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{{Header Nav|game=Ultima III: Exodus}}
{{Header Nav|game=Ultima III: Exodus}}
As soon as all your characters have 550 health points, a good weapon, a decent armor (up to the chain/bronze armor), and most and foremost a ship, you can step to the second part of the adventure.


Sosaria is the world which Lord British calls home, and it is the world which is under threat from the mysterious and enigmatic Exodus. It contains many features, including towns, castles, and dungeons.  Some areas can be reach on foot.  Others must be sailed to, and other still can only be accessed via the mystical Moon Gates, whose positions change according to the phases of the two moons.
== Overview of Sosaria ==
From the manual:
: «''Sosaria is the world which Lord British calls home, and it is the world which is under threat from the mysterious and enigmatic Exodus. Some areas can be reach on foot, others must be sailed to, and other still can only be accessed through the mystical Moon Gates, whose positions change according to the phases of the two moons.''»
: «''Sosaria contains many secrets, most of which are designed to be discovered by you throughout your journey. You can learn much by talking to citizens of the towns, or through exploration of the land itself.''»


== Transportation ==
[[File:Ultima III Sosaria map.png|center]]
=== Horses ===
{{col|3|begin}}
Most of thy Party's progress will be on foot. If you art fortunate, you could capture some of the wild horses that roam the plains. Travel on horseback is much faster than on foot.
{|{{prettytable|notwide=1|text center=1}}
 
|+ Towns
=== Ships ===
Ships are very scarce. The Pirate fleet has sunk most of the regular ships. When you have a ship, you need to maneuver it. To sail a ship, one must learn the ways of the winds. Your ship may not sail against a wind, but must tack around it. Watch out for sudden shifts in the wind for the wind is a fickle elemental force.
 
=== Moon Gates ===
* ''For more information, see the [[../Moongates|Moongates]] page.''
 
== Town features ==
You will find many sorts of aid in the various towns of Sosaria.  Some are in the form of shops and pubs where you can buy items and information.  Others are in the form of the very citizens that populate the town.  It's a good idea to have an understanding of what to expect when paying a visit to a town.
 
=== Shops ===
* '''The Weapons Shop''': Buy and sell superbly hand-crafted weapons. Each weapon is guaranteed not to break for 1,000 fights.
* '''The Armory''': Buy fine armour, or trade in captured booty for gold. Please note that anytime you sell armor or weapons, you need to reequip yourself afterwards.
* '''The Grocery''': While the typical fare here would never be considered gourmet, the food does not spoil on long adventures.
* '''The Guild Shop''': The Thieves Guild offers, at a high price, tools of their trade. The guild shops are difficult to locate as most towns have driven them out.
* '''The Pub''': Relax from a hard campaign and enjoy a cold draught. Bartenders head strange rumors some times. A few pieces of gold may loosen a tongue. Remember though, gossip is rarely totally truthful.
* '''The Healers''': In remote areas may be found Healer Kiosks. Their restorative powers can be purchased, although the tariff is steep.
* '''The Stable''': In two towns the fine horses of Lord British may be purchased. However, they are only sold in lots that match the number of the party, so they are quite expensive.
* '''The Oracle''': In secluded sections of some towns dwell gifted Oracles. With their vision they can provide much understanding of the occurrences in the world around you. Knowledge is a costly thing, so bring a heavy purse.
NES only:
* '''Inn''': Exclusive to the NES versions of the game, you must manually opt to save your game by staying at an Inn.  The original computer versions of the game save your progress every time you enter or exit a town, castle, or dungeon.
* '''Casino''': The Casino is a place where you can relax and gamble some of your gold.  Win a bet, and you increase your wealth.  Lost a bet, and it's gone for good.
* '''Give Blood''': You can give blood (+B) to some Healers: the character lose 100 HP and earns 30 GP. Repeated giving blood & healing allows to raise money faster.
* '''Temple''': Temples contain priests that are prepared to aid a Party on their journey to rescue Sosaria from the evil of Exodus.  However, they do prefer those who are willing to leave a donation.
** In the NES version, the Healers cannot resurrect a patient turned into ashes; you have to go to the Temple (+T) in Moon for that.
 
 
{|{{prettytable|sortable=1|text center=1}}
! Service !! Lord <br /> British <br /> Castle !! Royal <br /> City <br /> Britain !! Montor <br /> East !! Montor <br /> West !! Grey !! Moon !! Yew !! Devil <br /> Guard !! Fawn !! Death <br /> Gulch !! Dawn
|-
| Armory (armors) ||  || {{yes}} || {{yes}} ||  || {{yes}} ||  ||  ||  ||  || {{yes}} ||
|-
|-
| Armory (weapons) ||  || {{yes}} || {{yes}} ||  || {{yes}} ||  ||  ||  ||  || {{yes}} ||  
|''' LB '''|| Lord Britsh's Castle
|-
|-
| Casino (NES) || ||  ||  ||  || {{yes}} ||  ||  ||  ||  ||  || {{yes}}
|''' RO '''|| Royal city of Britain
|-
|-
| Grocery || || {{yes}} ||  || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}
|''' MO '''|| Town of Moon
|-
|-
| Guild || ||  ||  ||  || {{yes}} ||  ||  || {{yes}} || {{yes}} ||  || {{yes}}
|''' YE '''|| Town of Yew
|-
|-
| Healer || {{yes}} ||  ||  ||  ||  || {{yes}} || {{yes}} || {{yes}} || {{yes}} ||  || {{yes}}
|''' MW '''|| Montor West
|-
|-
| Healer (NES) || {{yes|Y(+B)}} ||  ||  ||  ||  || {{yes|Y(+B+T)}} || {{yes}} || {{yes}} || {{yes}} ||  || {{yes|Y(+B)}}
|''' ME '''|| Montor East
|-
|-
| Inn (NES) || {{yes}} ||  ||  ||  ||  ||  ||  ||  ||  ||  || {{yes}}
|''' GR '''|| Grey
|-
|-
| Oracle || {{yes}} ||  ||  ||  ||  ||  ||  ||  ||  ||  || {{yes}}
|''' FA '''|| Fawn
|-
|-
| Pub ||  || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{yes}} ||  || {{yes}} || {{yes}} || {{yes}} ||  
|''' DV '''|| Devil Guard
|-
|-
| Stables || ||  ||  ||  ||  ||  ||  || {{yes}} ||  ||  || {{yes}}
|''' DE '''|| Death Gulch
|-
|-
| Special ||  || {{yes|Sherry}} ||  || {{yes|Prison}} ||  ||  || {{yes|Circle <br /> of Light}} ||  ||  ||  ||  
|''' DA '''|| Dawn
|}
|}
{{col|3}}


