FAQ/Walkthrough by eLemenT1722

Version: 2.0 | Updated: 06/02/03 | Printable Version

|\        /|  ___
| |      | | \   /
| |      | |  | |           _
| |      | |  | |    _     / \
| |      | |  | |  _| |_   \_/                 _____
| |      | |  | | /_  __\  ___  __________    / __  \
| |      | |  | |   | |   \   /|_  _   _  \   \/  \ |
| |      | |  | |   | |    | |  | / \ / \  |  ___ | |
| |      / |  | |   | |    | |  | | | |  | | / __\| | 
\ \     / /   | |   | \_   | |  | | | |  | | |/  \  |
 \ \___/ /    | |   |   |  | |  | | | | / /  \\__/  |
  \_____/    /___\   \_/   |_|  /_\ /_\ |/    \___/\|

Distributed by: FCI
Game Type: RPG

V2.0 - Rearranged contents for easier usage and added prices and FAQ's.
V1.1 - Added new logo, table of contents, and race/class guide.
V1.0 - Began and finished basic walkthrough/guide.

*Table of Contents*
I. Game Info
II. Story
III. Races/Classes
IV. Items
 A. Weapons
 B. Armor
 C. Tools
V. Spells
 A. Magic Power
 B. Will Power
VI. Enemies
VII. Commands
VIII. Walkthrough
 A. Royal City
 B. Ambrosia
 C. Royal City
 D. Moon/Gray
 E. Montor East/West
 F. Montor West
 G. Four Marks
   1. Fire
   2. King
   3. Force
   4. Snake
 H. Yew
 I. Ambrosia
 J. Dawn
 K. Islands
 L. Exodus Castle
X. Legal
XI. Thanks

Game Info
Ultima: Exodus is a very unique game. While it contains everything a
good RPG needs, it has many elements rarely seen in newer video games,
such as your team needing food, special events distinguished by the
phases of the twin moons, and the overworld is only visible in the
direct vicinity of your party, concealing the terrain around you.

In the land of Sosaria, evil is widespread. Villages are being
terrorized. The people are on high alert. Chaos rules supreme. The evil
minions of Mondain and Minax are terrorizing the land, and Lord British
asks you and your team of Light Warriors to bring peace to the land.
That's where your amazing journey begins. Lead these Warriors to victory
and free the land from evil's grip.

As the game starts, you are asked to choose a party of four members.
While most people would like a balanced team of fighters and
spellcasters, my team of choice is two Bobit Clerics and two Fuzzy
Wizards. Each of them can have the maximum amount of MP, which you
regain by walking around, so they are nearly invincible. Here's the
stats for each type of class and race:
(These are the max. stats for the characters, and the asterik shows
 which is the best stat.)

 Strength      - 75
 Wisdom*       - 99
 Intelligence  - 75
 Dexterity     - 50
Best class: Cleric

 Strength      - 25
 Wisdom        - 75
 Intelligence* - 99
 Dexterity*    - 99
Best class: Wizard

 Strength*     - 99
 Wisdom        - 75
 Intelligence  - 50
 Dexterity     - 75
Best class: Fighter or Barbarian

 Strength      - 75
 Wisdom        - 50
 Intelligence  - 75
 Dexterity*    - 99
Best class: Thief

 Strength      - 75
 Wisdom        - 75
 Intelligence  - 75
 Dexterity     - 75
Best class: Ranger or Druid

(Ratings are out of 10, 10 being best)
 Rating  - 8
 Magic   - None
 Weapons - All
 Armor   - All
Best race: Dwarf

 Rating  - 9
 Magic   - Half Will Power
 Weapons - All
 Armor   - Cloth, Leather, Bronze, Iron, Mystic
Best race: Bobit

 Rating  - 2
 Magic   - Half Will Power
 Weapons - Dagger, Mace, Mystic
 Armor   - Cloth, Leather, Mystic
Best race: Bobit

 Rating  - 4
 Magic   - None
 Weapons - All
 Armor   - Cloth, Leather, Mystic
Best race: Dwarf

 Rating  - 10
 Magic   - All Will Power
 Weapons - Dagger, Mace, Mystic
 Armor   - Cloth, Leather, Bronze, Mystic
Best race: Bobit

 Rating  - 10
 Magic   - All Magic Power
 Weapons - Dagger, Mystic
 Armor   - Cloth, Mystic
Best race: Fuzzy

