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    Hints and Tips by bruplex

    Version: 1.4 | Updated: 10/09/00 | Search Guide | Bookmark Guide

    Ultima Exodus: Dzzy Strategies # 4
    For the NES by FCI
    This Guide is © 2000 James Dziezynski (bruplex@aol.com)
    My site: www.afreehome.com/dzzy/dzzyland.htm
    					
    ULTIMA EXODUS: FAQ AND WALKTHROUGH
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    LEGAL STUFF=THIS WORK IS COPYRIGHTED TO JAMES DZIEZYNSKI, ALSO KNOWN AS
    BRUPLEX. ALL WORK IS ORIGINAL AND MAY NOT BE HOSTED OR REPRODUCED WITHOUT MY
    PERMISSION--IF YOU WANT TO USE IT SIMPLY SEND ME AN EMAIL AND I WILL MOST
    LIKELY BE WILLING TO SHARE MY WORK. AS OF 9/14/00 THIS FAQ MAY ONLY APPEAR AT
    WWW.GAMEFAQS.COM, VG Strategies, and DZZYís CLASSIC GAMING. ULTIMA is is a
    registered trademark of FUJISANKEI COMMUNICATIONS INTERNATIONAL INC. Copyright
    1989 FCI all rights reserved.
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    Version 1.0 The TEST page
    Version 1.1 A few updates: The pray command answered and where to find
    the pick!
    Version 1.2- Answered a few more questions regarding the picks and
    cards.
    Version 1.3 (5/7/00)óChanged the simple fact this game is by FCI and
    not Capcom. Added a few actual questions I have received.
    VERSION 1.4- (9/12/00) Added all the lists of characters, items, spells,
    weapons and armor-- everything but the walkthrough which should be up within
    two weeks!!
    
    
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    **TABLE OF CONTENTS**
    
    I.FAQís--FREQUENTLY ASKED QUESTIONS-A few basic questions about Ultima, like,
    ďwhat exactly am I doing here!?Ē
    
    II.Characters- A whoís who in the hip and happeniní land of Sosaria.
    
    III. Spells-Abracadabra! Also a primer on how to get spells--
    	A-Magic Power System
    	B-Will Power System
    
    IV. Weapons, Armor, and Items-Because in Sosaria they DONíT sell to just any
    slack jawed yokel and they DONíT take American Express.
    	A-Weapons
    	B-Armor
    	C-Items(Tools)
    	
    V. List of commmands- A primer on what commands are available to your
    adventurers.
    
    VI. Walkthrough-The one and only guide to saving the land from unspeakable
    evil.
    
    VI. Appendix-That gooey extraneous organ that blows up at inopportune times?
    NO! Your guide to:
    	A-Towns
    	B-Enemies
    	C-Moon Gates
    	D-Shrines
    	E-Marks
    
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    Hey thereóThis is going to be the beginning of my Ultima Exodus FAQ and
    walkthrough. I am utterly amazed there are no FAQ's out there for this
    game (and to think, there are probably lots of people out there with
    the strategy guide, something I have never had access to!) So I am
    doing it the old fashioned way: playing through it. Feel free to send
    in questions you may have. This is a VERY basic FAQ and it will grow
    over time! (For now it's a basic FAQ) I last played through it in 1989,
    so forgive me if my memory is a bit fuzzy.**NOTE: I played through it again for
    the sake of the walkthrough in July, 2000. Gotta keep the memories straight
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    I.FAQís-<weird AL> I wanna know, I wanna know! </weird AL>*
    (from NATIONAL MIDNIGHT STAR off of WEIRD ALL IN 3-D)
    
    Q-What is the best party to have? What characters make the best group?
    A-The best party is a BALANCED party. A good starting party would be:
    (human) Ranger or (Bobit) Paladin/(elf) Thief/ (bobit) Cleric/ (fuzzy)
    Wizard.
    
    Q-What characters should I avoid?
    A-The Barbarian and Alchemist both lack good qualities. Use them only
    for extra challenge. The Fighter is not that great either because he
    has no dexterity and no magic ability.
    
    Q-What is the best race for each character?
    A-Fighter=Dwarf, Cleric=Bobit, Wizard=Fuzzy, Thief=Elf, Paladin=dwarf
    or human, Barbarian=Dwarf, Lark=human, Illusionist=bobit, Druid=bobit
    or fuzzy, Alchemist=fuzzy, Ranger=human.
    
    Q-What the heck is a fuzzy anyways?
    A-I'm not sure but they are have a lot of intelligence.
    
    Q-How do I earn experience in the beginning of the game?
    A-Equip your front-row fighters with blow guns and use your magic users
    to cast REPEL and UNDEAD to boost Exp points. Earn a lot of exp points
    this way but keep your level at 3 or 4; any higher brings out tough
    creature you will not do that well against this early. Make sure to let
    your fighters kill a few enemies to earn exp points.
    
    Q-Help! I got to level 5 and I can't go any higher!! And the mean
    monsters have come out and are beating the crap out of me!! HELP!!
    A-As mentioned in the previous question, keep your levels low until you
    visit Ambrosia and boost your levels up. At level 3 the pirate ship
    appears on the ocean but the ground enemies are still pretty weak. A
    good time to save money, hi jack their ship and head to ambrosia.
    
    Q-So what is Ambrosia?
    A-A delicate food considered the feast of the GODS. Also a reference in
    the poem Kubla Khan by Samuel Coleridge defines AMBROSIA as the food of
    paradise. It's also a desert my friends Jody's Aunt brings to picnics.
    She said it tastes, "Ok, not great."
    
    Q-Ok, Mr. Smarty pants English major, what is it in Ultima?
    A-OhhhhóAmbrosia is a hidden continent you reach by hi-jacking a boat
    and driving it into the whirlpool. Ambrosia is key to the game because
    it houses the temples where (for a generation donation of 100 gp) you
    can raise your attributes. There are also some other neat things in
    Ambrosia.
    
    Q-Right,like the flower. What do I do with that?
    A-When you find the flower (to the middle left from where you start,
    then down) GET it with all four of your characters. Return to Sosaria
    via the Boat/Whirlpool and visit Sherri (the big, scary pink Rosie
    O'Donnell look-a-like) in the Royal City. Have each of your characters
    GIVE her a flower and you will receive the COMPASS HEART from her. This
    is an essential item because it allows you to return to Lord British's
    castle at any time (even battle!!) This makes trips to Ambrosia a lot
    easier because you can return at any time. The bad news is you can only
    use each compass heart once; the good news is you can keep picking
    flowers and everytime you give one to Sherri she will give you another
    compass heart! She's got billions of 'em! A must have for increasing
    your levels.
    
    Q-Ok, so I have the Ambrosia thing down. It's still early in the game,
    how do I know what attributes to raise with my hard earned money?
    A-Raising your MAGIC users (i.e Wizard, Druid) is a great start so that
    they will learn the powerful spells to whoop up on the stronger
    enemies. Raising your THIEF's dexterity is a great idea as well,
    because it makes it easy for you to steal treasure chests in certain
    cities where you can earn money fast. Mo' money, mo' levels! Eventually
    build up your WILL power users (Clerics and such), then strength.
    
