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    FAQ/Walkthrough by Meister Grendale

    Version: Final | Updated: 05/01/06 | Search Guide | Bookmark Guide

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                   ·÷±¦[ Ultima III: Exodus ]¦±÷·
    Ultima: Exodus (NES version) - Party-Based FAQ / Walkthrough v1.3 Final
     -- Revisions
    10 / 20 / 05 - This guide was started, and finished.
    02 / 24 / 06 - Corrected minor misformatting.
    04 / 23 / 06 - More minor correction.
    04 / 26 / 06 - Updated tips / tricks section, made corrections.
    1.) Preface
    2.) Assembling a Party
    3.) Walkthrough
       -3.a Rigorous Training
       -3.b The Maelstrom... Ambrosia
       -3.c Onward, to Dawn
       -3.d Procuring the Mark of The Kings
       -3.e The Mystic Sword
        3.f The Trinity of Fire, Snake and Force
       -3.g Endgame: Exodus
    4.) Locations
       -4.a Towns
       -4.b Caves
    5.) Tables
       -5.a Weapon Table
       -5.b Armor Table
       -5.c Tools
       -5.d Bestiary
       -5.e Divine Magic
       -5.f Arcane Magic
       -5.g Race Table
       -5.h Profession Table
    6.) Tips, Tricks & Cheats
    7.) FAQ
    8.) Credits & Permissions
      1.) Preface
    Ultima: Exodus (or simply Ultima III) is a classic, classic RPG released decades
    ago when Tandy computers were considered top-notch. Starting out with
    ASCII-based graphics, and a MUD-style UI, the original Ultima III is probably
    one of the forefathers of computer role-playing. Around the mid-eighties, it was
    ported to the NES, with a considerable face-lift. Though its popularity wasn't
    great on the NES, some people might come to appreciate the nostalgic nature of
    the game.
    Unfortunately, Exodus did not receive much attention from FAQ writers. This is
    why I decided to write a FAQ / Walkthrough tailored to the NES version. Most
    people who play Ultima for the first time are more likely to stumble upon a
    console version, rather than the original games themselves.
    Exodus only requires roughly 2 - 5 hours to complete, depending on what type of
    party setup you have, as well as how you go about exploring the dungeons. One of
    the things about Ultima III is that it is non-linear, meaning that you don't
    have to do things in any particular order. You may explore areas at your own
    discretion, though some of them may require you to be of an advanced level.
    Overall, though, the game is pretty enjoyable, and has some sense of replay
    value due to the large number of party combinations.
    If you're playing for the first time, then I suggest you use the recommended
    party found in this guide. This should make the game difficulty slightly more
    lenient, as most gamers may not be used to Ultima's 'unforgiving' game elements.
    (Characters turning to ash, randomly becoming sick, etc.) If you can look past
    some of these frustrating trials, then you will find an enjoyable classic!
      2.) Assembling a Party
    Suggested Party Outline:
    Human, Ranger (RNGR)               | Weapon - Blowgun, Bow
    STR 20 | DEX 20 | INT 05 | WIS 05  | Armor  - Dragon, Mystic
    Bobit, Paladin (PLDN)              | Weapon - Sun Sword, Mystic
    STR 20 | DEX 15 | INT 00 | WIS 15  | Armor  - Iron, Mystic
    Elf, Thief                         | Weapon - Blowgun, Sword, Mystic
    STR 25 | DEX 25 | INT 00 | WIS 00  | Armor  - Leather, Mystic
    Fuzzy, Lark                        | Weapon - Any, Silver Bow
    STR 05 | DEX 20 | INT 25 | WIS 00  | Armor  - Any, Mystic
    For a well-balanced game difficulty, I recommend using the above setup. Each
    character will contribute his or her abilities accordingly:
    Ranger - Serves as your party leader. Having both good physical offense and
    magical ineptness, he is a very versatile character. Equipping him with
    long-range weapons, as his profession name implies, only further compliments
    this versatility.
    Having a Human Ranger is ideal, being that Humans are the most statistically
    well-rounded race. Some people also prefer using a Bobit for the Wisdom bonus,
    though this is left totally to the discretion of the player.
    Paladin - Paladins are basically Fighters with Divine Magic. In this scenario,
    your Paladin will serve as both a melee tank and a healer.
