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{{Header Nav|game=Ultima III: Exodus}}
{{Header Nav|game=Ultima III: Exodus}}
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==Moongate Table==
The greatest transport are the hidden Moon Gates. Passing through a Moon Gate when it is active will teleport your Party to another location. Access to many glens of the old knowledge are restricted by the Moon Gates. No creature of the Dark can ever break through the wards that protect them. The coming and going of the Moon Gates is somehow related to the twin Moons, Trammel and Felucca, that grace the sky. The success of your quest may well hinge on you solving the ancient mystery of the Moon Gates.


[[file:Ultima_III_Sosaria_map.png|right]]
{{-}}
== Understanding Moon Gates ==
At the top of the screen, the phases of the twin moons, Trammel and Felucca, are represented by numerals as follows:
{| {{prettytable}}
! 0 || 1 || 2 || 3 || 4 || 5 || 6 || 7
|-
| New Moon || Crescent waxing || First Quarter || Gibbous waxing || Full Moon || Gibbous waning || Last Quarter || Crescent waning
|}
 
The phase of the left moon dictates the location where you may find a Moon Gate currently open and awaiting utilization by your party. The phase of the right moon dictates the destination that you will end up in when you pass through the Moon Gate.  The right moon changes phases three times for every one phase change of the left moon.  This means every Moon Gate will lead to three particular destinations.  In a few select cases, it is possible for the phases of the moons to be identical (New Moon, Gibbous waxing, Full Moon, and Crescent waning).  During those moments, stepping into a Moon Gate will not transport you anywhere.


{|{{prettytable|notwide=1|text center=1}}
==Moongate table==
! Moongate !! Moongate Location !! Moon Phase !! Destinations
<center>
{|{{prettytable|notwide=1|text center=1|sortable=1}}
! Moongate location !! Moongate appearance !! Destinations
|-
|-
|0
| South-East of Montors <br /> ''(Northwest corner of map, North of Moon)''
|Northwest Corner of map North of Moon
| 0. New moon
|New Moon
| (0), 1, 2
| (0), 1, 2
|-
|-
|1
| Island of dungeon of Snake <small>(east)</small> <br /> (''Cave of Sol'' in the NES)
|Eastern Island Dungeon Clues
| 1. Crescent waxing
|Crescent Waxing
| 3, 4, 5
| 3, 4, 5
|-
|-
|2
| Landlocked valley <small>(Sosaria center)</small>
|Locked in by mountains West of Devilguard
| 2. First quarter
|First Quarter
| 6, 7, 0
| 6, 7, 0
|-
|-
|3
| West of Montors
|Just south of Dawn
| 3. Gibbous waxing
|Gibbous Waxing
| 1, 2, (3)
| 1, 2, (3)
|-
|-
|4
| Landlocked valley <small>(Sosaria center)</small>
|Locked in by mountains West of Devilguard
| 4. Full moon
|Full Moon
| (4), 5, 6
| (4), 5, 6
|-
|-
|5
| Fire Island <small>(near Castle Exodus)</small>
|Isle with Castle Exodus
| 5. Gibbous waning
|Gibbous Waning
| 7, 0, 1
| 7, 0, 1
|-
|-
|6
| Devil Guard valley <small>(Sosaria center)</small>
|Center of map (Devilguard access)
| 6. Last quarter
|Last Quarter
| 2, 3, 4
| 2, 3, 4
|-
|-
|7
| Valley of dungeon of Time <br /> (''Cave of Moon'' in the NES)
|Eastern Island with Time Awaits
| 7. Crescent waning
|Crescent Waning
| 5, 6, (7)
| 5, 6, (7)
|}
[[file:Ultima_III_Sosaria_map.png|center]]
</center>
{{-}}
== Moon gates timetables ==
Moon Gates are a from of transportation. You can think of them as similar to train stations or airports. As such, it can be easier to understand how to travel if the "timetable" of each "moon station" is displayed separately.
In the NES port, the "numbers" representing moon phases are replaced by actual moon icons. Note that they are mirrored with respect to the Earth's Moon. This is one of many hints throughout the series that suggests that the kingdom of Lord British is in the Southern hemisphere of its planet.
=== Mainland ===
Three moon gates (out of eight) can be accessed from Sosaria mainland. The one on Snake dungeon island ("Sol" in the NES) can be easily reached with a ship.
These three moongates send the party to two more destinations: the landlocked valley and Fire island. On a return trip, they can be reached from three origins: Devil Guard valley, as well as the aforementioned landlocked valley and Fire island.
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES5.png]] (5)<br> Fire island ||rowspan=2|''' SE of the Montors <br>[[File:U3_moon_NES0.png]] (0)<br> '''|| [[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island
|-
| [[File:U3_moon_NES2.png]] (2)<br> Landlocked valley || {{yes|[[File:U3_moon_NES2.png]] (2)<br> Landlocked valley}}
|}
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island ||rowspan=2|''' W of the Montors <br>[[File:U3_moon_NES3.png]] (3)<br> '''|| [[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island
|-
| [[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley || {{yes|[[File:U3_moon_NES2.png]] (2)<br> Landlocked valley}}
|}
|}