    Q-And the temples areÖ?
    A-Generallyó
    Intelligence-upper right, then left, across lake.
    Dexterity-Middle right, down. This is a tough one to get to. The
    easiest way to get there is to go to the LEFT and down to battle the
    pirates and get their boat (as if you were going back to Sosaria). You
    will probably have to get a powerful Cleric or Wizard to battle the Man
    O wars you will encounter on the way over. When you reach the other
    side, go up to the left of the pirate ship, and you will find the
    shrine.
    Strength-Left, down
    Wisdom-Right, down.
    
    Q-So what town is it that you can steal lots of gold?
    A-In Death Gulch, you need one key and a thief with high dexterity. The
    Mark of Fire helps to steal a little more money. When you get to the
    second open area, go down and to the left and you will find a bunch of
    treasure chests ripe for the picking! Using the stop spell on guards if
    you get caught is a good idea to avoid unnecessary battles. Use the
    compass heart to warp out of the town if you get caught.
    Q--So what about the dungeons?
    A-The Dungeons are essential because only in their cavernous depths can
    you find the marks of heroes. You can also find special items, such as
    the pick in the Dungeon of death. There are assorted springs and other
    items to be found as well. DO NOT ENTER THE DUNGEONS UNTIL YOU HAVE
    BEEN TO AMBROSIA!! You need to have fairly strong levels as the enemy's
    toughness does not correspond to your level, as in the overworld.
    Making maps is always a good idea.
    
    Q-Maps!! Ooo! Ooo! Do you have some??!!
    A-Check out my Ultima info on www.afreehome.com/dzzy/game.htm I have
    great links to Stefen Wuepping's complete Ultima site ( in German) and
    some of his maps on my site.
    
    Q-What and where is DAWN??
    A-Dawn is a hidden city that only appears when both moons are new (not
    there)- To access Dawn, go to the river inlet above Montor West and
    line your self up with the river inlet pointing west. Go three steps
    into the forest and hit the B button until the moons are both new. Dawn
    will appear right in front of you.
    
    Q-What does he pick do for me?
    A-The pick allows you to get the MYSTIC armor and MYSTIC weapon, which
    are simply buried in the ground! Where? Steal the gold pick counter in
    the guild in Dawn and use it to get the mystic aromor on a small island
    just south of the Montors. Get the Silver pick in the Dungeon of Death
    and find the mystic weapon near the island town ( Grey I believe) to
    the North of Sosaria.
    
    Q-Ok, so where do I learn the PRAY command? I heard that helps you out
    somehow.	
    A-You must have the fire mark and walk across some fire rivers in the
    town of Yew. Talk to the man hanging out past the fire and he will give
    you the pray command.
    
    Q-What is that big snake all about?
    A-I assume that is the guardian of Evil or Exodus. Use the silver horn
    to get rid of him.
    
    Q-Where do I get the cards?
    A-Earn the cards by praying at the shrines. Use these cards to seal
    Exodus in the final castle.
    
    
    NEW NEW NEW (5/7/00)
    
    Q-How can I get the boat to travel to Ambrosia? I don't even SEE a
    boat!
    A-to get the boat, a few conditions must first be met. Number one, you
    MUST have a character of level 5 exp. (or higher) in your party. This
    is highest level you can reach before finding the Mark of Kings, so
    it's a pretty good bet you will have a Wizard or Cleric at level 5
    before other characters. Once you reach this level, grey and black
    pirate ships will appear randomly in the ocean. A good way to get one
    near the shore closest to you is to enter and exit a town until one is
    there. Once you encounter a boat, defeat the pirates and the boat will
    turn Orange, indicating it is yours to use! Remember, you have to talk
    to Lord British to get your level up, which goes up one level per 100
    exp points you earn.
    
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    II. Characters
    
    	Before you get to choose what characters you will be using, you have to assign
    a race to determine their base attributes and max atrribute levels. Hereís a
    run down:
    
    *=highest possible attribute level
    
    BOBIT-Thankfully not the Loreena Bobbit type, but a sort of magical creature
    that excels in the WILL POWER magic system (MORE ON MAGIC IN THAT SECTION.)
    Bobits make decent fighters and superior Clerics. They also fare well when made
    into a character who can use both WILL POWER and MAGIC POWER systems.
    Guaranteed to leave vital organs where they belong!
    MAX STATS:
    STRENGTH=75
    WISDOM=99*
    INTELLIGENCE=75
    DEXTERITY=50
    
    FUZZY-This oddly named fellow is a real
    noodle-armed-poodle-skirt-wearing-choir-boy, but a heck of a braniac. This
    unshaven-fellow has awesome Intelligence, superior dexterity, but the strength
    of Urkel. Makes for good Wizards.
    MAX STATS:
    STRENGTH=25 (haha!)
    WISDOM=75
    INTELLIGENCE=99*
    DEXTERITY=99*
    
    DWARF-As in most games, the dwarf is the powerhouse of the troop. He has high
    strength and dexterity, making him the best choice for Fighters and Barbarians;
    he also isnít a bad choice for a Paladin either. (Though given the fact Dwarves
    almost ALWAYS have beards, perhaps HE should have been called the FUZZY).
    MAX STATS:
    STRENGTH=99*
    WISDOM=75
    INTELLIGENCE=50
    DEXTERITY=75
    
    ELF-The wispy elf excels in dexterity, making him a good choice for Thieves.
    Not a bad choice for MAGIC SYSTEM based fighters either--well except for maybe
    those silly pointed shoes and commitment to make cookies in that big tree with
    E.L Fudge and the rest of the Keebler family. (Ernie is a great name for
    elves!)
    MAX STATS:
    STRENGTH=75
    WISDOM=50
    INTELLIGENCE=75
    DEXTERITY=99*
    
    HUMAN=Again, as with most games, the human is your average joe, excelling at
    nothing but with no weaknesses either. Just because we donít wear silly shoes
    or hats doesnít mean we should just be given the lowly term of ďaverageĒ. Oh
    well- the human is a good choice for RANGERS or DRUIDS.
    MAX STATS:
    STRENTH=75
    WISDOM=75
    INTELLIGENCE=75
    DEXTERITY=75
    
    	There are eleven friendly faces to choose from when making your party in
    Ultima, some better than others. For an early RPG, Ultima gives you a lot of
    freedom in who can be in your party--you can have multiple members of the same
    occupation, name your characters, and even completely delete them if you hate
    their guts. In listing the characters, Iíve included a usefullness ranking as
    well; this is there to indicate just that: what this member contributes to the
    party ( and I donít just mean corn chips and beer.)
    