    It is suggested that your Paladin be a Bobit, purely for the Wisdom bonus. Since
    you are substituting a Priest, you will need to be very attentive to your
    Paladin's Wisdom score.
    Thief - This guy will serve as your dexterous trap-disabler. Since you will be
    opening many potentially dangerous treasure chests, having a Thief around to
    avoid traps will definitely come in handy. As well, the Thief makes a pretty
    good fighter.
    An Elf is the most obvious choice, given their exceedingly high Dexterity. Elves
    are also versatile in other areas.
    Lark - What's a party without offensive magic? This will be the purpose of your
    Lark, who will require much attention to her Intelligence score. However, keep
    in mind that Larks also have access to all of the game's weapons, so she may
    easily substitute a melee fighter, if needed.
    Of course, you want your Lark to be a Fuzzy, because they have the highest
    Intelligence score of all the available races. There will be a great sacrifice
    in terms of Strength, but I suggest that you keep your Lark in the back-row,
    Generally, I will exemplify this party setup throughout the walkthrough. If you
    are using a different party combination, then keep this in mind to avoid any
      3.) Walkthrough
      3.a Rigorous Training
    Upon beginning your game, you will be placed right outside King British's
    castle. You may notice dark figures lurking about -- these are enemies. If you
    wish to fight and raise your level, then you should move toward them, and they
    will attack you. First, however, you will need to get your party equipped.
    Each character begins with a Dagger, a Cloth and 100 GP. The first thing which
    you need to do is pool your party's gold together. To do this, open the menu by
    pressing A, and then press select to see the second page of the menu. Then, pick
    the 'Gold' command. (This will share all gold among your party members.) That
    should make things a bit easier, and far less confusing. Managing gold
    individually can be quite a hassle.
    Head toward the shops, and prepare to equip your characters. For your Ranger, I
    suggest that you start with a Blowgun. For 350 GP, this maybe an expensive
    investment to begin with, though you will soon be earning heaps of gold as you
    venture out to fight enemies. As for your Paladin, invest in a Mace to start,
    and some type of heavy armor. Your Thief may benefit from a Blowgun, and Leather
    armor. (A Sword will also work, depending on whether or not you wish to have him
    in the front lines.) Your Lark should probably be equipped in the same method as
    your Ranger, as she will benefit better in the back-row. With what's left over,
    invest in some food for your party. (If you have not already done it, pool your
    food together, as well.)
    Now, then... time to venture out and begin your training! Remember to equip
    whatever you bought. This is done by accessing the Status menu, and then
    selecting the character to equip. Once you are ready, seek out whatever enemies
    might be roaming around the map. At this level, you will only encounter Orcs,
    Goblins, Skeletons and Ghouls -- all of which are relatively easy to defeat.
    Using your Ranger or Lark, you may wipe out an entire band of Orcs or Goblins
    using your 'Repel' spell. Sometimes, it may not work, though it is okay to keep
    trying since the spell does not use any MP. (magic points) With Skeletons and
    Ghouls, use your Ranger or Paladin's 'Undead' spell, which has a similar effect
    to the Repel spell. This is generally an easy method of acquiring EXP, since it
    takes very little effort. Once you procure 100 EXP with a character, you may
    then raise his or her level by speaking with King British. For now, let's try
    and raise all of your character's levels to 5. Keep in mind that more powerful
    enemies will begin to appear as you progress in levels. It may be best to wait
    until you procure 500 EXP for each character, before you speak with King
    (note: when defeating monsters, you will often find chests. Open them with
    caution, since they may be trapped. Using the Divine spell 'Open,' or having
    your Thief open the chest, may be the wisest methods.)
      3.b The Maelstrom... Ambrosia
    Before moving forward, please purchase a small stock of Magic Keys (around 4, at
    the least) and be sure to have a good stock of gold. (2,500+)
    After you have reached level 5, you may notice pirate ships sailing close to
    land. This is your opportunity to hi-jack a ship and venture around the rest of
    Sosaria. To hi-jack a ship, simply stand near the edge of the continent, and
    wait for the pirates to attack you.
    Pirates are relatively easy for a level 5 party. Keeping your distance with
    long-range weapons and magic will prove useful, though it's also good to keep a
    couple of characters in the front lines. Generally, there should be no more than
    4 or so pirates.