 Rating  - 7
 Magic   - Half Magic Power and half Will Power
 Weapons - Dagger, Mace, Mystic
 Armor   - Cloth, Mystic
Best race: Bobit or Fuzzy

 Rating  - 9
 Magic   - None
 Weapons - Dagger, Mace, Sling, Axe, Blowgun, Bronze Sword, Mystic
 Armor   - Cloth, Leather, Mystic
Best race: Elf

 Rating  - 8.5
 Magic   - Half Magic Power
 Weapons - All
 Armor   - Cloth, Mystic
Best race: Human, Bobit

 Rating  - 1
 Magic   - Half Magic Power
 Weapons - Dagger, Mystic
 Armor   - Cloth, Mystic
Best race: Fuzzy, Elf

 Rating  - 9.5
 Magic   - Half Magic Power and half Will Power
 Weapons - Dagger, Mace, Sling, Axe, Blowgun, Bronze Sword, Spear, Broad
           Axe, Bow, Iron Sword, Mystic
 Armor   - All
Best race: Bobit, Human

Weapon        Price     Damage    Who Can Use
 Dagger        30        1         All
 Mace          30        2         All but Wizard and Alchemist
 Sling         60        3         Fighter, Paladin, Barbarian, Thief,
                                   Lark, and Ranger
 Axe           125       4         Fighter, Paladin, Barbarian, Thief,
                                   Lark, and Ranger
 Blowgun       350       4         Fighter, Paladin, Barbarian, Thief,
                                   Lark, and Ranger
 Bronze Sword  200       5         Fighter, Paladin, Barbarian, Thief,
                                   Lark, and Ranger
 Spear         250       6         Fighter, Paladin, Barbarian, Lark,
                                   and Ranger
 Broad Axe     400       7         Fighter, Paladin, Barbarian, Lark,
                                   and Ranger
 Bow           1050      7         Fighter, Paladin, Barbarian, Lark,
                                   and Ranger
 Iron Sword    800       8         Fighter, Paladin, Barbarian, Lark,
                                   and Ranger
 Glove         1200      8         Fighter, Paladin, Barbarian, and Lark
 Halberd       2700      9         Fighter, Paladin, Barbarian, and Lark
 Silver Bow    6550      9         Fighter, Paladin, Barbarian, and Lark
 Sun Sword     4550      10        Fighter, Paladin, Barbarian, and Lark
 Mystic Sword  n/a       10        All

Armor          Price     Who Can Use
 Cloth          75        All
 Leather        195       All but Wizard, Lark, and Alchemist
 Bronze         575       Fighter, Paladin, Cleric, and Ranger
 Iron           2500      Fighter, Paladin, and Ranger
 Steel          6130      Fighter and Ranger
 Dragon         8250      Fighter and Ranger
 Mystic Armor   n/a       All

Tool            Location         Price      What It Does
 Magic Key       Guild Shop       50         Open doors
 Torch           Guild Shop       5 for 30   Light up dungeon
 Gem             Guild Shop       75         Shows map
 Sands of Time   Guild Shop       90         Stops time in battle
 Tent            Guild Shop       100        Recovers energy
 Silver Pick     Cave of Death    n/a        Finds Mystic Sword
 Gold Pick       Dawn             n/a        Finds Mystic Armor
 Silver Horn     Circle of Light  n/a        Scares away Red Serpent
 Flower          Ambrosia         n/a        Give to Sherry
 Compass Heart   Royal City       n/a        Returns you to castle
 Special Marks   Caves            50 HP      Needed at the end of game
 Four Cards      Ambrosia         n/a        Needed at the end of game

*Note: There are two kinds of magic in Ultima: Magic Power and Will
Power spells.

*Magic Power*
Spell     Pts. Used     Where to Use     What Spell Does
 Repel       0           Battle           Destroys Orcs and Goblins
 Missile	 5           Battle           Throws a fireball
 Light       10          Dungeon          Lights up area
 Descend     15          Dungeon          Go down a level
 Ascend      20          Dungeon          Go up a level
 Flame       25          Battle           Stronger than Missile
 Trans       30          Surface          Transport to a new location
 Psi         35          Battle           Stronger than Flame
 Bright      40          Dungeon          Longer lasting than Light
 Cleric      45          Any Time         Lets user cast Will Power
 Poison      50          Battle           Damage to multiple enemies
 Kill        55          Battle           Stronger than Psi
 Stop        60          Anywhere         Stops time
 Psikill     65          Battle           Multiple attack. Strong on
                                          Balrons and Devils.
 Rot         70          Battle           Multiple attack. Extremely
                                          weakens enemies
 Death       75          Battle           Destroys all enemies