    **USEFULLNESS SCALE=(baseed on 1-10)
     10- Super Duper; 5-Ho Hum but no bum; 1-Super Pooper
    
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    FIGHTER=8
    MAGIC=None
    WEAPONS=All
    ARMOR=All
    BEST RACE=Dwarf
    
    The obvious edge to a fighter is his raw phyical power! He can wear every piece
    of armor and equip every weapon but donít bother allocating any wisdom or
    intelligence-- heís as dumb as a bag of doorknobs. Increasing his dexterity
    will improve his chances of hitting the enemy, plus he has high HP so heís a
    good addition to the front line. Most people will have a fighter in their party
    the first time through the game.
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    PALADIN=9
    MAGIC=Half of the WILL POWER system
    WEAPONS=All
    ARMOR=Cloth, Leather, Bronze, Iron, Mystic
    BEST RACE=Bobit
    
    The Paladin is another great front line fighter despite the fact she is wearing
    pink armor and carrying a heart shaped shield. Much like the fighter, she can
    use any weapon though she cannot equip the Steel or Dragon Armor. The Paladinís
    greatest asset is her ability to cast WILL POWER spells, which can be used
    primarily for healing and opening troublesome treasure chests safely. At higher
    levels, she can also cast spells that aid in dungeon travel, such as SINK,
    RISE, and MOVE.
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    ILLUSIONIST=2
    MAGIC=Half of the Will Power.
    WEAPONS=Dagger, Mace, and Mystic Weapon
    ARMOR=Cloth, Leather, and Mystic Armor.
    BEST RACE=Bobit	
    
    Letís face it: the Illusionist sucks on toast. This shepard lookiní wanna-be is
    a pathetic fighter and a limited magic user (especially contrasted to the
    Paladin, who has the same magic ability but also very good fighting
    attributes.) Most people only use the Illusionist to raise the challenge of the
    game or as a pity-member in a strong party. Not a good choice for actually
    accomplishing the games harder objectives.	
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    BARBARIAN=4
    MAGIC=NONE
    WEAPONS=All
    ARMOR=Cloth, Leather, Mystic
    BEST RACE=Dwarf
    
    A Barbarian is essentially a Fighter with weaker Armor-wearing abilities and
    slightly higher hit points. A good wall to have in a front line, his high HP
    does give him some credibility but he is not as solid a character as a Fighter.
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    CLERIC=10
    MAGIC=All of the will power system
    WEAPONS=Dagger, Mace, Mystic 	
    ARMOR=Cloth, Leather, Bronze, Mystic
    BEST RACE=Bobit
    
    The Cleric is one of the must have characters of Ultima! Her powerful healing
    magic also is complimented by a few highly powerful offensive spells that wreck
    havoc on high level foes, especially sea monsters. Not only that, but she has
    great Dungeon spells. An Uber character and a must have for her awesome healing
    powers!
    
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    WIZARD=10
    MAGIC=All of the magic power system
    WEAPONS=Dagger, Mystic
    ARMOR=Cloth, Mystic
    BEST RACE=Fuzzy
    
    The other ďmust haveĒ character. While a Wizard is worthless in hand-to-hand
    battle, he excels in strong attack-based magic. Almost all of his magic is made
    for whomping opponents, so place him in the back row and let him unleash on
    high level enemies. When equipped with the Mystic Sword, he can somewhat hold
    his own in hand to hand battle.
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    DRUID=7
    MAGIC=HALF of both MAGIC and WILL POWER system
    WEAPONS=Cloth, Mace, Mystic
    ARMOR=Cloth, Mystic
    BEST RACE=Bobit. Fuzzy
    
    The Druid is a balanced magic user, though at his highest levels he can only
    use half of each of the magic/will system. He is hampered by an utter lack of
    armor and weapon use, but if you are focusing on a magic based party, he will
    help  with both Magic and Will power spells.
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    THIEF=9
    MAGIC=none
    WEAPONS=Dagger, Mace, Sling, Axe, Blowgun, Bronze Sword, Mystic
    ARMOR=Cloth, Leather, Mystic
    BEST RACE=Elf
    
    The wily Thief is not strong offensively or defensively, making it difficult to
    raise his levels. The whole reason to make a thief is to steal a lot of money
    and save a LOT of time getting your stats up at the shrines. Because of his
    advanced dexterity, you will be thankful for this gloved fellow when the time
    comes to get serious against high level monsters!
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    LARK=8.5
    MAGIC=Half of MAGIC power system
    WEAPONS=ALL
    ARMOR=Cloth, Mystic
    BEST RACE=Human, Bobit
    
    Some people like using the versatile LARK as the front person in a balanced
    party. Her mastery of weapon use along with the addition of MAGIC power system
    spells rank her as a quality point fighter along with the Paladin or Ranger--
    and she can play such lovely songs on her fancy harp!
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    ALCHEMIST=1.0
    MAGIC=Half of Magic Power system
    WEAPONS=Dagger, Mystic
    ARMOR=Cloth, Mystic
    BEST RACE=Fuzzy, Elf
    
    Well, every game needs its stink-o-rific character and the Einsteinesque
    Alchemist is the man for the job. In ancient times, Alchemists were scientists
    who were determined to find a way to convert lead into gold. This has
    absolutely no application to Ultima! An utter weakling who can use only the
    weakest weapons and armor, his magic spells arenít too much to write home about
    either-- a few of the weaker Magic system spells. If you are in the mood for a
    challenge, add this bottom dweller to your party for added difficulty.
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    RANGER=9.5
    MAGIC=HALF of MAGIC and WILL system spells
    WEAPONS=Dagger, Mace, Sling, Axe, Blowgun, Bronze Sword, Spear, Broad Axe, Bow,
    Iron Sword, Mystic
    ARMOR=ALL
    BEST RACE=Bobit, Human
    
    The Ranger is my favorite lead character. He is a strong fighter and a skilled
    magic user, with the ability to cast half of each system of the spells. While
    the strongest spells he can cast are those using 35 Magic Points, this can be
    VERY useful in Dungeons and for emergency healing situations. Walker, Texas
    Ranger rules!
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    III. SPELLS
    
    A-MAGIC POWER SYSTEM
    
    A word on how spells work; MAGIC spells rely solely on your characters
    INTELLIGENCE for development; in other words there is no need to distribute
    WISDOM to your MAGIC-only warriors. Strength and dexterity will slightly aid
    accuracy.
    