    After hi-jacking the ship, feel free to do some exploring. Eventually, you will
    need to search about for a maelstrom, which looks like a pink / red whirlpool
    moving across the sea. Sail into the maelstrom to be taken to the world of
    Ambrosia -- your next destination.
    Immediately, you will notice how different things appear. Ambrosia is a
    relatively small place, with very few sights. Notably, however, are the shrines,
    which allow characters to raise attributes. To reach each shrine, however, is
    quite a feat in itself, as you will have to trek across seemingly endless
    woods, which are walled together like mazes. As well, there are numerous locked
    doors -- some of which lead to dead-ends. Below are the directions for reaching
    each shrine:
    Shrine of Strength - Perhaps the easiest shrine to reach. Head up to the
    north-western most corner of the map, and through the woods. Head far west,
    north, slightly west again, then south. This area is heavily wooded, so it may
    be somewhat confusing, though the path is very linear.
    Shrine of Dexterity - This one is not horribly complicated, either. You will
    require a ship, however. (This is explained below.) From the south-eastern most
    part of the map, sail eastbound until you reach two patches of woods to your
    north. Dock on the first path, and follow it straight to the shrine. (Ignore the
    locked door, as it only leads to a dead-end.)
    Shrine of Wisdom - This one is sort of a toughie. From the north-eastern most
    part of the map, head west into the woods. You'll pass through a small path.
    From there, you will come upon a wide-open space. Head straight north, and into
    another small path. Follow that path southbound, with a few twists and turns.
    Then, head eastward, until you stumble upon a locked door. Do not open it.
    Instead, head south, which will take you directly to the shrine.
    Shrine of Intelligence - This one is very easy to reach, but you will have to
    obtain a ship. From the wide-open area which leads to the Shrine of Wisdom, head
    east until you reach a lake. There should be a pirate ship here, which you will
    need to hi-jack. You may then use it to sail across the lake, and dock directly
    to the east, in a wide-open area. From this area, simply head straight east,
    into a small patch of woods, to reach the shrine.
    Note that the cost of raising an attribute is 100 GP per point. You'll generally
    want to put some focus into raising the Intelligence and Wisdom scores of your
    Ranger, Priest and Lark, because magic is a very effective tool when you begin
    to explore the dungeons.
    Now, then. You're probably asking how to leave Ambrosia, or how to find that
    other ship in order to reach the Shrine of Dexterity. This is somewhat of a
    complicated process, though I will detail it as accurately as possible. From the
    starting point in Ambrosia, head northbound until reaching the second patch of
    grass, in the middle of the map. From that point, head eastward, and head into
    the woods. Almost immediately, head south through a small path. You will stumble
    upon a flower. Have each character take it. (Access the menu, and choose the
    'Get' command with each character.) I will explain why you need this later on.
    Now, leave this area. Head slightly south until you see a clear opening to the
    east. Head into it. It will lead you south, and to a small, wooded path to the
    east. This path is somewhat maze-like, though you will navigate through it fine
    as long as you head south-west as much as possible. You will eventually come out
    near a small lake, with yet another pirate ship. Hi-jack the ship and find the
    maelstrom nearby. Whew! You're finally going back to Sosaria.
    As for the flower you picked earlier, take it to Sherri, in The Royal City. In
    return, she will give you a Compass Heart. (Be sure to give her the flower with
    each character, using the 'Give' command.) The Compass Heart basically teleports
    your party back to King British's castle when it is used, so future trips to
    Ambrosia will be more convenient. Remember to return to Ambrosia frequently to
    raise your attributes.
      3.c Onward, to Dawn
    Before moving forward, please have a hefty stock of gold handy. (2,500+)
    Now you're ready to head off to Dawn, and acquire the Mystic Armor. Dawn is a
    city hidden south of Lord British's castle. In order to reach it, you will have
    to be at a certain spot on the map during two new moons. Basically, the circles
    on the inside of your compass indicate the setting of the moons. When both
    circles are completely white, this means that there are two new moons.
    From Lord British's castle, take 8 steps west, and 35 steps south. You will end
    up in the middle of a forest. Just step back and forth until the new moons set,
    and you will see the town appear right next to you. It may take a few tries...