{{Footer Nav|game=Ultima III: Exodus|prevpage=Walkthrough|nextpage=Getting Started}}
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES3.png]] (3)<br> W of the Montors ||rowspan=3|''' Snake/Sol dungeon island <br>[[File:U3_moon_NES1.png]] (1)<br> '''|| [[File:U3_moon_NES3.png]] (3)<br> W of the Montors
|-
| [[File:U3_moon_NES0.png]] (0)<br> SE of the Montors || {{yes|[[File:U3_moon_NES4.png]] (4)<br> Landlocked valley}}
|-
| [[File:U3_moon_NES5.png]] (5)<br> Fire island || {{yes|[[File:U3_moon_NES5.png]] (5)<br> Fire island}}
|}
 
=== Landlocked valley & Fire island ===
The landlocked valley and the Isle of Fire can be considered as hubs: there is nothing of interest, but the moon gates there allow to reach other areas. Most notably, the landlocked vally is linked to and from the valley of Devil Guard, and Fire Island is linked to and from the valley of the dungeon of Time.
 
The moon gate on Fire Island allows to ''see'' Exodus Castle, but the party cannot reach it (unless you cheat using a glitch).
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley ||rowspan=3|''' Landlocked valley (N) <br>[[File:U3_moon_NES2.png]] (2)<br> '''|| {{yes|[[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley}}
|-
| {{yes|[[File:U3_moon_NES3.png]] (3)<br> W of the Montors}} || [[File:U3_moon_NES7.png]] (7)<br> Time/Moon dungeon valley
|-
| {{yes|[[File:U3_moon_NES0.png]] (0)<br> SE of the Montors}} || [[File:U3_moon_NES0.png]] (0)<br> SE of the Montors
|}
 
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island ||rowspan=2|''' Landlocked valley (S) <br>[[File:U3_moon_NES4.png]] (4)<br> '''|| [[File:U3_moon_NES5.png]] (5)<br> Fire island
|-
| [[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley || {{yes|[[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley}}
|}
 
The party's quest to explore the dungeon of Time ("cave of Moon" in the NES) can start from the island of Dungeon Snake ("cave of Sol" in the NES). The moon phases of interest are all odd numbers: 1, 5, 7.
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| {{yes|[[File:U3_moon_NES7.png]] (7)<br> Time/Moon dungeon valley}} ||rowspan=3|''' Fire island <br>[[File:U3_moon_NES5.png]] (5)<br> '''|| {{yes|[[File:U3_moon_NES7.png]] (7)<br> Time/Moon dungeon valley}}
|-
| [[File:U3_moon_NES4.png]] (4)<br> Landlocked valley || [[File:U3_moon_NES0.png]] (0)<br> SE of the Montors
|-
| {{yes|[[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island}} || {{yes|[[File:U3_moon_NES1.png]] (1)<br> Snake/Sol dungeon island}}
|}
 
=== Devil Guard & dungeon of Time ===
On the way back from Devil Guard, the party can skip the landlocked valley and travel straight to the Sosarian mainland.
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES2.png]] (2)<br> Landlocked valley ||rowspan=3|''' Devil Guard valley <br>[[File:U3_moon_NES6.png]] (6)<br> '''|| [[File:U3_moon_NES2.png]] (2)<br> Landlocked valley
|-
| [[File:U3_moon_NES7.png]] (7)<br> Time/Moon dungeon valley || {{yes|[[File:U3_moon_NES3.png]] (3)<br> W of the Montors}}
|-
| [[File:U3_moon_NES4.png]] (4)<br> Landlocked valley || [[File:U3_moon_NES4.png]] (4)<br> Landlocked valley
|}
 
 
{|{{prettytable|text center=1|notwide=1}}
! Arrivals !! Moon gate !! Departures
|-
| [[File:U3_moon_NES5.png]] (5)<br> Fire island ||rowspan=2|''' Time/Moon dungeon valley <br>[[File:U3_moon_NES7.png]] (7)<br> '''|| [[File:U3_moon_NES5.png]] (5)<br> Fire island
|-
| [[File:U3_moon_NES2.png]] (2)<br> Landlocked valley || [[File:U3_moon_NES6.png]] (6)<br> Devil Guard valley
|}

Latest revision as of 12:37, 28 December 2016

The greatest transport are the hidden Moon Gates. Passing through a Moon Gate when it is active will teleport your Party to another location. Access to many glens of the old knowledge are restricted by the Moon Gates. No creature of the Dark can ever break through the wards that protect them. The coming and going of the Moon Gates is somehow related to the twin Moons, Trammel and Felucca, that grace the sky. The success of your quest may well hinge on you solving the ancient mystery of the Moon Gates.