    Now there are a few questions people have when getting stronger level spells:
    to get higher level spells, one must pay gold at the Shrine of Intelligence.
    The more intelligence you have the more spells you will have available (if your
    character has the ability to learn higher level spells, which is pretty much
    limited to the Wizard.) Donít forget the select button will switch to page two
    of your higher level spells!
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    SPELLS
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    REPEL
    MPís=0
    LOCATION=BATTLE
    EFFECT=A great free spell that is a dynamic way to earn EXP. points against
    easy enemies such as orcs and goblins. If one waits to talk to Lord British
    until after defeating waves and waves of these foes, you will be able to power
    up easily! Will hurt whole groups of ORCS and GOBLINS.
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    MISSILE
    MPís=5
    LOCATION=BATTLE
    EFFECT=A decent low level projectile attack that will usually inflict about 25
    points of damage to an enemy. A good finish-off attack or an assault spell
    against weaker foes. Hits a single foe at a time.
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    LIGHT
    MPís=10
    LOCATION=DUNGEONS
    EFFECT=This spell will illuminate dungeons for a short period of time.
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    DESCEND
    MPís=15
    LOCATION=DUNGEONS
    EFFECT=This spell will lower the party down one level in the dungeons.
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    ASCEND
    MPís=20
    LOCATION=DUNGEONS
    EFFECT=This spell will raise the party up one level in the dungeons.
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    FLAME
    MPís=25
    LOCATION=BATTLE
    EFFECT=A stronger version of the missile attack; a good mid-level attack that
    hits a single enemy.
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    TRANS
    MPís=30
    LOCATION=SURFACE
    EFFECT=TRANS allows you to warp to overworld locations in Sosaria.
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    PSI
    MPís=35
    LOCATION=BATTLE
    EFFECT=A very strong fireball-type attack; will usually kill the single enemy
    that it is aimed at.
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    BRIGHT
    MPís=40
    LOCATION=DUNGEONS
    EFFECT=This illuminating spell will keep things lit up longer than the measley
    ďLIGHTĒ spell.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    CLERIC
    MPís=45
    LOCATION=ANYWHERE
    EFFECT=Allows a Wizard to cast spells from the WILL POWER system ( a maximum
    strength Wizard as a FUZZY with 99 MP can cast Cleric spells as high as LARGE
    HEAL.) A somewhat unnecessary spell.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    POISON
    MPís=50
    LOCATION=BATTLE
    EFFECT=A medium strength spell that hits multiple enemies for respectable
    damage. Good against mid level foes.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    KILL
    MPís=55
    LOCATION=BATTLE
    EFFECT=An ultra-powerful fireball that will destroy the intended target most of
    the time; hits one enemy directly in line with your spell caster. Itís not just
    a clever name!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    STOP
    MPís=60
    LOCATION=ANYWHERE
    EFFECT=Stops time for everyone except the party; a great spell for escaping
    from town guards or to freeze a stronger-than-thou opponent in the heat of
    battle.** NOTE=WILL NOT WORK IN EXODUS CASTLE!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    PSIKILL
    MPís=65
    LOCATION=BATTLE
    EFFECT=A multi-hit version of the PSI spell; especially effective against
    BALRONS and DEVILS
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    ROT
    MPís=70
    LOCATION=BATTLE
    EFFECT=Brings ALL enemies you are facing close to death. A great spell to
    weaken your opponents; follow up with a non-magic user to finish them off and
    earn valuable EXP. points (such as a Thief or Barbarian).
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    DEATH
    MPís=75
    LOCATION=BATTLE
    EFFECT=THE MOTHER OF ALL ATTACK SPELLS!!! This golly-whomper of a spell will
    instantly destroy ANY foe it makes contact with. Of course if it misses, the
    enemy will be fit as a fiddle.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    
    B-WILL POWER SYSTEM
    
    The WILL POWER SYSTEM can be harnessed by the PALADIN, CLERIC, ILLUSIONIST,
    DRUID, and RANGER though the true master of these spells is the CLERIC. While
    the low-to-mid level WILL POWER spells are primarily for healing and effects,
    the high level spells offer a few very strong offensive attacks!
    
    Unlike the MAGIC POWER spells, WILL POWER SPELLS depends on WISDOM to boost the
    number available to your user; thus if you have an exclusive WILL POWER user
    there is no need to allocate any points to their intelligence (I KNOW it seems
    mean, but they are just stats, my friend!) So on with the spells, shall we?!
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    UNDEAD
    MPís=0
    LOCATION=BATTLE
    EFFECT=Kills Skeletons and Ghouls and doesnít cost a thing to cast! Use the
    ďdonít level upĒ tip given in the MAGIC SPELL ďREPELĒ, except on the undead
    monsters. **NOTE: check TIPS N TRICKS FOR A SUPER DUPER ACCURACY TRICK!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    OPEN
    MPís=5
    LOCATION=ANYWHERE
    EFFECT=Lets you open a treasure with no risk of getting hit by a trap, though
    it sometimes fails to actually open the chest. DOES NOT work on doors, only
    chests.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    HEAL
    MPís=10
    LOCATION=ANYWHERE
    EFFECT=Creates a small kiddy pool filled with pudding that your characters
    smear on their bodies and re-inact ďLORD OF THE FLIES.Ē Wait...no, it simply
    restores a small amount of hit points to an individual character. What was I
    thinking?
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    GLOW
    Mpís=15
    LOCATION=DUNGEONS
    EFFECT=GLAMOUR magazine states: Men sweat, women glow. Well, Iím not sure if
    female persperation is the illuminating ingredient, but in any case this spell
    will light a dark dungeon for a short while.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    RISE
    MPís=20
    LOCATION=DUNGEONS
    EFFECT=Teleports your party up one level while in dungeons. Also serves as a
    quick and easy way to raise your soufflť! HAHA
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SINK
    MPís=25
    LOCATION=DUNGEONS
    EFFECT=Provides a sturdy place to wash your dishes OR teleports your party down
    one level in the dungeons.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MOVE
    MPís=30
    LOCATION=DUNGEONS
    EFFECT=Use it as a WARP spells to move to a new part of the dungeon; a little
    unpredictable.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    CURE
    MPís=35
    LOCATION=Anywhere but BATTLES
    EFFECT=NOT the horrible, horrible, awful, manic depressive band featuring that
    fat clown Robert Smith, but a useful spell to extract poison from a character.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SURFACE
    MPís=40
    LOCATION=DUNGEONS
    EFFECT=Teleports the party from anywhere in the dungeon to ground level.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    STAR
    MPís=45
    LOCATION=DUNGEONS
    EFFECT=STAR is simply a more powerful illuminating spell!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    HEAL (2)
    MPís=50
    LOCATION=ANYWHERE
    EFFECT=Confused? This is the second time HEAL appears on your list of spells;
    this one appears on page two (the page you get when you hit the select button
    after opening the spells menu) and heals an individual for a large amount of
    Hit Points.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MAP
    MPís=55
    LOCATION=ANYWHERE but towns and battles.
    EFFECT=In dungeons, this spell will chart the floor you are currently on. When
    on the continents of SOSARIA or AMBROSIA, it will provide a general map with
    your location marked by a swirling icon.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BANISH
    MPís=60
    LOCATION=BATTLE
    EFFECT=An extremely powerful fireball spell that will often kill the most
    powerful foes in a single hit; hits one at a time.
    
    THIS LINE IS INSERTED AS AN ANTI-PIRACY TAG-- ONLY SITES LISTED IN THE TITLE AT
    THE TOP HAVE PERMISSION TO HOST THIS FAQ (such as g a m e f a q s . Com) PLEASE
    REPORT TO ME IF THIS FAQ SHOWS UP SOMEWHERE ELSE. THANKS!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    RAISE
    MPís=65
    LOCATION=ANYWHERE but BATTLE
    EFFECT=ATTEMPTS to bring a dead character back to life; if it fails the
    character will turn to ASH! Díoh! Time to hit reset!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    DESTROY
    MPís=70
    LOCATION=BATTLE
    EFFECT=A super strong offensive attack spell equivalent to the WIZARDís death
    spell, but more effective against sea monsters-- hits multiple enemies
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    RECALL
    MPís=75
    LOCATION=ANYWHERE except BATTLE
    EFFECT=Will revive any dead character, even those who have been turned to ASH--
    obviously a great spell to have!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    
    IV-WEAPONS, ARMOR, AND ITEMS
    
    Shall we start with the weapons?
    