    Now that you've discovered the town, the first thing I suggest you do is visit
    the INN, and save your game. (Just in case you mess up.) Now feel free to do
    some shopping. Notably, you want to buy a Bow for your Ranger, and possibly a
    stronger melee weapon for your Paladin. As well, check out the stables -- horses
    will make land transportation easier.
    After shopping, head to the town's guild and open the left-most chest. It may
    seem like you can't open it from behind the counter, but you can. (Use the 'Get'
    command.) This will give you the Gold Pick. There is a chance that you may get
    caught taking it, at which point a swarm of guards will plague the town and
    likely kill your party. (They can be evaded, though.) You may feel free to take
    the other chests, if you like, though it would not be worth the risk of getting
    After you've finished all your business in Dawn, leave and board your ship. You
    will need to search for a small island just outside the town of Gray. Assuming
    that you are boarding your ship from just north of Lord British's castle, the
    directions for reaching this island are as follows:
    Sail north until you reach the other end of the continent. (Do not dock,
    though.) From there, sail west until you reach a small island guarded by a large
    snake. Sail north, in between the island and the continent, until you reach
    another part of the continent. Finally, sail east until you see a very small
    island composed of two spaces. Dock there, and dig for the armor.
    Be sure to have all characters dig, and equip the armor immediately. The Mystic
    Armor is the strongest armor in the game, and all characters may wear it. (Yes,
    even the puny Wizard may wear it!) Afterwards, you may sell your old armor and
    invest in more provisions. (At this point, you may want to invest in more food
    to keep your party healthy.)
      3.d Procuring the Mark of The Kings
    With the Mystic Armor now equipped, your party may breach the level 5 limit and
    experience all the way up to level 10. Upon doing so, you will be prepared to
    procure your first 'mark' -- Mark of The Kings. Head to the 'Cave of Death.'
    This is located just north of Lord British's castle, tucked in a small group of
    mountains. Upon entering, you will notice that the cave is dark. If you have a
    Torch, you may use it to provide light. As well, the Divine spell 'Glow,' or the
    Arcane spell 'Light,' will have the same function. Head down one level using
    either the Divine spell 'Sink,' or the Arcane spell 'Descend.' Search about a
    bit, and you will find the mark. Give it to all characters. This will allow you
    to experience all the way up to level 25. Now, using the same method, descend
    all the way down to the 8th level. Here, you will find the 'Silver Pick.' Once
    you are ready to leave, you may do so using the Divine spell 'Rise,' or the
    Arcane spell 'Ascend' several times. If you already have access to some of the
    later spells, then simply use the Divine spell 'Surface.'
    There are other treasures to be found here, though I suggest coming back to
    them later, after your party is more experienced.
      3.e The Mystic Sword
    After you've acquired the Silver Pick, board your ship and sail just west from
    whence you came. There is a small set of islands, and a town. Dig around these
    islands to find the 'Mystic Sword.' Again, be sure to dig with all characters
    and immediately equip it. You may want to leave your Ranger equipped with a Bow,
    since you will need somebody to focus on long-ranged attack.
      3.f The Trinity of Fire, Snake and Force
    Now, it is time to acquire more marks. You will need to acquire the Mark of
    Fire, Snake and Force. First, head to the 'Cave of Moon.' This is somewhat
    complicated, as you must reach it via a 'Moongate.' Moongates appear somewhat
    randomly, depending upon the position of the moons, and teleport you to various
    locations. To reach the Cave of Moon, you will need to head toward the town of
    Gray, and wait for the moongate to appear. (Walk around a bit, and it will
    eventually show up.) When you see it, immediately enter to be teleported just
    outside of the cave. Once you're inside, descend one level to find the Mark of
    Fire, and then leave.
    Next, the 'Mark of The Snake.' You will need to find the 'Cave of Sol,' which
    is located on the island directly south of the one you're standing on. If you're
    lucky, there may be a nearby pirate ship to hi-jack. If not, then you will have
    to wait for the Moongate. Once you find your way there, descend to the very
    bottom level to find the mark.
    Finally, the 'Mark of Force.' The cave is rather easy to locate. It is far south
    of Lord British's castle, and to the far west -- to the west-most end of the
    continent. It is slightly enclaved in forests and mountains. Once you are there,
    descend to the very bottom level to find the final mark.
