Ultima III: Exodus/Walkthrough

Movement
Without the special items that can be Peered into, a party can now only see that part of their surroundings as is not obstructed from view. Anything out of direct sight is shown blank. Trees, mountains, walls, and other such barriers will block their vision. Remember to check out each part of an area carefully. Many things are hidden just out of sight.

Combat
As you travel in a party, so do the monsters. When combat is joined, a special combat screen appears. On this new screen, each member of the adventure Party is shown separately, as is each monster. Each player may individually control their character during combat, moving, fighting, or casting spells. Beware, the monsters are permitted to attack on the diagonals, while a character can only attack horizontally or vertically. Watch out for monster formations where two or three of them can attack a character at once in a crossfire. Few can survive long against such a withering assault. To Attack (A), or Cast (C), a spell against a monster when it is your character's turn, you must give a direction for your attack to be launched. If a Fighter wishes to attack an Orc that is next to him on the right, he can swing his sword by typing (A), then (→). Bows and spells can be used very effectively across the entire battlefield. Be careful with a Dagger though. It is considered thrown if the enemy is more than a square away. Many Wizards have been slain by being overeager in combat and throwing their Dagger away. Each time a monster dies, the character who struck the fatal blow receives experience points for the deed. When a player accumulates enough experience points, he or she will automatically rise in levels. (Note: In the NES version, you must see the King in order to rise in level as well as increase your hit points.)

You should consider all parties on the surface as being malevolent. All the good citizens of Sosaria dwell within the towns and castle. Any party encountered on the surface, or in a dungeon is thus an enemy. If you are strong enough, attack immediately. If you are new, or suffering from grievous wounds, consider trying to run away. Once a combat is joined, only one survivor emerges.

Chests
When a monster group is vanquished on land, a treasure chest will usually be left behind. Some chests have much treasure in them, while others may be empty. Many of the chests both above ground and below ground are trapped. Either a Clerical "APPAR UNEM" spell must be cast to disarm the trap, or a Thief must attempt to disarm the chest. Some of the traps include: Acid (injures only the character opening the chest), Poison (same), Bomb (destroys the contents of the chest and hurts everyone in party), and Gas Trap (affects the entire party).

Dungeons
The dungeons have, of late, become particularly treacherous and deadly. Explore carefully and slowly. Map everything. Secret doors abound throughout the different dungeons. Magical winds howl down the corridors, blowing out all light. If you walk slowly, glimpses of faint mystic writings may be noticed periodically. Recently a rumor has surfaced of an apparition that haunts a deep level of a hidden dungeon. There also exist many traps and pitfalls for the unwary. A Thief is an excellent choice to have in a party. If the party puts the Thief in front of the Party, he will have an excellent chance of spotting traps, before the party trips them. Many strange and wonderful places are hidden within different dungeons, such as fountains. Some fountains are beneficial, while others are poisonous. Always drink carefully at a fountain.

New characters
When you begin a game with a brand new character, he or she begins with no weapons or armor equipped. Immediately [W]ear your cloth armor and get thy Dagger [R]eady before doing anything. Quickly look for a town and enter it. Inside the town, the gold you initially start off with will buy better weapons and armor. Your party's ability to survive depends as much on the quality of its equipment as on the quality of its leader. Don't forget to obtain enough Food. Towns are widely scattered, and starvation is always so unpleasant to watch.

Passing Time
If ever there occurs a need to rest in one place until a certain time, repeatedly hit (SPACE BAR). This does not do anything but pass time rapidly. Of course, remember that the monsters are still moving and that food is being consumed quickly.

Saving your progress
Despite one's finest efforts and diligence, it is not possible to complete the adventure on a single foray. Do not be dismayed, all that has been accomplished is not lost. As Lord British's champions, you are aided by his great Wizard. Every time you enter or leave a location, the state of your souls is reflected in the great mirror that hangs in Lord British's chamber that he might view your progress. When your party Journeys Onward next time, the Wizard will invoke a mighty spell and Restore Game automatically. Your party will resume adventuring at the last place visited, or the last location you used the command Quit (Q). (Note: The NES version does not contain this feature. You must visit an Inn to save your game.)

Progression Summary
Part I: Mainland Sosaria:
 * 1) Travel to Devilguard by Moongate and learn the "Bribe" command.
 * 2) Raise the level of your characters until pirates appear, then fight the pirates and get their ship.

Part II: Lost Ambrosia:
 * 1) Fight enemies to raise money.
 * 2) Travel to Ambrosia and raise the attributes of your characters.
 * 3) * Grinding tip 1: conquer a ship, then fight land enemies from the ship; avoid sea enemies: they drop no gold.
 * 4) * Grinding tip 2: explore the first floor of Dungeon of the Snake and harvest 21 chests every time; strong enemies live much deeper.
 * 5) * Grinding tip 3: steal the chests from Death Gulch and use the Sands of Time to run away; unfortunately, you'll spend a good portion of that gold on Sands of Time.

Part III: The Dungeons: Part IV: Castle Exodus:
 * 1) Go to the 8th level of the Dungeon of Time and talk to the Time Lord to get the Order of the Cards (from left to right: Love, Sol, Moons, Death).
 * 2) Find the four Marks (Mark of Kings, Force, Fire, and Snake). They are all found in dungeons. All four characters must have all four marks.
 * 3) * NES: in Cave of Death (Dardin's Pit), find the Silver Pick. Use it (dig) on an island to get the Mystic Weapons.
 * 4) Travel by ship to Fawn and Death Gulch and learn the last information about the location of the Exotic Arms; use the Mark of Fire to learn the last clue about the location of Dawn.
 * 5) Travel to Dawn and purchase the strongest ranged weapons.
 * 6) * NES only: steal the Gold Pick in Dawn.
 * 7) Dig on islands for the Exotic Armors and Weapons.
 * 8) * NES: there's no "dig" command; use the Gold Pick on islands to get the Mystic Armors only, for the moment.
 * 9) "Pray" in the Circle of Light (Yew) to get the word: EVOCARE (Latin for "Summon"). You need this to access Castle Death.
 * 10) * NES: using the power of the Mark of Fire, access the Yew temple to learn the "Pray" command; pray in the Circle of Light to get the Silver Horn, that replaces the word Evocare.
 * 11) Get the four Cards from the Shrines on Ambrosia. Take a ship through the Whirlpool, and "Search" all of the Shrines ("Pray" in the NES).
 * 1) Take a ship to the Silver Snake. "Yell" EVOCARE!
 * 2) * NES: Take a ship to the Red Snake. Use the Silver Horn.
 * 3) Enter Castle Death and find Exodus (four boxes in the North side of the Castle).
 * 4) "Insert" the cards into Exodus in the order told by the Time Lord.