | # of +4 sword owned
x3f | # of exotic owned
I suspect similar stuff should work for the Commodore but its problem
is that the disk image may be just a bit skewed; sectors are 254 bytes
with 2 'location' bytes at the beginning so that the arithmetic gets a
bit pesky. Although Commodore has the nice save states if you are
willing to work through all that(I wasn't.) Also not all the character
data is necessarily close together as in the Apple. (Actually, I haven't
tried the Commodore emulator but anyone who wants to submit information
would be thanked and credited.)
6.2. YE MORE HANDS-ON STUFFE
Many of these revolve around how the game saves when a player's
killed--which isn't all bad.
Get a person killed while fighting on a ship in Lord British's castle
and kill the disk. Free ship--sort of.
Get one person killed in a dungeon after doing something complex. It's
better than all four getting killed and saves time over climbing back if
you've got the gold.
Band together a party of 4 you never intend to use. Heck, make 3 of
them. Sell all their equipment and trade the gold to one player.
Disperse the groups and reform them until they're all stripped of
equipment. Take a player from your party and pool the gold to him. Each
ghost character nets 100 gold(default given) + 75(selling cloth) +
5(selling dagger.) You could say it was a cloth-and-dagger way of
building up your party. (BOOM boom boom.) It can allow you to start
folks with bows and such, making them untouchable early.
Of course there are more direct ways to cheat but you have to strike a
balance between feeling like you're doing something and not wasting too much
time doing so.
Food vendors thank you even if you buy a quantity of zero from them. What a
'thanks for nothin.'
7. SPOILER ENDING TEXT
[screen flashes a whole bunch]
[text below tackily justified in fixed width font]
And so it came to pass that on this day EXODUS, hell-born incarnate of
evil, was vanquished from SOSARIA. What now lies ahead in the ULTIMA
saga can only be pure speculation! Onward to ULTIMA IV!
================================
8. YE VERSIONS/CREDITS
1.0.0: sent to GameFAQs 12/20/2002 largely complete except for introductory
fluff
1.1.0: sent to GameFAQs 8/21/2007 removing text map fluff, which is now in
graphicformat and a lot less fluffy.
Thanks to Babbage's for stocking this game in the Ultima Trilogy so many
years ago. Even if I had no mockingboard for Ultima III and Ultima II
had a bug. It's been a long quest, finally fulfilled.
Thanks to Shay Addams for his wonderful _Official Book of Ultima_ which
laid out the basic facts of the game and how to start your characters--
and had wonderful anecdotes as well.
Thanks to the person who told me about hex
Thanks to ftp.apple.asimov.net for having the image of this game for the
Apple.
Thanks to AppleWin for a great emulator I used most of the time playing this
game(ApplePC didn't allow in-window view) and for how they added save states.
They keep building on it.
Thanks to Origin for putting this game out in an Ultima Collection, eBay
where I got said CD, and whomever I bought the CD off(I forgot.)
Thanks to Kahei.com for the AXE hex editor.