      3.g Endgame: Exodus
    (before venturing forth, be sure to experience your characters quite a bit)
    Time for the finale. Go to the town of Yew, which is just west of Lord British's
    castle, enclaved in mountains and forests. (You will find the entrance to the
    west side of the enclosure.) With your marks, you will be able to cross the lava
    unharmed, which means that you may now speak to the town's priest, who is
    normally guarded by the lava. It may seem difficult to find him, being that the
    town is covered in woods, though he is directly east of the town's entrance.
    Speak with him, and you will obtain the 'Pray' command. Go directly south of the
    priest and use the 'Pray' command in the 'Circle of Light.' This will give you
    the 'Silver Horn.'
    Now, it is time to repay a visit to the shrines in Ambrosia. 'Pray' at each
    shrine, and you will receive a card. After you are finished, travel back to
    Sosaria and sail to the small island which is guarded by a large snake. Using
    the Silver Horn will dispel the snake, and allow you entrance to Exodus' castle.
    Once inside, head far north, toward what appears to be an alter. You will fight
    invisible enemies along the way. Afterwards, confront Exodus by using the Pray
    command, with the card combination of 'Love, Sol, Moons, Death.' An ankh will
    appear. Take it, and Exodus will be vanquished. Flee the castle, and enjoy the
    Now that you've conquered the game, you may want to consider visiting some of
    those caves again, as well as some of the previously unreachable areas in towns.
    With all those marks and a stock of keys, you can gain access to many treasures.
      4.) Locations
      4.a Towns
    Name           | Location
    The Royal City | Right next to King British's castle, where you start
    Town of Fawn   | On a small island slightly northwest of King British's castle
    Town of Moon   | Far west of King British's castle
    Town of Yew    | To the left of King British's castle, in a small enclave
    Devil Guard    | Accessed by a Moongate near Gray
    Death Gulch    | On a small island, southeast of King British's castle
    Town of Gray   | To the southwest part of the continent
    Town of Dawn   | Hidden 8 steps west, and 35 steps south of the King's castle
    Monter - East  | Directly far south of the King's castle - to the east side
    Monter - West  | Directly far south of the King's castle - to the west side
      4.b Caves
    Name            | Location
    Cave of Gold    | Northeast of King British's castle
    Cave of Death   | Directly north of King British's castle
    Cave of Madness | To the mid-west side of the continent, enclaved in mountains
    Cave of Moon    | Accessed via a Moongate near Gray
    Cave of Fire    | Slightly south of King British's castle, enclaved in lava
    Cave of Sol     | On a small island directly south of the Cave of Moon
    Cave of Fool    | On the southwest part of the continent
      5.) Tables
      5.a Weapon Table
    Weapon       |Price|  Range |Location
    Dagger       |    5| *Melee | Shop
    Mace         |   30| Melee  | Shop
    Sling        |   60| Long   | Shop
    Axe          |  125| Melee  | Shop
    Blowgun      |  350| Long   | Shop
    Sword        |  200| Melee  | Shop
    Spear        |  250| Melee  | Shop
    Broad Axe    |  400| Melee  | Shop in Dawn
    Bow          | 1050| Long   | Shop in Dawn
    Iron Sword   |  800| Melee  | Shop in Dawn
    Gloves       | 1200| Melee  | Shop in Dawn
    Halberd      | 2700| Melee  | Shop in Dawn
    Silver Bow   | 6550| Long   | Shop in Dawn
    Sun Sword    | 4550| Melee  | Shop in Dawn
    Mystic Sword |  N/A| Melee  | Small island near Fawn (dig with 'Silver Pick')
    *May be thrown at an enemy, counting as a long-range attack. However, the dagger
    is removed from the character's inventory when thrown.