    
    WEAPONS-
    
    *NOTE-- there are two main types of weapons
    
    HAND TO HAND-Weapons you can only use when you are right next to an enemy;
    these include swords, axes, and the like.
    
    PROJECTILE-Weapons that can be fired at a distance; much more effective than
    hand to hand weapons.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    DAGGER
    PRICE=5 gp
    DAMAGE LEVEL=1
    WHO CAN USE: ALL
    
    The dagger is nearly worthless and wonít kill even the weakest opponent unless
    they are already weakened. The good thing is you lose it once you use it-- a
    projectile weapon.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MACE
    PRICE=30 gp
    DAMAGE LEVEL=2
    WHO CAN USE: EVERYONE BUT WIZARD AND ALCHEMIST
    
    Another krunky weapon (not the spray but a spiked club.) Only good in hand to
    hand combat with monsters and even then it kind of sucks. Outside of the Mystic
    weapon, it is the strongest weapon your Cleric can wield.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SLING
    PRICE=60 gp
    DAMAGE LEVEL=3
    WHO CAN USE=Figher, Paladin, Barbarian, Thief, Lark, Ranger
    
    Somewhat weak, but a good beginning projectile weapon if you donít have enough
    gold for a blowgun. Unlike the dagger, it can be used as many times as you like
    without running out.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    AXE
    PRICE=125 gp
    DAMAGE LEVEL=4
    WHO CAN USE=Fighter, Paladin, Barbarian, Thief, Lark, Ranger
    
    The axe is a weak hand to hand weapon and one better left alone.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BLOWGUN
    PRICE=350 gp
    DAMAGE LEVEL=4
    WHO CAN USE=Fighter, Paladin, Barbarian. Thief, Lark, Ranger
    
    A decent projectile weapon and the best choice for the Thief. Deals a medium
    amount of damage
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BRONZE SWORD
    PRICE=200 gp
    DAMAGE LEVEL=5
    WHO CAN USE=Fighter, Paladin, Barbarian, Thief, Lark, Ranger
    
    While a more powerful weapon for the Thief, it lack the versatility to be
    effective. As with all swords it is a hand to hand weapon.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SPEAR
    PRICE=250 gp
    DAMAGE LEVEL=6
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark, Ranger
    
    While it has the same weaknesses as other hand to hand weapons, it is the most
    powerful weapon you will find in non-hidden town shops.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    **NOTE= ALL WEAPONS FROM HERE ON OUT CAN ONLY BE FOUND OR PURCHASED AT DAWN
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BROAD AXE
    PRICE=400
    DAMAGE LEVEL=7
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark, Ranger
    
    A pretty strong hand to hand weapon only available at DAWNís shop. Youíll
    probably pass this one up for a more powerful projectile weapon.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BOW
    PRICE= 1050 gp
    DAMAGE LEVEL=7
    WHO CAN USE=Figher, Paladin, Barbarian, Lark, Ranger
    
    The best weapon for a Ranger and a swell choice for any other character who is
    skilled enough to use it.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    IRON SWORD
    PRICE=800 gp
    DAMAGE LEVEL=8
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark, Ranger
    
    Not the sequel to ACCLAIMís Wizards and Warriors, but a meaty hand weapon. Itís
    ok for what it is.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    GLOVE
    PRICE=1200
    DAMAGE LEVEL=8
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark
    
    Oddly, this iso-toner related weapon is stronger than most swords. Chances are
    this is another weapon you will pass up due to its inefficentcy.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    HALBERD
    PRICE=2700 gp
    DAMAGE LEVEL=9
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark
    
    A powerful hand to hand weapon; a decent choice but not as versatile as the
    silver bow
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SILVER BOW
    PRICE=6550
    DAMAGE LEVEL=9
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark
    
    In my opinion, the best weapon out there and the hefty price tag seems to agree
    with me. The strongest projectile wepaon, the Silver Bow is a great addition to
    your armory if you have the patience to raise the money to acquire it.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SUN SWORD
    PRICE=4550
    DAMAGE LEVEL=10
    WHO CAN USE=Fighter, Paladin, Barbarian, Lark
    
    This is the most powerful weapon that can be purchased, but check out the FAQ
    section above for a free and easy way to get a more powerful sword...
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MYSTIC SWORD
    PRICE=N/A
    DAMAGE LEVEL=10
    WHO CAN USE=ALL
    
    Not only is it free, but even the lowly Alchemist can swing this mighty weapon
    with some force! To get it, use the SILVER PICK found in the DUNGEON OF DEATH
    and head to the islands around grey and use the PICK to find an unlimted supply
    of MYSTIC SWORDS!!!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    
    ARMOR-
    
    There is not much in the way of ARMOR in ULTIMA and more experienced
    adventurers can get the games best armor very early on if they know how...
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    NOTHING
    
    Go Naked if it makes you happy! Of course it offers NO protection but you will
    feel more earthy
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    CLOTH
    PRICE=75
    WHO CAN USE=ALL
    
    A lightweight and very basic armor everyone can use. Well, its better than
    being naked.*
    
    *UNLESS YOU ARE SALMA HAYEK
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    Leather
    PRICE=195
    WHO CAN USE=ALL BUT Wizard, Lark, and Alchemist
    
    Leather is slightly stronger than cloth, but is not that much more efficient at
    defending you.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BRONZE
    PRICE=575
    WHO CAN USE=Figher, Paladin, Cleric, Ranger
    
    The best armor for a cleric outside of the Mystic Armor; not a bad choice if
    you have the money for it.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    IRON
    PRICE=2500
    WHO CAN USE=Fighter, Paladin, Ranger
    
    While it offers good medium protection, the high price tag may make it an item
    youíd be better off without.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    STEEL
    PRICE=6130
    WHO CAN USE=Fighter, Ranger
    
    Pricey! This armor is strong but really takes dedication to save up the funds
    to equip your Fighter or Ranger.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    DRAGON
    PRICE=8250
    WHO CAN USE=Fighter, Ranger
    
    THE most expensive item in the game ( at a somewhat odd price.) Super strong,
    but as mentioned with an earlier armor, there is a stronger armor available for
    free...
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MYSTIC ARMOR
    PRICE=Free
    WHO CAN USE=EVERYONE!
    