=== Citizens ===
{|{{prettytable|notwide=1|text center=1}}
* '''Merchants''': The mainstay of Sosaria's prosperity. They operate the shops in town to the benefit of all. Some are not very clever, and if a sharp Thief is in your Party, then a chest or two might be stolen from under the Merchant's nose. If the Thief is caught stealing, the entire town guard will assault you.
|+ Dungeons
* '''Guards''': They resemble big bouncers at tough bars - all brawn and no brains. If a crime is detected within a town, or Lord British's castle, each Guard will pursue you to the boundaries of the place. Most Guards are very difficult to overcome, but rumors have been circulating that some Guards are not completely honest.
|''' A '''|| [[Ultima III: Exodus/Perinian Depths|Perinian Depths]]
* '''Jesters''': They entertain Lord British with their antics. Occasionally they even harass visitors.
|-
* '''Player Type''': Any of the regular Player types may appear in the towns and castle. Speak to all of them, some hold valuable clues to the locations of hidden items.
|''' B '''|| [[Ultima III: Exodus/Dardin's Pit|Dardin's Pit]]
* '''Monster Type''': Very rarely are renegade monsters seen in towns. These monsters no longer serve the Dark, but now serve Light.
|-
* '''''Lord British''''': The august ruler over all the People. Widely regarded as a fair ruler, he will richly reward those who serve by his side.
|''' C '''|| [[Ultima III: Exodus/Dungeon of Fire|Dungeon of Fire]]
* '''Sherry''' (NES only): Once you have visited the lost continent of [[Ultima III: Exodus/Ambrosia|Ambrosia]] and collected a flower, go to "Royal City" (Town of Britain) and give the flower to Sherry. In return she gives you a Heart Compass which can be used to leave Ambrosia and teleport the party to Lord British's Castle.
 
== Sosaria map ==
Sosaria contains many secrets, most of which are designed to be discovered by you throughout your journey.  You can learn much by talking to citizens of the towns, or through thorough exploration of the land itself.  Beyond here, many of Sosaria's secrets will be revealed.  If you do not wish to have them spoiled, do not read below this section.
 
{{spoilers}}
 
<center>[[Image:Ultima III Sosaria map.png]]</center>
{{col|3|begin}}
{| {{prettytable}}
|+ Locations
|-
|-
! LB
|''' D '''|| [[Ultima III: Exodus/Dungeon of the Snake|Dungeon of the Snake]]
| Lord Britsh's Castle
|-
|-
! RO
|''' E '''|| [[Ultima III: Exodus/Mines of Morinia|Mines of Morinia]]
| Town of Britain
|-
|-
! MO
|''' F '''|| [[Ultima III: Exodus/Dungeon Doom|Dungeon Doom]]
| Town of Moon
|-
|-
! YE
|''' G '''|| [[Ultima III: Exodus/Dungeon of Time|Dungeon of Time]]
| Town of Yew
|-
|-
! MW
|''' EXODUS '''|| Castle of Exodus
| Montor West
|}
{{col|3}}
{|{{prettytable|text center=1}}
|+ Moon Gates
|width=45%|''' (0) <br>new moon'''|| SE of Montors <br>(NW corner of map)
|-
|-
! ME
|''' (1) <br>crescent waxing'''|| Isle with dungeon of Snake/Sol
| Montor East
|-
|-
! GR
|''' (2) <br>first quarter'''|| Enclosed valley <br>(north)
| Grey
|-
|-
! DA
|''' (3) <br>gibbous waxing'''|| West of Montors
| Dawn
|-
|-
! DV
|''' (4) <br>full moon'''|| Enclosed valley <br>(south)
| Devil Guard
|-
|-
! FA
|''' (5) <br>gibbous waning'''|| Isle of Fire
| Fawn
|-
|-
! DE
|''' (6) <br>last quarter'''|| Devil Guard
| Death Gulch
|-
|-
! EXODUS
|''' (7) <br>crescent waning'''|| Dungeon of Time/Moon
| Castle of Exodus
|}
|}
{{col|3}}
{{col|3|end}}
 
== Gathering information ==
Talk to the townsfolk in all the towns of Sosaria. Apart from flavor text, people know about some specific subjects: (1) Ambrosia (incl. whirlpool and shrines); (2) Dawn and the exotic arms; (3) the four marks and the silver snake; (4) the four cards.
 