    Weapon       | Who Can Equip                                    | Power
    Dagger       | All Professions                                  |   1
    Mace         | All but Alchemist and Wizard                     |   2
    Sling        | Barbarian, Fighter, Lark, Paladin, Ranger, Thief |   3
    Axe          | Barbarian, Fighter, Lark, Paladin, Ranger, Thief |   4
    Blowgun      | Barbarian, Fighter, Lark, Paladin, Ranger, Thief |   4
    Sword        | Barbarian, Fighter, Lark, Paladin, Ranger, Thief |   5
    Spear        | Barbarian, Fighter, Lark, Paladin, Ranger        |   6
    Broad Axe    | Barbarian, Fighter, Lark, Paladin, Ranger        |   7
    Bow          | Barbarian, Fighter, Lark, Paladin, Ranger        |   7
    Iron Sword   | Barbarian, Fighter, Lark, Paladin, Ranger        |   8
    Gloves       | Barbarian, Fighter, Lark, Paladin                |   8
    Halberd      | Barbarian, Fighter, Lark, Paladin                |   9
    Silver Bow   | Barbarian, Fighter, Lark, Paladin                |   9
    Sun Sword    | Barbarian, Fighter, Lark, Paladin                |  10
    Mystic Sword | All Professions                                  |  10
      5.b Armor Table
    (ranked in order of lowest - best defense power)
    Armor        |Price| Location
    Cloth        |   75| Shop
    Leather      |  195| Shop
    Bronze       |  575| Shop
    Iron         | 2500| Shop
    Steel        | 6130| Shop
    Dragon       | 8250| Shop
    Mystic Armor |  N/A| Small island near Gray (dig with 'Gold Pick')
    Armor        | Who Can Equip
    Cloth        | All Professions
    Leather      | Barbarian, Fighter, Illusionist, Paladin, Priest, Ranger, Thief
    Bronze       | Fighter, Paladin, Priest, Ranger
    Iron         | Fighter, Paladin, Ranger
    Steel        | Fighter, Ranger
    Dragon       | Fighter, Ranger
    Mystic Armor | All Professions
      5.c Tools
    Tool          |Price|   Location   | Description
    Torch x5      |   30|Shop          |Provides light in dungeons
    Magic Key     |   50|Shop          |Opens locked doors
    Gem           |   75|Shop          |Displays the current map
    Time Sands    |   90|Shop          |Halts time
    Tent          |  100|Shop          |Allows the party to rest and recover
    Silver Pick   |  N/A|Cave of Death |Used to uncover the Mystic Sword
    Gold Pick     |  N/A|Town of Dawn  |Used to uncover the Mystic Armor
    Silver Horn   |  N/A|Town of Yew   |Dispels the snake which guards Exodus'
                  |     |              |castle
    Compass Heart |  N/A|The Royal City|Teleports the party back to Lord British's
                  |     |              |castle
    Flower        |  N/A|Ambrosia      |When given to Sherri, she gives you a
                  |     |              |Compass Heart in return
      5.d Bestiary
    Level 1+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Goblin    | 19- 33|  3 | None
    Orc       | 19- 33|  3 | None
    Skeleton  | 35- 48|  4 | None
    Ghoul     | 35- 49|  4 | None
    Level 3+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Thief     |123-133|  5 | Can steal non-equipped weapons and armor
    Brigand   |123-137|  5 | Can steal non-equipped weapons and armor
    Titan     |107-121|  6 | None
    Giant     |107-118|  6 | None
    Golem     |107-120|  6 | None
    Level 5+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Mane      |175-189|  8 | None
    Gargoyle  |175-189|  8 | None
    Demon     |175-188|  8 | Poison spell
    Level 7+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Snatches  |187-201| 10 | Poison
    Bradles   |187-201| 10 | Poison
    Level 9+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Griffin   |  219  | 15 | Attack spell
    Wyvern    |  219  | 15 | Attack spell
    Dragon    |  219  | 15 | Attack spell
    Balron    |  235  | 20 | Poison spell
    Devil     |  235  | 20 | Poison spell
    Level 3+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Pirate    |145-159|  8 | None
    Level 5+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Serpent   |219-233| 15 | Fireball
    Level 7+ Encounters
    Name      |  HP   |EXP.| Special Abilities
    Man-O-War |235-249| 20 | Poison spell
    Name      |  HP   |EXP.| Special Abilities
    Floor     |   43  |  3 | Invisibility
      5.e Divine Magic
    (note: MP not only indicates the cost of spell usage, but it also indicates the
    attribute score required to learn a spell. i.e., 'Banish' requires that you have
    a Wisdom score of 60 before the spell shows up in your spell inventory.)