    The MYSTIC armor is the strongest armor out there and can be used by one and
    all! To obtain it, steal the GOLD PICK from the GUILD in Dawn and explore the
    small islands in the southern oceans of Sosaria
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    
    ITEMS-
    
    There are not many items and admittedly most are superfluous-- still, the game
    canít be beat without a few of these important sundries...
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    TORCH
    PRICE=5 for 30 gp
    
    The Torch will light up the dungeons for while if you want to save magic points
    or have drained your magic powers fighting foes.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>MAGIC
    KEY
    PRICE=50
    
    Keys are needed to complete your quest. Bring along 7 or 8 minimum if you want
    to thoroughly explore Ambrosia.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    GEM
    PRICE=75
    
    The magic crystal GEM will provide you with both overworld and dungeon maps;
    however they go away after one use.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SAND OF TIME
    PRICE=90
    
    Much like the STOP spell, this item will briefly halt time for everyone except
    the party making a perfect accessory for running away from surly town guards.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    TENT
    PRICE=100
    
    Use the TENT to recover Hit Points after hard battles
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SILVER PICK
    PRICE=N/A
    
    Hidden on the 8th level of the DUNGEON OF DEATH, this minerís tool can be used
    to dig up the MYSTIC WEAPON.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    GOLD PICK
    PRICE=N/A
    
    The GOLD PICK must be stolen from a GUILD in Dawn ( donít feel guilty, you ARE
    saving the world here.) It is used to uncover the Mystic Armor.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    SILVER HORN
    PRICE=N/A
    
    Take a deep breath and blow into the horn RIIIICCCCOOOLLLLAAAA!!!! PRAY in the
    CIRCLE of light in YEW to obtain this important item feared by RED SNAKES
    everywhere!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    COMPASS HEART
    PRICE=N/A
    
    This is a VITAL ITEM that makes your life sooo much easier. Get it by giving
    the Ambrosia Flower to the Rosie OíDonnel-esque Sheri in the Royal City. She
    has an unlimited amount of them so as long as you have flowers for her she will
    always have a COMPASS HEART FOR YOU. The COMPASS HEART enables you to warp back
    to Lord Britishís Castle from anywhere in the game! Cool, huh?
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    AMBROSIA FLOWER
    PRICE=N/A
    
    Another free and unlimted item ( though each character can only hold one at a
    time), this flower is the key to getting the COMPASS HEART and can only be
    found in AMBROSIA. Make sure to grab it with all four of your characters!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MARKS
    PRICE=50 hit points
    
    Deep in the dungeons lay the four marks: Force, Fire, Snake, and Kings. Have
    EACH CHARACTER stamp their arm with the branding iron to earn the following
    attributes:
    FORCE=Lets you walk over the BLUE FORCE FIELDS without taking any damage
    
    FIRE=Allows you to cross lava without taking any damage.
    
    SNAKE-Gives you clearance to enter the final castle of Exodus
    
    KINGS=A proof of your bravery, you are free to raise your levels above 5 once
    you talk to Lord British with this shiny tattoo on your arm!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    CARDS
    PRICE=N/A
    
    Without the CARDS, you cannot defeat ULTIMA. To get each of the cards, pray at
    all four of the shrines in Ambrosia. They are:
    SOL, LOVE, MOONS, and DEATH.
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    LIST OF COMMANDS
    
    *Remember to press SELECT to access the second important page of commands!
    
    Talk-Easy enough! Choose this command to tlak to anyone except monsters!
    
    Magic-This opens us the magic menu and will list the spells available to your
    character. be careful using this one in battle because once you choose it you
    canít go back ( for example, if you accidently choose magic when you want to
    fight, you are committed to casting a magic spell).
    
    Fight-An interesting command! Besides letting you beat up the baddies, you can
    choose to fight any character you come across in the game! Thatís right! Cast
    DESTROY on old women! Blast the annoying little girls with PSI KILL! Just
    remember when you attack people in the town it will prompt guards who are among
    the strongest enemies in the game!
    
    Status-Not only lets you check in on your stats but this is the screen that
    will let you know what marks/cards/special items you have obtained. Also used
    to equip weapons and armor.
    
    Tools-Simply lets you use your tools.
    
    Give-This command lets characters trade possessions amongst themselves.
    
    Get-Use the GET command anytime you want to open a treasure chest. GET will
    also work across counters in town, if you feel like robbing a merchant.
    
    Climb-Another rather basic commandówhen confronted with a ladder, use it to
    ascend or descend.
    
    Food-The FOOD command evenly divides the total food in the group amongst the
    team members. When your food runs down to zero, you will start losing HPís with
    every step so keep your party well fed!!
    
    Gold-This lets you transfer GOLD between members in your party
    Horse-If you laid down the ducets to purchase horses, this command will allow
    you to mount or dismount them.
    
    Order-Selecting ORDER allows you to change the order of characters in your
    party. Your first two characters will be your ďwallĒ in combat, so put your
    beefier characters up front.
    
    Bribe-This command can be learned at Devilís Guard from the Pink girl in the
    hospital. Use it to get pesky guards out of your way.
    
    Pray-Once you have the MARK OF FIRE, visit the Priest standing on the other
    side of a fire blocked bulding to learn this powerful command. It enables you
    to get the Silver Horn and the Cards.
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    WALKTHROUGH
    
    
    *Where to start? What to do?
    
    Ultima can be a very imposing game for one without the instruction manual; 
    your mission is vague, your characters confusing, and the enemies awfully
    repetitive. If you power up too quickly, your guys get beaten on bad and itís
    hard to know whats going on! Thatís why Iím here you lucky gamer you! Now letís
    start at the beginning:
    
    To play through the game the first time, youíll need a solid party. For this
    walkthrough I will be using what I call the default party. This consists of
    
    RANGER-Human
    THIEF-Elf
    CLERIC-Bobit
    WIZARD-Fuzzy
    
    While are have the option to switch up, Iíd strongly suggest this group. If you
    want to put a fighter or paladin in place of the ranger, go for it. Keep the
    other three members.
    
    Once you have named your characters and formed the party, you will go to a
    little cut scene in front of lord British. He commands you to destroy the
    nebulous ďExodus,Ē an evil that is spreading throughout the land. HOW to
    actually destroy Exodus is up to you; the King is about as helpful to you as a
    bag of moldy cottonballs. In any case, the game is on and itís time to get to
    work!
    
    *BREAKING IN THE GRUNTS
    
    Putting ULTIMA into a linear format wonít be easy, but Iíll do my best! Your
    characters start off with the nearly-useless weapons (one-time use daggers) and
    flimsy armor! Thanks again for nothing Lord British! Thankfully, your
    characters each come with 100 gp each--when you enter your first town you will
    be able to pool it to purchase at least one good weapon. BUT-- before that,
    test your mettle with some of the grey and black monsters roaming around the
    countryside.
    
    These foes are the easiest in the game and as long as you have not gotten your
    levels upgraded from Lord British you will always get one of four foes: orcs,
    goblins, skeletons, or ghouls. These bad guys are easily defeated by your
    Wizard, Cleric, or Ranger. Ghouls and Skeletons will go down when UNDEAD is
    cast upon them and Orcs and Goblins will fall to the REPEL spell. Both UNDEAD
    and REPEL cost no MP to cast and each foe defeated will yield 3 exp points for
    REPEL monsters and 4 exp for UNDEAD monsters. Since these foes usually come in
    large groups, this is a good way to power up your magic users early in the
    game.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    **TIPS ON EASY MONSTERS--
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    The undead and repel spells are very powerful against these enemies, which can
    cause an imbalance in exp points with your thief. Make a point to leave some so
    your thief can get some exp too.
    