Unfortunately, the information is fragmented and scattered; your duty is to collect all such information and put it back together. In the '''NES port''', dialogue is four times more extended, and vital pieces of information are often heard in a different town.
 
Here's a travel plan:


{| {{prettytable}}
{|{{prettytable|notwide=1|text center=1}}
|+ Dungeons
! Towns !! Use !! Get
! A
| [[Ultima III: Exodus/Perinian Depths|Perinian Depths]]
|-
! B
| [[Ultima III: Exodus/Dardin's Pit|Dardin's Pit]]
|-
! C
| [[Ultima III: Exodus/Dungeon of Fire|Dungeon of Fire]]
|-
! D
| [[Ultima III: Exodus/Dungeon of the Snake|Dungeon of the Snake]]
|-
|-
! E
|''' Britain, the royal city'''|| - || -
| [[Ultima III: Exodus/Mines of Morinia|Mines of Morinia]]
|-
|-
! F
|''' Grey'''|| - || Keys
| [[Ultima III: Exodus/Dungeon Doom|Dungeon Doom]]
|-
|-
! G
|''' Lord British's castle ''' <br>(locked rooms) || Keys || Oracle information
| [[Ultima III: Exodus/Dungeon of Time|Dungeon of Time]]
|}
{{col|3}}
{| {{prettytable}}
|+ Moon Gates
! 0 (New Moon)
| SE of Montor (NW corner of the world map)
|-
|-
! 1 (Crescent waxing)
|''' Moon'''|| - || "Bribe" command (not NES)
| Isle with Dungeon of Snake
|-
|-
! 2 (First Quarter)
|''' Devil Guard'''|| Oracle information (not NES) || "Bribe" command (NES only)
| North end of the enclosed valley
|-
|-
! 3 (Gibbous waxing)
|''' Montor East'''|| Oracle information || -
| South coast, straight West of Montor
|-
|-
! 4 (Full Moon)
|''' Montor West'''|| Oracle information, bribe, keys || -
| South end of the enclosed valley
|-
|-
! 5 (Gibbous waning)
|''' Fawn'''|| Ship || "Pray" command (not NES)
| Isle of Fire; Castle of Exodus
|-
|-
! 6 (Last Quarter)
|''' Yew'''|| "Pray" command || "Pray" command <br>(NES only; need Mark of Fire)
| Devil Guard
|-
|-
! 7 (Crescent waning)
|''' Death Gulch'''|| Ship, bribe, keys || -
| Dungeon of Time
|}
|}
{{col|3|end}}


== Mainland Castles and Towns ==
Furtherore, some areas in some towns are restricted. First of all, you should buy a sufficient amount of '''keys'''. The following table divides the town services found already in Britain and those exclusive to other towns.
Listed traveling clockwise around Sosaria, starting from Lord British's Castle.
 
=== Castle of Lord British ===
=== Britain, the royal city ===  
[[Image:Ultima III Lord British Castle.gif|right]]
[[File:Ultima III Town Britain.png|right]]
Features: King, Healer, Oracle (NES: Inn)
The starting town is also the first place where you should look for information.
 
Five characters give clues about different topics. The man who says "Round back!" is suggesting to explore the back of the building.


Description: The Capital of Sosaria during these troubled times, this Castle is the home of Lord Cantabrigian British. Within its strong walls lies a Healer, an Oracle, and those who may possess knowledge of value to thee.  Lord British himself will grant thee increased skill as thy deeds warrant it.
The characters in the main halls of nearby castle offer no clues. By the way, there are three old acquaintances: the bards Iolo and Gwenno (from ''[[Ultima 1]]'') and the jester Chuckles (from the "Alternate Earth" in ''[[Ultima 2]]'').


Notes:
{{-}}
* Talk to Lord British in order to restore HitPoints and raise levels.  However, you need the mark of kings to increase past level 5.  
=== Town of Grey ===
* For 100 Gold you can bribe the guards. Before you can do this however, you have to get the "Bribe" command from a person in "Devil Guard".
[[File:Ultima III Town Grey.png|right]]
* Some rooms can only be accessed with "Keys", which can be bought at "Guilds".
You probably noticed two locked doors in the castle. The only way to open them is to use some "magic" keys (known as "lockpicks" from ''[[Ultima 5]]'' onwards).
* Avoid the fire and force fields unless you have the respective marks.{{-}}


=== Town of Britain ===
Grey is located in the south-west of Sosaria. It has the feeling of a "town of outlaws": most inhabitants are thieves, and the guards talk like shady bouncers («Watch it, bub!»).
[[Image:Ultima III Town Britain.gif|right]]
Features: Armor shop, Weapon shop, Pub, Grocery store


Description: This city has grown up around the Castle of Lord British. It is both well guarded and populous, as well as being a safe haven for the harried traveller.  While it lacks the exotic amenities of some townes, Britain is well served by its Pub, Grocery, Weaponsmith, and Armourer.
Grey is the only easily accessible town with a '''Thieves Guild'''. It is in the back room of the pub. There, you should buy a dozen keys (there may be more than two locked doors in Sosaria). The other tools for sale will be useful later.