*Will Power*
Spell     Pts. Used     Where to Use     What Spell Does
 Undead      0           BattleDestroys   Skeletons and Ghouls
 Open        5           Treasure         Opens chest without traps
 Heal        10          Any Time         Heals 10-30 HP
 Glow        15          Dungeon          Lights up area
 Rise        20          Dungeon          Go up a level
 Sink        25          Dungeon          Go down a level
 Move        30          Dungeon          Transport to a new level
 Cure        35          Anytime          Removes poison
 Surface     40          Dungeon          Exits dungeon
 Star        45          Dungeon          Longer lasting than Glow
 Lg. Heal    50          Any Time         Recovers max. HP
 Map         55          Any Time         Shows a map
 Banish      60          Battle           Throws a Fireball
 Raise       65          Any Time         Revives the dead. Might turn
                                          recipient to ash
 Destroy     70          Battle           Attacks multiple enemies
 Recall      75          Any Time         Revives a person from ash

Name         Strength      HP    MP    Specialty   GP
 Orc          Pathetic      48    No    None        3
 Goblin       Pathetic      48    No    None        3
 Skeleton     Pathetic      80    No    None        4
 Ghoul        Pathetic      80    No    None        4
 Theives      Pathetic      128   No    Theft       5
 Pirate       Pathetic      128   No    Have Ship   8
 Giant        Weak          112   No    None        6
 Titan        Weak          112   No    None        6
 Golem        Weak          112   No    None        6
 Gargoyle     Normal        180   Yes   Poison      10
 Snatch       Normal        192   No    Poison      10
 Bradle       Normal        192   No    Poison      10
 Mane         Normal        180   No    Poison      10
 Wyvern       Strong        224   Yes   Flame       15
 Griffin      Strong        224   Yes   Flame       15
 Dragon       Strong        224   Yes   Flame       15
 Demon        Strong        180   Yes   Poison      10
 Sea Serpent  Strong        224   Yes   Flame       15
 Devil        Very Strong   240   Yes   Poison      20
 Balron       Very Strong   240   Yes   Poison      20
 Man-O-War    Very Strong   240   Yes   Poison      20

*Note: To go through the game, you will need to use commands. Hit select
 to get the second page of commands.

Talk:   Talks to the person you're facing.
Magic:  Opens the spell menu for the selected character.
Fight:  Starts a fight with anyone. Fighting with people makes guards
        appear, who are among the strongest enemies in the game.
Status: Shows the status of your party and lets you equip the
Tools:  Let's you use your party's tools.
Give:   Allows the characters to trade their items.
Get:    Grabs items from chests, but sets off traps.
Climb:  Ascends/descends ladders.
Food:   Divides food evenly amongst the characters.
Gold:   Lets you transfer gold between the characters.
Horse:  Mounts/dismounts characters from horses.
Order:  Rearranges the character's order.
Bribe:  Pays money to guards to get out of the way.
Pray:   Enables you to get neccessary items.

*Note: This is a basic walkthrough of the game. While it will get you
through the game easily, it would be wise for you to explore a bit on
your own.

Royal City
Once you are out in the real world, you should fight some enemies. They
are fairly weak, so simply cast Undead and Repel spells to finish them
off quickly. (Always cast the spell when your right foot is up to work.)
Making sure not to wander far from the castle, fight enemies, watching
to make sure you don't run out of food or HP. Go to town if you need to
rest. Keep fighting the monsters until each character has around 5000
GP. (Yes, it is a lot, but it's worth it.) After buying the Clerics
maces and bronze armor, talk to Lord British. He'll raise your
character's levels. While they are now stronger, so are the enemies.
Leave the castle and find a pirate ship floating in the water. Step onto
it to fight some pirates. After you beat them, the ship is yours. (It is
signified as yours by becoming pink.)

Sail around the sea until you come upon a pink whirlpool. Sail into it
to be taken to the snowy land of Ambrosia. First, head left and follow
the path through the forest and then south. You should come to a
Flower Patch. Have each character take a flower. Next, find the Shrine
of Wisdom. Have the Clerics pay 100 GP for one point of Wisdom. Now
head for the Temple of Intelligence. From the path to the Shrine, head
left till you come to a lake. Defeat the pirates and take their ship.
Sail straight ahead and follow the path to the Temple, where the
Wizards can spend their money.