    Spell    |MP| Effect
    Undead   | 0| Destroys Skeleton and Ghoul groups
    Open     | 5| Safely opens chests
    Heal     |10| Restores some HP to one character
    Glow     |15| Illuminates dungeons for a short while
    Rise     |20| Ascends up one level in dungeons
    Sink     |25| Descends down one level in dungeons
    Move     |30| Allows teleportation
    Cure     |35| Cures poisoning
    Surface  |40| Teleports the party out of a dungeon
    Star     |45| A more effective version of Glow
    Heal (2) |50| Like the original Heal, but more effective
    Map      |55| Displays the current map
    Banish   |60| Instantly kills a single enemy
    Raise    |65| Resurrects a dead character
    Destroy  |70| Instantly kills all enemies, if effective
    Recall   |75| Revives a character who's turned to ash
      5.f Arcane Magic
    Spell    |MP| Effect
    Repel    | 0| Destroys Orc and Goblin groups
    Missile  | 5| Hurls a weak, magical missile at a single target - low damage
    Light    |10| Provides a short amount of light in dungeons
    Descend  |15| Descends down one level in dungeons
    Ascend   |20| Ascends up one level in dungeon
    Flame    |25| Hurls a fireball at a single target - moderate damage
    Trans    |30| Allows teleportation
    PSI      |35| Another missile attack - effective damage
    Bright   |40| A stronger version of Light
    Cleric   |45| Allows the character to use Divine magic
    Poison   |50| Attacks all enemies on screen
    Kill     |55| Instantly kills one enemy
    Stop     |60| Halts time for a short while
    PSI Kill |65| Attacks all enemies
    Rot      |70| Attacks all enemies - more powerful
    Death    |75| Functions like Repel, but against any enemy type
      5.g Race Table
    Name  | Max STR | Max DEX | Max WIS | Max INT
    Human |   75    |   75    |   75    |   75
    Elf   |   75    |   99    |   50    |   75
    Dwarf |   99    |   75    |   75    |   50
    Bobit |   75    |   50    |   99    |   75
    Fuzzy |   25    |   99    |   75    |   99
      5.h Profession Table
    Name        | Gender | Magic Class | Special
    Alchemist   | Male   | Arcane      | --
    Barbarian   | Male   | None        | --
    Druid       | Male   | Both        | --
    Fighter     | Male   | None        | Can use any weapon, armor
    Illusionist | Female | Divine      | --
    Lark        | Female | Arcane      | Can use any weapon
    Paladin     | Female | Divine      | --
    Priest      | Female | Divine      | Exceptional MP
    Ranger      | Male   | Both        | Can use any armor
    Thief       | Male   | None        | Exceptional Dexterity bonus
    Wizard      | Male   | Arcane      | Exceptional MP
      6.) Tips, Tricks & Cheats
    Tip - Don't go to dungeons too early!
    I cannot stress the importance of raising your attributes before venturing into
    dungeons. Many players head straight for the first cave they see and end up
    getting lost or wiped out by higher level enemies.
    Tip - Save often
    Remember to save frequently. This is done by going to an Inn and speaking with
    the clerk. (It's free of charge, by the way.) There are only a few places to do
    this, such as King British's Castle and the town of Dawn.
    Tip - Share food and gold
    For efficiency, it helps to share your food and gold. This is done by accessing
    the respective Food and Gold commands on the second page of your menu. (Press
    SELECT to access the second page.)
    Tip - Don't starve your party!
    This is a pretty critical reminder that you need to purchase a stock of food for
    each individual character by visiting a local grocery. Coupled with the above
    tip, you may simply purchase food for one character and then share it among the
    rest of your party, as well. Failure to keep a good stock of food will result in
    sickness and death.
    Trick - Easy gold exploitation
    You'll notice that every new character in your party starts out with 100 GP.
    This not only applies to your initial party, but any newly added characters, as
    well. A good trick is to create a set of new characters, switch them out with
    your current ones, and then give all their gold to one character. The method is
    somewhat slow, but may be helpful in purchasing expensive equipment during the
    start of the game.
    Trick - Resurrect a character for free
    When the character dies, save and reset. Go to the character creation screen and
    create three new characters. Assemble a new party, with the dead character as
    the party leader. Now, kill your entire party. (I suggest walking through lava,
    or something just as quick.) King British will then revive your party leader at
    no cost! Now, save and reset. Reform your old party, with the newly revived
    character intact.