Notes:
In the south-east corner of Grey there is a '''treasure room'''. Be careful: some thieves will ambush and attack you if you go in. After the fight, all the guards in town will attack, too.
* NES: The girl Sherry is giving you a Heart Compass if you bring her some flowers.{{-}}


=== Twin Towns of Montor ===
Talk to all the people and get some hints about Exotic arms.  
{|
| [[Image:Ultima III Town Montor West.gif|left|frame|Montor West]]
| Features: Armor shop, Weapon shop, Pub, Grocery store


Description: The Twin Montors are warrior cities that lie opposite each other at the mouth of a southern river. The townes are very similar, and indeed can almost be considered to be one, as each lacks an essential facility that the other has. While both townes have a weapons shoppe and an armoury, groceries and rations are the sole province of Montor West, which also maintains the prison used by both cities.
'''NES port differences:'''
* The "outlaws town" feeling is lost; the inhabitants of Grey are normal characters.
* A single character gives all the hints about the Exotic/Mystic arms; other characters talk about some items.
* No thief will ambush the party if they try and get in the treasure room. Actually, the room's entrance is blocked by two groups of heavily armoured guards.
* There is a '''casino''' behind the pub.


Notes:
{{-}}
* Montor West has a prison. You can enter it by bribing the guard (needs the "Bribe" command, which you can get from a person in "Devil Guard"). There is nothing valuable in the prison, though.
=== Castle British (locked rooms) ===
| [[Image:Ultima III Town Montor East.gif|right|frame|Montor East]]
[[File:Ultima III Lord British Castle.png|right]]
|}{{-}}
After purchasing "magic" keys in Grey, you can go back to the castle and explore the locked rooms.


=== Town of Grey ===
To the east is the '''prison and torture chamber''': some of the prisoners hold important information; you need a way to walk on fire if you want to question them, though.
[[Image:Ultima III Town Grey.gif|right]]
Features: Armor shop, Weapon shop, Pub, Guild, Grocery store (NES: Casino)


Description: Grey is noteworthy as being the only easily accessible mainland town with a Thieves Guild. As well as this feature, the towne has shops selling weapons, armour, and rations, as well as the Taphouse pub.
From the throne room you can access the king's private quarters. There, you can meet '''Radrion the Oracle'''. With his vision he can provide much understanding of the occurrences in the world around you. Knowledge is a costly thing, so bring a heavy purse: 4500 GP will do. Unlock another door and you can access the moat. Use the boat there and reach the Wise Cleric, who has another important clue for you.


Notes:
'''NES port differences:'''
* None.{{-}}
* The prisoners in the torture chamber are peaceful. Instead of attacking the party, they will talk.
* The Oracle gives only five hints instead of ten; the total cost is 2500 GP.
* One character in the king's quarters gives a hint about a NES-exclusive pick (that replaces the "dig" command).


{{-}}
=== Town of Moon ===
=== Town of Moon ===
[[Image:Ultima III Town Moon.gif|right]]
[[File:Ultima III Town Moon.png|right]]
Features: Pub, Grocery store, Healer (NES: Temple)
Moon is located far to the west from Britain.
 
The townsfolk give four hints about different subjects: the whirlpool, the shrines, Dawn, the "bribe" command. The latter will be necessary in two towns: the [[#Town of Montor West]] and the [[#Town of Death Gulch]].
 
'''NES port differences:'''
* The town features the '''temple''', the only place where a character turned into ashes can be revived.
* The "bribe" command is learned elsewhere. Instead, a woman gives a hint about entering in Death Gulch (one of the towns where you have to bribe guards).
 
{{-}}
=== Town of Devil Guard ===
[[File:Ultima III Town Devil Guard.png|right]]
: ''«Of marks I say there are but four of fire, force, snake, and king.
: ''Learn their use in Devil Guard, or death you'll surely bring.»
: --- Radrion, Prophet of Life
 
Moon Gates allow to reach two destinations inaccessible by any other means: the lake town of Devil Guard and the dungeon of the Moon/Time (for more information, see the [[../Moongates|Moongates]] page). You can get to Devil Guard in two steps:
* From either mainland moon gate (West or South-East from Montor), enter the gate when the right-hand moon phase is '''first quarter (2)'''.
* From the landlocked valley, enter any gate when the right-hand moon phase is '''last quarter (6)'''.
* To return to the mainland, enter a moon gate when the right-hand moon phase is '''gibbous waxing (3)''' or '''new moon (0)'''.
 
Devil Guard is a lake town made of small islets connected by bridges. Its structure reminds of Venice (in North Italy) or Esgaroth upon Long Lake (from "The Hobbit").
 
Depending on which version you are playing, you have different reasons to come here: on the computer ports, Radrion the Oracle sent you here; on the NES port, here you can learn the "bribe" command.
 
Six characters will tell clues about the Marks and the Snake.


Description: Mysterious Moon has a reputation for being the home of Magic, yet the Magi are far and few between in this towne. The amenities are simple, with a grocer, a pub, and a healer
Despite what the manual says, '''horses''' never appear in the wild. They can be only purchased in the town '''stables''' of Devil Guard (or in the magic town of Dawn). Horses simply allow to outrun enemies. They are quite expensive at game start, and they are unnecessary later.


Notes:
'''NES port differences:'''
* None{{-}}
* Three charactes only (instead of six) give clues about the Marks and the Snake.
* Speak to the woman in the hospital twice to learn the "Bribe" command. To access this command, open the menu, then press Select.
* Horses can actually be useful: when the party gets to level 5, pirate ships and powerful daemons start appearing; horses allow to dodge daemons while looking for a pirate ship.
{{-}}


=== Town of Yew ===
=== Town of Montor East ===
[[Image:Ultima III Town Yew.gif|right]]
[[File:Ultima III Town Montor East.png|right]]
[[File:Ultima III Yew Prayer Temple.png|right|thumb|Temple (NES version only)]]
: ''«Ask about Cards in Montor.»
: --- Radrion the Oracle (NES)


Features: Grocery store, Healer (NES: Temple)
'''Services:''' armoury, weapons dealer, pub.