Royal City
Head back to Royal City via the pink whirlpool. Talk to the girl
standing next to the lake name Sherry. Give her the flowers, and she'll
give you the Compass Hearts. These will take you back to the castle from

Find these cities to buy some useful items. In Gray, buy some torches,
gems, and keys. Making sure you have food, fight enemies to get money
and experience. Head back to the castle and explore behind the doors.
These are all just little clues that don't really help. When you're
ready, save and leave the castle. Head south.

Montor East/West
A strip of water separates these towns. You can pick up some more clues
here, especially one about a jail, but you should ignore it for now.
From Montor West, go right and south under some mountains to find a Moon
Gate. It's destination changes with the moons. When the left moon is
almost full and the right moon is white on the left half, step in and it
will take you to a Gate some mountains. Wait for the left moon to be
white on the left half and the right moon to be white on the right half.
Step in and you'll exit near the town of Devil Guard. Here you can buy
horses for 800 GP and talk to everyone in the hospital. After talking to
one patient, the Bribe command should become available to you.

Montor West
After using a Compass Heart to save your game in the castle, head to
Montor West. In the jail, bribe the guard (with 200 GP) to get in. Talk
to the man in the bottom right cell more than once to get a very
important clue.

The Four Marks
From here, your team will need to obtain the four Marks: King, Fire,
Force and Snake. Head northeast from the castle to reach Golden Cave.
(Using your Descend, Rise, and Surface spells is a plus in dungeons.)
On the eighth (bottom) floor, explore opposite corners to find the Marks
of King and Fire. Since each character needs a Mark, you'll need to back
up and approach it again. Now you can leave the cave and head for the

Head west from the castle to get to Yew. Head south and then east until
you get to the Circle of Light. Go north and talk to the second priest.
He'll teach you the Pray command. And since you have the Mark of Fire,
the lava won't hurt you. Head back to the Circle of Light and Pray in
the middle. You'll receive the Silver Horn. Now head north from the
temple to reach the Hospital. Talk to people to get more clues.
Finally, head out of Yew to the west. Save at the castle if you wish.

Head back to Ambrosia to revisit the Temples. Make sure that you Pray in
each one, as it is absolutely essential. By now, your characters should
be at least to level 20 and very powerful. If you're low or out of
Compass Hearts, be sure to pick some more flowers, too.

The town of Dawn is extremely tricky to find. It's in the dark forest
south of the castle and only appears at a certain phase of the moons.
From the castle, head seven steps west and thirty-five steps south. It
will appear when both moons are full. Head to the northern shop to see
some treasure chests. Open them to find the Gold Pick. When you get it,
run out of town before the guards get you. They are very hard to beat.
Now you should explore the other dungeons. I'm not going to guide you
through them, seeing as how the bottom level usually contains what you
are looking for. What you have left to find in the dungeons are: the
Mark of Snake, the Mark of Force, the Silver Pick, and the Time Lord.
When you have all of these, the game is nearing its end.

Your final treasures are located on islands: the Mystic Sword and the
Mystic Armor. Once you find these, give the axes to the other team
members so they can get them too. After equipping these, the hard part
comes. Make sure you have the following items:
 The Silver Horn
 The Four Marks
 The Four Cards
 The Mystic Sword/Armor
 Good levels and spells
If you have all of these, head to Exodus Castle for the ending. Be
prepared and don't give up.

Q. What party should I play with?
A. See beginning of walkthrough.

Q. What members should I avoid?
A. See beginning of walkthrough.

Q. What is the best race for each member?
A. Again, see beginning of walkthrough.

Q. What/where is Ambrosia?
A. It's a snowy land that has temples for your characters to donate in.
   It lies in the whirlpool that appears in the ocean.

Q. Where do I get the Book of Poetry?
A. It's a false clue. There is no book.

Q. What do I do in Exodus Castle?
A. Pray when you get to the water at the top. Then, get ready to run.

This guide is property of me and GameFAQ's. You may use this guide in
your website if you give me the address. All trademarks and copyrights
contained in this document are owned by their respective trademark and
copyright holders.

I have many thanks to give. First to Nintendo, for supporting the game.
Next, to Rusel DeMaria, who's book helped me through the harder parts of
the game and on the charts. Finally, to me, for making this guide.
Hoo-hah! If you have any questions or are telling me that you're putting
this guide on your website, email me at markr_cb17@hotmail.com.

ęCopyright 2003 eLemenT