    Trick - Effective Repel and Undead
    When using Repel or Undead to deal with enemies, the spells will almost always
    prove effective if you time them just right. In the case of Goblins, for
    example, casting Repel when they are holding their weapons down will give you
    the advantage. Likewise with Orcs. As for Ghouls, casting Undead while their
    mouths are gaping open gives you the advantage. With Skeletons, cast while their
    swords are down.
    Game Genie Codes
    Start with 75 stat points, instead of 50:
    Start with 512 GP, instead of 100:
    Start with 10 of each tool:
    Never take damage in battle:
    Never lose tools:
    Never lose MP:
      7.) FAQ (Frequently Asked Questions)
    Q: How do I save my data?
    A: Visit an INN. There is one in King British's castle, as well as other areas.
    Q: What do the initials to the right of my character names stand for?
    A: These are used to show your characters' status, sex, race and profession.
    They go in that order. For example:
    GHMR stands for: Good status, Human, Male, Ranger
    Q: Can I choose my character's sex?
    A: Not directly. A specific sex is assigned to each class. Paladins, for
    example, are female. Fighters are male.
    Q: What is the purpose of character sex?
    A: Amusement...?
    Q: Is there a way to obtain a ship?
    A: Yes. Once you reach level 5, pirates will randomly appear near the land.
    Confronting them will give you the opportunity to steal a ship.
    Q: How do I learn more magic?
    A: Increase your Wisdom and Intelligence attributes, respectively. Each spell
    requires that a character have a specific score. Once that score is met, the
    spell is added to the character's inventory. (see spell tables for details)
    Q: How do I increase my Wisdom and Intelligence?
    A: Through the Shrines in Ambrosia. Consult the walkthrough for more detailed
    information about the process.
    Q: How do I level-up?
    A: Gain 100 EXP, then speak with King British. He will raise your level.
    Q: Why can't I exceed a certain level?
    A: Sometimes, a prerequisite must be met in order to advance to higher levels.
    Please consult the walkthrough for more information regarding this.
    Q: My Thief won't learn magic... what gives?
    A: Some characters may not use magic. As well, some characters are restricted
    to one class of magic. There is no way to change this.
    Q: How do I cross lava / water pits?
    A: You must acquire 'Marks' to cross them unharmed, otherwise your characters
    will die upon attempt. Please consult the walkthrough for more information.
    Q: My party moves slowly, and makes a footstep sound every time they walk. Also,
    one of my characters dies after a few steps. What happened?
    A: This indicates that someone in your party is sick. (which happens randomly)
    To remedy this, seek out a healer from a nearby town.
    Q: My characters just die randomly... what's going on?
    A: This may be due to a number of reasons -- is your party well-fed, is your
    party sick, are you attempting to walk through lava or water? Be sure to keep
    a good stock of food, which can be bought from any town grocery. This will
    prevent your characters from starving, or becoming sick. As well, sharing your
    food (with the 'Food' command -- press select on the menu to access it) comes
    in handy.
    Q: My character "turned to ash." How do I revive him / her?
    A: Once a character turns to ash, you may not revive that character through
    standard methods. If you have access to the Divine spell, 'Recall,' then you
    may revive the character with it. Otherwise, it is impossible.
    Q: How do I access all of the menu commands?
    A: There are a few extra commands which you do not see while bringing up the
    menu. Pressing select will display them. This also applies to the magic menu.
    Q: What does the 'Horse' command do?
    A: There are stables located in the town of Dawn. If you purchase horses there,
    this command will allow you to mount and dismount them, for easier land
    Q: I see 'Heal' on my spell menu twice. Is this a glitch?
    A: No. The second Heal, on the second page of your spell inventory, is simply
    a more effective version of the original Heal spell.
      8.) Credits & Permissions
    GameFAQs         - Hosting
    James Dziezynski - Information resource (GameFAQs)
    RPGClassics.com  - Information resource
      Teran - Maintains the Ultima: Exodus Shrine at RPGClassics
    FCEUltra / FCEUXD Projects - NES emulation, for information purposes
    All Ultima designers, and intelligent property logos
    In the spirit of open information sharing, please feel free to use this document
    as a general resource. As well, free distribution and placement of this guide is
    encouraged. Please respect and credit my information resources, however.
    This document was composed using TextPad 4.7.3: 32-bit edition for Windows.

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