Description: Nestled within a near complete ring of mountains, and concealed within the depths of a great forest, Yew is a quiet towne, where many come for contemplation and prayer.  Concealed within the forest within which the towne has been constructed lie the Aliment Grocery, a Healer, and the Circle of Light, a place where prayers are reputed to come true.
Although the two Montors are supposed to be twin cities, Montor East lacks two services available in the other one: the grocery shop and the prison.


Notes:
Talk to all townsfolk and learn two hints about the cards (only one in the NES port). After all, Montor East is the less relevant town in Sosaria.
* Yew is hidden deep in the Mountains to the west of castle Britannia. Enter the pass on the west side of the mountainous area going east toward the castle.
* Very limited view because of the dense forest.  Beware of some lava pits.
* If you have the Mark of Fire (or a lot of HP), approach the priests in the temple. They will give you the "Pray" command which can be used at the "Circle of Light". You then get the "Silver Horn" which allows you to pass the "Great Earth Serpent", guarding the entryway to "Castle Exodus".{{-}}


{{-}}
=== Town of Montor West ===
[[File:Ultima III Town Montor West.png|right]]
: ''«The cards their suits do number four, called Sol, Moon, Death and Love.
: ''Unto the Montors thou must go for guidance from above.»
: --- Radrion, Prophet of Life


== Remote Castles and Towns ==
The information in the manual is inaccurate: Montor West is a fully autonomous town, featuring five different services. In the pub the party can meet Shamino (from ''[[Ultima 1]]'') and Sentri (from the "Alternate Earth" in ''[[Ultima 2]]'').
=== Town of Devil Guard ===
[[Image:Ultima III Town Devil Guard.gif|right]]
Features: Horse stables, Guild, Pub, Grocery store, Healer


Description: This towne is concealed within a valley entirely surrounded by impassable mountains, which can only be entered through a moongate. Within the towne are a Stable, an establishment offering both Rations and Healing, a Thieves Guild, and the Le Grogshop Pub.
Montor West has a '''prison'''. You can enter it by bribing the guard. Depending on which version you are playing, you can learn the "bribe" command either in Moon (computer ports) or in Devil Guard (NES port). The two prisoners hold important information about the Cards. A third character gives an indirect hint about Dawn.


Notes:
'''NES port differences:'''
* Devil Guard is in a hidden mountain lake area, and the only way to reach it is via the Moongates.
* One prisoner only gives the useful hint.
* Speak to the woman in the hospital twice to learn the 'Bribe' command. (To access this command on the NES, press Select when viewing the main list of commands to reach a second list.){{-}}
* The indirect hint about Dawn is more difficult to understand. Note that not only Montor West has a prison, but also the Royal Castle.
* The bartender gives a NES-exclusive hint that is extremely important to find the Exotic/Mystic arms. Also, one character gives a hint about the NES-only flower for Noriko/Sherry.
* Shamino is replaced by his real-life alter-ego '''Richard Garriott'''. Sentri gives a real-life suggestion.


{{-}}
=== Town of Fawn ===
=== Town of Fawn ===
[[Image:Ultima III Town Fawn.gif|right]]
[[File:Ultima III Town Fawn.png|right]]
Features: Guild, Pub, Grocery store, Healer (NES: Casino)
: ''«Ask about the Snake at Fawn.»
: --- Bartender in Grey (NES)
 
Fawn is on an island north-west of Britain. It can only be reached with a ship.
 
In town, four characters give hints about the Silver Snake, and in particular they teach you the "pray" command.
 
'''NES port differences:'''
* The "pray" command is learned in another town.
* One character gives a hint about a NES-exclusive pick (that replaces the "dig" command).
* There is a casino behind the pub.
 
{{-}}
=== Town of Yew ===
[[File:Ultima III Town Yew.png|right]]
[[File:Ultima III Yew Prayer Temple.png|right|thumb|Temple (NES version only)]]


Description: Lying upon a northern Island, the Towne of Fawn can not be reached save by ship. Within the towne are a healer, a grocer, a pub, and a Thieves Guild.
Yew is hidden deep in the Mountains to the east of Moon. Enter the pass on the west side of the mountainous area going east from Moon.


Notes:
Very limited view because of the dense forest. Beware of some lava pits!
* Fawn can only be reached with a ship.{{-}}


The inhabitants give no clues about the game solution, but this town features the '''Circle of Light''' you heard about in Fawn. Pray in the circle (use the "'''[O]'''ther" command), and you will learn a magic word to be yelled at the Silver Snake.
'''NES port differences:'''
* Two characters give a hint about the NES-only flower for Noriko/Sherry. One of them is in a locked room within the hospital.
* If you have the Mark of Fire (or a lot of HP), approach the priests in the temple. They will teach you the "Pray" command which can be used at the "Circle of Light". You then get the "Silver Horn", a tool that replaces the "Yell" command.
{{-}}
=== Town of Death Gulch ===
=== Town of Death Gulch ===
[[Image:Ultima III Town Death Gulch.gif|right]]
[[File:Ultima III Town Death Gulch.png|right]]
Features: Armor shop, Weapon shop, Pub, Grocery store
'''Services:''' Armor shop, Weapon shop, Pub, Grocery store
 
Description: Upon an eastern island, this towne of wretched villains is carved back into the mountains themselves, making it nearly impregnable for any normal foes.  Once thou hast entered the towne (bribery is useful here) thou canst seek out those with valuable knowledge, or visit the various stores. The Armoury may be raided, but take care to bribe the guards before thou doth enter.