    A helpful tip when fighting these foes learning how to cast your spell at the
    right time so it hits everytime. Look at the enemiesí animation; each monster
    has two frames of movement. To hit these guys every time cast your spell as
    follows:
    
    Orc-When his club is in the DOWN position.
    Goblin-When his stick is raised.
    Ghoul-When his mouth is open.
    Skeleton-When his sword is raised.
    
    If your foes are blocked by the command menu, look at your WIZARDís feet. When
    his RIGHT FOOT is visible cast the spell and it will hit everytime!
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    After defeating your enemies, they will always leave behind a treasure chest.
    Use your CLERIC or RANGERís OPEN spell to safely disarm the trap ( this make
    take several tries). Even though you have a Thief, his dexterity is still too
    low to safely secure the goodies inside. Once you get the hang of this system,
    take some of your money and head into the ROYAL CITY (the small town to the
    right of Lord Britishís castle).
    
    SECTION I
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    The Royal City: Getting used to an Ultima based economy
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    As with any RPG, your duty here is to be social and talk to all the fine
    citizens of the Royal City. Remember that townsfolk often hang out on the
    border of the town so be sure to thoroughly explore the around the outside
    edges as well! One of the more notable characters you will encounter is the
    husky Sherri, who stands around flailing her chubby arms in the air near the
    lake to the bottom right. She will ask you, ďThink me beautiful.?Ē Of course
    you DONít but say yes anyway; sheíll tell you to bring flowers next time you
    see her. Keep this tid bit of information on the back burner for now.
    
    There are also four shops in Royal City; a grocer who simply sells food to keep
    the party healthy; a pub where the more you drink the more information you will
    get; and armory and weapons stores. Your priority at this point is to equip
    your Thief with a BLOWGUN so pool your gold together and buy him one! This
    gives him a moderately strong projectile weapon. If you have enough gold
    leftover pick up a blowgun for your Ranger as well. The Cleric and Wizard can
    not use projectile weapons so donít worry about them for now-- their spells do
    a good enough job anyway.
    If you still have some gold left, visit the armory and upgrade your characters
    into leather armor (except for the Wizard who can only wear cloth.)
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    Exploring Sosaria: First Priorities
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    After getting projectile weapons for your Ranger and Thief, itís time to
    explore the world. You will notice Sosaria is relatively small and most towns
    are very easy to get to. Hereís a run down of the features you will encounter
    on the overworld map:
    
    Meadows: The easiest places to travel over, these allow your characters to move
    at full speed and do no inhibit visibility.
    
    Forests: The forests look like pine trees on the map; once you are immersed in
    them you will lose any visibilty beyond the square you are facing. They also
    make you walk a little slower giving enemies more time to close in on you!
    
    Mountains: Mountains cannot be passed over and can often shield dungeons or
    hidden towns.
    
    Water: You need a boat to cross the briny deep. No surprise here.
    
    Towns: Also, nothing too tricky about towns-- step on one to enter it.
    
    Dungeons: Dungeons look like caves; at this point you do not want to enter any
    dungeons!
    
    Moongates: The swirling moon gates serve as warp points in Sosaria. You must
    access the moon gates to reach certain dungeons and towns.
    
    Castles: There are only two in the whole game; Lord Britishís castle and the
    the ominous Castle of Exodus which is surrounded by water and lava ( you come
    across the latter only if you warp through the moon gates.)
    
    At this point, there are also a few towns you cannot reach that are slightly
    off shore on islands. Donít worry about them for now.
    
    After getting into a few battles and using the WILL POWER spell OPEN to reap
    the gold, you will notice your food is slowly going down. Make sure to keep
    your food levels high enough so that you wonít be draining HPís away form
    otherwise healthy characters. Not every town has a grocer however, the Royal
    City DOES so keep it in mind when you are hungry!
    
    With battle comes experience; in Ultima your characters will gain levels
    whenever they amass 100 exp points. You can then speak to Lord British, who
    will raise your level for every 100 points you have gained ( you may have to
    talk to him multiple times to reach your max level.) A few things happen when
    your level gets raised:
    
    --Your MAX HP is increased ( not your MP though).
    
    -- The enemies you will encounter get stronger.
    
    --At level 5, the Black and Grey pirate ship will appear on the high seas. You
    can then battle the pirates for control of thier ship.
    
    It is important to try to balance out EXP between your 4 team members equally.
    Do not talk to Lord British until everyone is at least at 500 exp points. While
    that number is easy to obtain with your Ranger, Cleric, and Wizard (thanks to
    the Repel and Undead spells) it can be a challenge leaving enemies behind for
    the Thief to knock out with the Blow gun. If you get certain charactersí levels
    too high too quickly, it will be much harder for your Thief ( and later Ranger)
    to get exp points  off the easily defeated Repel and Undead monsters. Not only
    that, but you could end up with magic characters with 500 + hp and a non-magic
    user with 150 hp; bad news when facing strong enemies. Repel and Undead
    monsters are easy EXP and will go away when your levels get too high; earn as
    many EXp off them before moving on.
    
    With that in mind, Feel Free to explore the world! Donít enter any dungeons
    just yet, youíll just get squashed and most likely lost.
    
    SONG INTERLUDE:
    (sung to the ITCHY AND SCRATCHY theme song)
    Youíre Lost
    And Squashed
    Youíre Lost and Squashed and Lost
    Lost Lost Lost
    Squashed Squashed Squashed
    Going to Dungeons too EARLLLYYY!
    
    While there are  5 other cities besides the Royal City and Lord Britishís
    castle that you can visit ( for now-- there is one hidden city and one you need
    to access the moon gates to reach.) Chances are you will want to explore south
    first so the first cities weíll go in depth into are the twin cities of Montor
    east and west. These are the two cities located on opposite sides of the inlet
    directly south of Lord Britishís Castle. Letís start with Montor West (thats
    the one on the left for you...not as adept with navigtion!)
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MONTOR WEST: HOME OF THE JAILBIRDS
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    -Pub
    -Grocery Store
    -Weapons Shop
    -Armor Shop
    -*Jail
    
    There are a lot of folks to talk to in Montor West; the unique building you
    will find here is the Jail. Unfortunately you cannot be granted an audience
    with the prisoners unitl you learn the BRIBE commmand in  Devil Guard. Sorry!
    For now, talk to the local yokels; if you want to donate enough GP at the pubs
    you can get some vague hints about various goals in the game.
    
    *=Unique/or important aspect of city.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MONTOR EAST: NOT MUCH GOING DOWN HERE...
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    -Weapons shop
    -Armor shop
    -Pub
    
    The people you speak to here all seem to have attended the ďUniversity of
    Ambiguous Information.Ē Such clues as ďThe marks will help youĒ and ďThe Mystic
    Sword is powerfulĒ may seem vague for now, but keep them on the back burner.
    Other than that there is nothing too spectacular in this port city. Make sure
    to explore the outer walls to get a few more clues from meandering villagers.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    THE CITY OF GREY: GREAT VIEWS, STELLER SCHOOLS, AND ON THE BUSLINE!
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    
    -Grocery Store
    -Pub
    -Guild
    -Casino
    -Weapons Shop
    -Armory (Tresure Chests)
    
    Grey offers your first chance to at two new merchants: the guild and the
    casino. The guild offers several useful items you cannot get in normal shops:
    torches, tents, the sand of time, gems, and (most importantly) magic keys.
    Prices are as follows:
    
    Torch-5 for GP *Relatively useless, as they blow out easily and spells last
    longer.
    