Understanding Moon Gates[edit]

At the top of the screen, the phases of the twin moons, Trammel and Felucca, are represented by numerals as follows:

0 1 2 3 4 5 6 7
New Moon Crescent waxing First Quarter Gibbous waxing Full Moon Gibbous waning Last Quarter Crescent waning

The phase of the left moon dictates the location where you may find a Moon Gate currently open and awaiting utilization by your party. The phase of the right moon dictates the destination that you will end up in when you pass through the Moon Gate. The right moon changes phases three times for every one phase change of the left moon. This means every Moon Gate will lead to three particular destinations. In a few select cases, it is possible for the phases of the moons to be identical (New Moon, Gibbous waxing, Full Moon, and Crescent waning). During those moments, stepping into a Moon Gate will not transport you anywhere.

Moongate table[edit]

Moongate location Moongate appearance Destinations
South-East of Montors
(Northwest corner of map, North of Moon)
0. New moon (0), 1, 2
Island of dungeon of Snake (east)
(Cave of Sol in the NES)
1. Crescent waxing 3, 4, 5
Landlocked valley (Sosaria center) 2. First quarter 6, 7, 0
West of Montors 3. Gibbous waxing 1, 2, (3)
Landlocked valley (Sosaria center) 4. Full moon (4), 5, 6
Fire Island (near Castle Exodus) 5. Gibbous waning 7, 0, 1
Devil Guard valley (Sosaria center) 6. Last quarter 2, 3, 4
Valley of dungeon of Time
(Cave of Moon in the NES)
7. Crescent waning 5, 6, (7)

Moon gates timetables[edit]

Moon Gates are a from of transportation. You can think of them as similar to train stations or airports. As such, it can be easier to understand how to travel if the "timetable" of each "moon station" is displayed separately.

In the NES port, the "numbers" representing moon phases are replaced by actual moon icons. Note that they are mirrored with respect to the Earth's Moon. This is one of many hints throughout the series that suggests that the kingdom of Lord British is in the Southern hemisphere of its planet.

Mainland[edit]

Three moon gates (out of eight) can be accessed from Sosaria mainland. The one on Snake dungeon island ("Sol" in the NES) can be easily reached with a ship.

These three moongates send the party to two more destinations: the landlocked valley and Fire island. On a return trip, they can be reached from three origins: Devil Guard valley, as well as the aforementioned landlocked valley and Fire island.

Arrivals Moon gate Departures
(5)
Fire island
SE of the Montors
(0)
(1)
Snake/Sol dungeon island
(2)
Landlocked valley
(2)
Landlocked valley


Arrivals Moon gate Departures
(1)
Snake/Sol dungeon island
W of the Montors
(3)
(1)
Snake/Sol dungeon island
(6)
Devil Guard valley
(2)
Landlocked valley


Arrivals Moon gate Departures
(3)
W of the Montors
Snake/Sol dungeon island
(1)
(3)
W of the Montors
(0)
SE of the Montors
(4)
Landlocked valley
(5)
Fire island
(5)
Fire island

Landlocked valley & Fire island[edit]

The landlocked valley and the Isle of Fire can be considered as hubs: there is nothing of interest, but the moon gates there allow to reach other areas. Most notably, the landlocked vally is linked to and from the valley of Devil Guard, and Fire Island is linked to and from the valley of the dungeon of Time.

The moon gate on Fire Island allows to see Exodus Castle, but the party cannot reach it (unless you cheat using a glitch).

Arrivals Moon gate Departures
(6)
Devil Guard valley
Landlocked valley (N)
(2)
(6)
Devil Guard valley
(3)
W of the Montors
(7)
Time/Moon dungeon valley
(0)
SE of the Montors
(0)
SE of the Montors


Arrivals Moon gate Departures
(1)
Snake/Sol dungeon island
Landlocked valley (S)
(4)
(5)
Fire island
(6)
Devil Guard valley
(6)
Devil Guard valley

The party's quest to explore the dungeon of Time ("cave of Moon" in the NES) can start from the island of Dungeon Snake ("cave of Sol" in the NES). The moon phases of interest are all odd numbers: 1, 5, 7.

Arrivals Moon gate Departures
(7)
Time/Moon dungeon valley
Fire island
(5)
(7)
Time/Moon dungeon valley
(4)
Landlocked valley
(0)
SE of the Montors
(1)
Snake/Sol dungeon island
(1)
Snake/Sol dungeon island

Devil Guard & dungeon of Time[edit]

On the way back from Devil Guard, the party can skip the landlocked valley and travel straight to the Sosarian mainland.

Arrivals Moon gate Departures
(2)
Landlocked valley
Devil Guard valley
(6)
(2)
Landlocked valley
(7)
Time/Moon dungeon valley
(3)
W of the Montors
(4)
Landlocked valley
(4)
Landlocked valley


Arrivals Moon gate Departures
(5)
Fire island
Time/Moon dungeon valley
(7)
(5)
Fire island
(2)
Landlocked valley
(6)
Devil Guard valley