Notes:
From the manual: ''Upon an eastern island, this towne of wretched villains is carved back into the mountains themselves, making it nearly impregnable for any normal foes. The Armoury may be raided, but take care to bribe the guards before thou doth enter.''
* There is a big field of lava. But there is no need to talk with the person there.
* For 100 Gold you can bribe the guards. Before you can do this however, you have to get the "Bribe" command from a person in "Devil Guard".
* You can also use the way through the forest labyrinth if you don't want/can't bribe the guards.
* There are lots of treasure chests near the armory. But be careful of the guards when you open the chests! It's an easy way to get much gold. Just leave the town, then re-enter and all the chests are back again.{{-}}


=== Town of Dawn ===
The "bribe" command learned in Moon (or Devil Guard) will be necessary here. In order to enter the town, you can also use the way through the forest labyrinth and save a 100 GP bribe.
[[Image:Ultima III Town Dawn.gif|right]]
Features: Armor shop, Weapon shop, Horse stables, Guild, Pub, Grocery store, Healer, Oracle (NES: Inn)


Description: Hidden within the Depths of the Forest, and concealed with Powerful Magic, the City of Dawn can be reached be travelling west from the Castle of Lord British, then South 35 leagues into the forests to the south. When both Trammel and Fellucca are new, then shall Dawn appear before thee.  Within the Towne are a Healer, an Oracle, a Grocery Shoppe, the Thieves Guild, a Stable, and the Ballyhoo Pub. The Weaponsmith and the Armourer are worthy of note however, as in addition to the mundane stock sold by their counterparts elsewhere, they forge and sell items of Magic.
There are no clues at all to be learned in Death Gulch. Even the character in the large fire field says nothing relevant.


Notes:
There are lots of treasure chests near the armory, but be careful of the guards when you open the chests! Details in the [[../Shortcuts and cheats/]] page.
* Dawn appears only when both moons are "New Moon" (configuration 0,0 - for further information check the section about Moongates). To reach Dawn, you have to go 8 steps west and 35 steps south from Lord British's castle. It is located in the middle of a big forest.
* Alternatively, you can find this town by walking four steps north and nine steps west of Montor West.
* Dawn's weapon shop has far better weapons for sale than in other towns (but they are more expensive of course).
* NES: You can find the "Gold Pick" in a treasure chest (the very left) in the guild. Be careful of guards, though!{{-}}


=== Castle of Exodus ===
'''NES port differences:'''
[[Image:Ultima III Exodus Castle.gif|right]]
* Five characters give somewhat useful clues. In particular, one is about Dawn and one about the NES-only pick.
Features: None
{{-}}


Description: Within these walls lies the Daemon Exodus, defended by terrible monsters, and hidden within a maze of passages blocked with fields of Force and Fire.  To even approach the Castle, one must first pass the Great Earth Serpent bound by dark Magicks to be the Guardian of the Castle.
== Summary ==
Let's summarize all the information gathered so far:
# '''Exodus:''' in order to defeat Exodus, you need three things: equip the Exotic/Mystic arms, get past the Silver Snake, use the Four Cards.
# '''Exotic/Mystic arms:''' the final clues are in the magic town of Dawn; all you know about it is that it appears with two new moons, and that it is in the large forest west of Montor; this is not enough to locate it.
# '''Silver Snake:''' in order to get past it, you have to pray in the Circle of Light in Yew and you need the Mark of Snake; this mark is in one dungeon; you are not yet powerful enough to brave a dungeon. Where can you improve your attributes?
# '''Four Cards:''' they can be found in the Shrines of Truth. Where are such shrines?


Notes:
Other topics:
* Located on an island to the southwest of the Sosarian continent. To pass the silver snake, you must have the Mark of the Snake and knowledge of the secret word which you must yell.
* '''Whirlpool:''' someone said he/she came back from there; maybe it conceals either Ambrosia, or the Shrines, or both.
* The castle contains many strong monsters, which are immune to anything less than the most powerful weapons!
* '''Ambrosia:''' many people suggested to find it, but where is it? One possibility is that the answer lies beyond the whirlpool.
* '''Fire and force fields:''' found in Lord British's castle and in Death Gulch; some people dwell in there, and they may hold important information; you need the marks of Fire and Force to cross them, but again, you are too weak to brave the dungeons.
* '''Time Lord:''' he may hold important information; once more, you are too weak to brave the dungeons.


The only thing that can be done now is to explore whatever lies beyond the whirlpool.


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Latest revision as of 18:05, 29 May 2022

As soon as all your characters have 550 health points, a good weapon, a decent armor (up to the chain/bronze armor), and most and foremost a ship, you can step to the second part of the adventure.

Overview of Sosaria[edit]

From the manual:

«Sosaria is the world which Lord British calls home, and it is the world which is under threat from the mysterious and enigmatic Exodus. Some areas can be reach on foot, others must be sailed to, and other still can only be accessed through the mystical Moon Gates, whose positions change according to the phases of the two moons.»
«Sosaria contains many secrets, most of which are designed to be discovered by you throughout your journey. You can learn much by talking to citizens of the towns, or through exploration of the land itself.»
Ultima III Sosaria map.png
Towns
LB Lord Britsh's Castle
RO Royal city of Britain
MO Town of Moon
YE Town of Yew
MW Montor West
ME Montor East
GR Grey
FA Fawn
DV Devil Guard
DE Death Gulch
DA Dawn
Moon Gates
(0)
new moon
SE of Montors
(NW corner of map)
(1)
crescent waxing
Isle with dungeon of Snake/Sol
(2)
first quarter
Enclosed valley
(north)
(3)
gibbous waxing
West of Montors
(4)
full moon
Enclosed valley
(south)
(5)
gibbous waning
Isle of Fire
(6)
last quarter
Devil Guard
(7)
crescent waning
Dungeon of Time/Moon

Gathering information[edit]

Talk to the townsfolk in all the towns of Sosaria. Apart from flavor text, people know about some specific subjects: (1) Ambrosia (incl. whirlpool and shrines); (2) Dawn and the exotic arms; (3) the four marks and the silver snake; (4) the four cards.