    Sands of Time-90 GP *A nifty item that stops time for everyone except the part
    for about seven seconds; good for escaping angry town guards or to stop
    advancing enemies.
    
    Gem-75 GP *This item has a one time use and provides an overhead map or both
    the overworld and dungeons.
    Magic key-50 GP *You will need lots of keys along the way, especially if you
    indulge in the money making scam in Death Gulch (more on this later).
    
    Tent-100 GP *Restores a bit of hit point energy for the party.
    
    Grey also gives you the chance to play the ever-engrossing game of Rochambeau,
    also known as ROCK-SCISSORS-PAPER. You can gamble against the house, but like
    any game of chance, donít get greedy. This game is more of a novelty than
    anything else.
    
    The weapon shop, pub, and grocery store are nothing new, but it is worth your
    while to be social with the locals. Youíll also find a guarded treasury with
    nine chests; you cannot get in and steal them until you can bribe the guard
    with 200 GP. Even then you run the risk of getting caught and facing the
    powerful town toughs in battle. Grey doesnít offer much in the way of escape,
    so you might be better off leaving this booty alone. After taking in your share
    of this moat surrounded town head North to the fantastic town of Moon.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    MOON: THE LUNAR CITY
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    -Hospital
    -Grocery Store
    -Temple
    -Pub
    
    Moon is a fairly pious city and the residents are hospitable. Healing is the
    name of the game here; not only is there a hospital to sure colds and the such,
    but should a resurrection fail the temple offers a fool proof way to revive any
    character, even one turned into ashes. Be wary though, the Temple will charge a
    hefty tab for reviving the undead ( they must be part of the H.M.Oís). You can
    also meditate with the Priest if i is peace of mind you seek ( I honestly donít
    know what Meditating does for you, sorry!) Though it goes without saying, make
    sure you make small talk with all the people.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    THE CITY OF YEW: A MOST HOLY CITY IN NEED OF A FEW GOOD LUMBERJACKS
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    -Grocery Store
    -Hospital
    -Temple
    -*Circle of Light
    
    Yew can be found directly east of Moon (or West of Lord Britishís Castle) in a
    densely wooded area. The entrance is on the left side and the actual town will
    be hidden from few until you are one square away from it. Travel is hard in Yew
    because the tall trees black out most of your screen. As a general guide look
    in the general direction for these places:
    
    -Crosses/Priests gathering area-- Bottom Left
    -Circle of Light-Bottom Right
    -Temple-Slightly above the Circle of Light
    -Hospital-Upper Right
    -Grocery-Straight Up, Middle
    
    The Circle of Light is a vital place to your game, though you will not be able
    to utilize itís true power until you get the MARK OF FIRE. Since the Mark of
    Fire is hidden deep within the dungeons, donít worry about it. Donít try to
    cross the Fire Field that guards the Priest in the Temple either-- without the
    Mark of Fire youíll be roasted toasty. Keep these places in mind though.
    
    There are people hidden in the trees; if you feel ambitious go hunt them out.
    At this point, YEWís secrets will remained locked.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    BACK TO LORD BRITISHíS CASTLE
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    Remember to visit the Inn often as it the only place where you can save your
    game. There are many secrets hidden in the Castle that require keys and safe
    crossing of damage zones. For now let them be; just remember the three main
    areas:
    -Lord British- Speak to him to raise your levels ( but not quite yet!)
    -Inn-Go up, take your forst left on the yellow path and voila! Saved game!
    -Hospital-Upper right, then down- Cures Colds, etc.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    CHECKPOINT 1: A SUMMARY OF WHERE YOU SHOULD BE
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    Now that you have explored the easy-to-access cities and encountered foes, your
    party should have the following attributes:
    
    Ranger-Blowgun, Leather Armor
    Thief-Blowgun, Leather Armor
    Cleric-Mace, Leather Armor
    Wizard-No Weapon, Cloth Armor
    
    Because you set your levels high enough for your Cleric, Wizard, and Ranger to
    have ample spells, you should be doing ok in that area. Hopefully, you are
    balancing out experience points evenly amongst your team member and YOU HAVE
    NOT TALKED TO LORD BRITISH YET!!! Wait a while more and keep fighting monsters
    before raising your levels (try to get about 600-700 exp each if you have the
    patience!)Are you remembering to keep your food levels up? The easiest to reach
    grocery store is right in Royal City. I personally like to keep my levels above
    200 for each character, though I am often guilty of having the food for some of
    my characters slip down as low as 20!! Díoh!  You still have a long way to go
    before finding ďThe lost AmbrosiaĒ and entering the dungeons. Your next step is
    to explore the harder to reach towns (though there is one that you will not
    able to reach until you have captured a boat.)
    
    To reach these towns, you must utilize the moon gates, the waxing and waning
    circles at the top-left hand corner of your screen. You can increase the cycles
    of the moon by repeatedly pressing the B button, but keep in mind this will use
    up food (it does also serve to restore MP.) Moongates appear in several places
    on the continent, but will always lead to each other when entered at the same
    moon stage. ( Iíll explain this more later.)There is also a hidden city that
    does not require moon gates, but does involve the Moon Cycles. If you are
    ready, on to section 2!!
    
    
    SECTION 2: AS PROMISED IN THE PREVIOUS PARAGRAPH
    
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    THE CIRCUIT OF HIDDEN CITIES
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    There are three cities that rely on the Moongates: Death Gulch, Devil Guard,
    and Dawn. Dawn is the only truly ďhiddenĒ city; itís also the easiest to reach
    if you know how--letís start there.
    
    ~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>~<>
    DAWN: THE SACRED CITY CHOCK FULL OF SECRETS
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    Dawn is not hard to find if you know where to look. The easiest way to locate
    Dawn is as follows:
    -Head to the area of the Montor Cities; namely Montor West. You will see a
    river flowing up into the main land; walk your party so that they are ONE STEP
    LEFT OF THE LEFT MOST ARM OF THE RIVER! THIS MEANS THE NEXT SQUARE ON YOUR
    RIGHT IS THE RIVER ITSELF!
    -Procede to walk five paces to the left and stand still, you should be in the
    woods now.
    -Press the B button until there are two new moons (no moons at all!) Dawn will
    magically appear out of thin air in the space to the left. Enter it quickly! It
    will only be there while the Moon Cycle is at two new moons!
    -Weapon Shop
    -Armory
    -Guild
    -Stable
    -Inn
    -Pub
    -Fortune Teller
    -Grocery Store
    -Hospital
    
    Dawn is the Brigadoon City of Ultima; it disappears without a trace when the
    moon cycles return to thier normal waxing and waning. It is brimming with vital
    clues, sells the best weapons and armor, and even has an Inn where you can save
    your game! In fact, the only type of buildings not found in Dawn are Casinos (
    no big loss there!) and temples.
    
    

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