Unfortunately, the information is fragmented and scattered; your duty is to collect all such information and put it back together. In the NES port, dialogue is four times more extended, and vital pieces of information are often heard in a different town.

Here's a travel plan:

Towns Use Get
Britain, the royal city - -
Grey - Keys
Lord British's castle
(locked rooms)
Keys Oracle information
Moon - "Bribe" command (not NES)
Devil Guard Oracle information (not NES) "Bribe" command (NES only)
Montor East Oracle information -
Montor West Oracle information, bribe, keys -
Fawn Ship "Pray" command (not NES)
Yew "Pray" command "Pray" command
(NES only; need Mark of Fire)
Death Gulch Ship, bribe, keys -

Furtherore, some areas in some towns are restricted. First of all, you should buy a sufficient amount of keys. The following table divides the town services found already in Britain and those exclusive to other towns.

Britain, the royal city[edit]

Ultima III Town Britain.png

The starting town is also the first place where you should look for information.

Five characters give clues about different topics. The man who says "Round back!" is suggesting to explore the back of the building.

The characters in the main halls of nearby castle offer no clues. By the way, there are three old acquaintances: the bards Iolo and Gwenno (from Ultima 1) and the jester Chuckles (from the "Alternate Earth" in Ultima 2).

Town of Grey[edit]

Ultima III Town Grey.png

You probably noticed two locked doors in the castle. The only way to open them is to use some "magic" keys (known as "lockpicks" from Ultima 5 onwards).

Grey is located in the south-west of Sosaria. It has the feeling of a "town of outlaws": most inhabitants are thieves, and the guards talk like shady bouncers («Watch it, bub!»).

Grey is the only easily accessible town with a Thieves Guild. It is in the back room of the pub. There, you should buy a dozen keys (there may be more than two locked doors in Sosaria). The other tools for sale will be useful later.

In the south-east corner of Grey there is a treasure room. Be careful: some thieves will ambush and attack you if you go in. After the fight, all the guards in town will attack, too.

Talk to all the people and get some hints about Exotic arms.

NES port differences:

  • The "outlaws town" feeling is lost; the inhabitants of Grey are normal characters.
  • A single character gives all the hints about the Exotic/Mystic arms; other characters talk about some items.
  • No thief will ambush the party if they try and get in the treasure room. Actually, the room's entrance is blocked by two groups of heavily armoured guards.
  • There is a casino behind the pub.

Castle British (locked rooms)[edit]

Ultima III Lord British Castle.png

After purchasing "magic" keys in Grey, you can go back to the castle and explore the locked rooms.

To the east is the prison and torture chamber: some of the prisoners hold important information; you need a way to walk on fire if you want to question them, though.

From the throne room you can access the king's private quarters. There, you can meet Radrion the Oracle. With his vision he can provide much understanding of the occurrences in the world around you. Knowledge is a costly thing, so bring a heavy purse: 4500 GP will do. Unlock another door and you can access the moat. Use the boat there and reach the Wise Cleric, who has another important clue for you.

NES port differences:

  • The prisoners in the torture chamber are peaceful. Instead of attacking the party, they will talk.
  • The Oracle gives only five hints instead of ten; the total cost is 2500 GP.
  • One character in the king's quarters gives a hint about a NES-exclusive pick (that replaces the "dig" command).

Town of Moon[edit]

Ultima III Town Moon.png

Moon is located far to the west from Britain.

The townsfolk give four hints about different subjects: the whirlpool, the shrines, Dawn, the "bribe" command. The latter will be necessary in two towns: the #Town of Montor West and the #Town of Death Gulch.

NES port differences:

  • The town features the temple, the only place where a character turned into ashes can be revived.
  • The "bribe" command is learned elsewhere. Instead, a woman gives a hint about entering in Death Gulch (one of the towns where you have to bribe guards).

Town of Devil Guard[edit]

Ultima III Town Devil Guard.png
«Of marks I say there are but four of fire, force, snake, and king.
Learn their use in Devil Guard, or death you'll surely bring.»
--- Radrion, Prophet of Life

Moon Gates allow to reach two destinations inaccessible by any other means: the lake town of Devil Guard and the dungeon of the Moon/Time (for more information, see the Moongates page). You can get to Devil Guard in two steps:

  • From either mainland moon gate (West or South-East from Montor), enter the gate when the right-hand moon phase is first quarter (2).
  • From the landlocked valley, enter any gate when the right-hand moon phase is last quarter (6).
  • To return to the mainland, enter a moon gate when the right-hand moon phase is gibbous waxing (3) or new moon (0).

Devil Guard is a lake town made of small islets connected by bridges. Its structure reminds of Venice (in North Italy) or Esgaroth upon Long Lake (from "The Hobbit").

Depending on which version you are playing, you have different reasons to come here: on the computer ports, Radrion the Oracle sent you here; on the NES port, here you can learn the "bribe" command.

Six characters will tell clues about the Marks and the Snake.

Despite what the manual says, horses never appear in the wild. They can be only purchased in the town stables of Devil Guard (or in the magic town of Dawn). Horses simply allow to outrun enemies. They are quite expensive at game start, and they are unnecessary later.

NES port differences:

  • Three charactes only (instead of six) give clues about the Marks and the Snake.
  • Speak to the woman in the hospital twice to learn the "Bribe" command. To access this command, open the menu, then press Select.
  • Horses can actually be useful: when the party gets to level 5, pirate ships and powerful daemons start appearing; horses allow to dodge daemons while looking for a pirate ship.

Town of Montor East[edit]

Ultima III Town Montor East.png
«Ask about Cards in Montor.»
--- Radrion the Oracle (NES)

Services: armoury, weapons dealer, pub.

Although the two Montors are supposed to be twin cities, Montor East lacks two services available in the other one: the grocery shop and the prison.

Talk to all townsfolk and learn two hints about the cards (only one in the NES port). After all, Montor East is the less relevant town in Sosaria.

Town of Montor West[edit]

Ultima III Town Montor West.png
«The cards their suits do number four, called Sol, Moon, Death and Love.
Unto the Montors thou must go for guidance from above.»
--- Radrion, Prophet of Life

The information in the manual is inaccurate: Montor West is a fully autonomous town, featuring five different services. In the pub the party can meet Shamino (from Ultima 1) and Sentri (from the "Alternate Earth" in Ultima 2).

Montor West has a prison. You can enter it by bribing the guard. Depending on which version you are playing, you can learn the "bribe" command either in Moon (computer ports) or in Devil Guard (NES port). The two prisoners hold important information about the Cards. A third character gives an indirect hint about Dawn.

NES port differences:

  • One prisoner only gives the useful hint.
  • The indirect hint about Dawn is more difficult to understand. Note that not only Montor West has a prison, but also the Royal Castle.
  • The bartender gives a NES-exclusive hint that is extremely important to find the Exotic/Mystic arms. Also, one character gives a hint about the NES-only flower for Noriko/Sherry.
  • Shamino is replaced by his real-life alter-ego Richard Garriott. Sentri gives a real-life suggestion.

Town of Fawn[edit]

Ultima III Town Fawn.png
«Ask about the Snake at Fawn.»
--- Bartender in Grey (NES)

Fawn is on an island north-west of Britain. It can only be reached with a ship.

In town, four characters give hints about the Silver Snake, and in particular they teach you the "pray" command.

NES port differences:

  • The "pray" command is learned in another town.
  • One character gives a hint about a NES-exclusive pick (that replaces the "dig" command).
  • There is a casino behind the pub.

Town of Yew[edit]

Ultima III Town Yew.png
Temple (NES version only)

Yew is hidden deep in the Mountains to the east of Moon. Enter the pass on the west side of the mountainous area going east from Moon.

Very limited view because of the dense forest. Beware of some lava pits!

The inhabitants give no clues about the game solution, but this town features the Circle of Light you heard about in Fawn. Pray in the circle (use the "[O]ther" command), and you will learn a magic word to be yelled at the Silver Snake.

NES port differences:

  • Two characters give a hint about the NES-only flower for Noriko/Sherry. One of them is in a locked room within the hospital.
  • If you have the Mark of Fire (or a lot of HP), approach the priests in the temple. They will teach you the "Pray" command which can be used at the "Circle of Light". You then get the "Silver Horn", a tool that replaces the "Yell" command.

Town of Death Gulch[edit]

Ultima III Town Death Gulch.png

Services: Armor shop, Weapon shop, Pub, Grocery store

From the manual: Upon an eastern island, this towne of wretched villains is carved back into the mountains themselves, making it nearly impregnable for any normal foes. The Armoury may be raided, but take care to bribe the guards before thou doth enter.

The "bribe" command learned in Moon (or Devil Guard) will be necessary here. In order to enter the town, you can also use the way through the forest labyrinth and save a 100 GP bribe.

There are no clues at all to be learned in Death Gulch. Even the character in the large fire field says nothing relevant.

There are lots of treasure chests near the armory, but be careful of the guards when you open the chests! Details in the Shortcuts and cheats page.

NES port differences:

  • Five characters give somewhat useful clues. In particular, one is about Dawn and one about the NES-only pick.

Summary[edit]

Let's summarize all the information gathered so far:

  1. Exodus: in order to defeat Exodus, you need three things: equip the Exotic/Mystic arms, get past the Silver Snake, use the Four Cards.
  2. Exotic/Mystic arms: the final clues are in the magic town of Dawn; all you know about it is that it appears with two new moons, and that it is in the large forest west of Montor; this is not enough to locate it.
  3. Silver Snake: in order to get past it, you have to pray in the Circle of Light in Yew and you need the Mark of Snake; this mark is in one dungeon; you are not yet powerful enough to brave a dungeon. Where can you improve your attributes?
  4. Four Cards: they can be found in the Shrines of Truth. Where are such shrines?

Other topics:

  • Whirlpool: someone said he/she came back from there; maybe it conceals either Ambrosia, or the Shrines, or both.
  • Ambrosia: many people suggested to find it, but where is it? One possibility is that the answer lies beyond the whirlpool.
  • Fire and force fields: found in Lord British's castle and in Death Gulch; some people dwell in there, and they may hold important information; you need the marks of Fire and Force to cross them, but again, you are too weak to brave the dungeons.
  • Time Lord: he may hold important information; once more, you are too weak to brave the dungeons.

The only thing that can be done now is to explore whatever lies beyond the whirlpool.