
Walkthroughs
By Al Giovetti
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Ultima III Walkthrough
Ultima III Walkthrough
Ultima III Walkthrough
This walkthrough is taken from an excellent old adventure guide, The
Book of Adventure Games (Arrays, Inc. ISBN 0-912003-08-1). The only
walkthrough I've seen for Ultima III is from the "Mines of Moria", an old
Apple II pirate BBS -- it's basically a chopped up version of this edition,
with various stupidity and inaccuracies added in. This version had some
inaccuracies also, but I corrected the more glaring mistakes; I've also
changed references that didn't make sense for the Mac version. Since the
book is no longer available (and mainly talks about games that are no
longer available either), I doubt there's anyone that would mind me putting
it up.
Obviously, this walkthrough contains SPOILERS, so don't read it
unless you either don't want to enjoy the game or you are hopelessly
stuck.
-Leon
ULTIMA III
There is no set solution to this game. It's long, even with these gold
and time saving clues. Try forming a party and transferring all food and
weapons to one member. This is best done within the Castle, avoiding
monsters with which you can't cope. Leave the town to save the game,
quit out of the game and then relaunch it, delete the empty character
shells, and create three more. Go to town and buy your front line men
bows; these have the major advantage of hitting targets from a distance.
Consider using a Cleric with 25 Wisdom points, as you'll need all the
healing power he can muster.
You'll be able to get to a maximum of 550 hit points, initially, by
(T)ransacting with the King, provided you have enough experience. With
your 550 points, go to the dungeon in the northeast corner of the island,
in the blackened area. You'll recognize it by its waterway. In the
first two levels, you should fine two "plates," which you should touch.
One yields the Mark of the King, and the other the Mark of Fire, which
permits you to walk through fire. With the Mark of the King, you can now
get up to 2,550 hit points, again provided that you have enough experience.
When you leave the Castle, go west 8 steps and south 34. When the moons
are in 0,0 conjunction, the town of Dawn will appear below you. In it
you'll be able to buy better armor and weapons, as well as the keys,
powders which negate time, and gems which permit a screen display of the
local area. More important, in the lower right corner are three guys,
each with important clues about Exotic weapons. After leaving, try to
find a ship if you don't already have one. Try digging on the two-square
island near the island town of Fawn.
Make your way to the town on the island east of the Mainland. You'll
recognize it by the bribable guard standing before a locked gate. You
can save the 100 gold bribe fee and a key by entering the maze south of
the main entrance. Go north at the first place you can, then straight
east as far as you can, and then north to inside the gate. Peer at a
Gem, and sketch the town, using the sketch to get into the town. Go west
to the locked gate. This one requires using a key. Go south to the
entry on the left side of the screen. Go west to the first north
possibility, west to the next south possibility, and west again. This
should put you next to a guard. Bribe him, unless you are strong enough
to kill off all the guards. To the west lies a treasure area, good for
about 1,100 gold (about 2,000 if you have the Mark of Force). It's good
to have a Thief who can grab the chests, and a Cleric who can heal him.
Repeat this process until you've got quite a load of gold, say 13,000 or
so.
Loaded with your gold and at least four keys, jump in your ship, find a
whirlpool storm and enter it. You'll be cast on the shore of another
island where there are four shrines. Here you can buy capability points
at 100 gold a pop. Peer at a Gem to get the lay of the land, and make a
rough sketch. The Shrine of Strength is in the southwest corner, reached
through the mountain entry way in the northwest corner. Work your way
south from there. You're on the right track if you encounter two sets of
wild horses. Keep going south from there. Be sure to <Search> at each
shrine.
The Shrine of Intelligence lies behind three locked gates in the
north-central area. Don't bother opening up the cages. Capture the ship
that's waiting for you and sail west to where you can disembark. The
Shrine lies behind the third gate. You reach the Shrine of Wisdom by
going north from the entry gate of the Shrine of Intelligence. Track
around to another locked gate. After the initial north and east travel,
work your way south and slightly east. Ignore the next locked gate you
see. The Shrine of Dexterity is in the southeast area. After entering
the dark area (to the right and north of your landing point), work your
way northeast.
Near the initial entry into this area you'll be able to go south.
Following that track gets you to the south shore of the Island, where you
must capture a Pirate ship. Using yet another key, sail through the
locked gate to the west and into the awaiting Whirlpool in order to get
back to the point at which you initially entered the Whirlpool. Several
trips between Death Gulch and Shipwreck Island [Ambrosia] should bring
your attributes up to a fairly impressive level, and will certainly make
your life easier.MP>
By now you should have at least two Marks and all four Cards. You'll
find the Mark of the Snake on the eighth level of the dungeon on the
large island east of the Mainland. Another Mark appears on that level.
If it isn't the Mark of Force which permits you to walk through force
fields, you'll find it in the west end of level 8 in the dungeon
surrounded by lava in the dark mountain area at the southeast end of the
island. Lastly, if you want to find the Lord of Time, look in the
northwest corner of level 8 in the dungeon locked in by mountains (which
you can only reach via the Moon Portals).
Once you have 2,550 hit points and all eight Marks and Cards, you're
ready for Exodus. "Ready" all of your party with Exotic weapons and
"Wear" Exotic
armour and sail up to the Snake in the center of the island on the
southeast corner of the Mainland. EVOCARE. It would be wise to
make a copy of the Roster file before entering the castle, as things
can get rough in there. Go as far to the west (or east) as you can, walking
through the Force Fields and Fire. Then head north, all the way up. As
you go along you'll have several fairly tough battles. [Note that you
can't use powder to negate time in Exodus Castle.]
In the upper central part you'll hit three sets of invisible enemies
(Floors), each of whom hit pretty hard. Use your Wizard's "P" spell or
your Cleric's "O" spell. To get the rest, line your men up abreast and march
up the room, attacking forward and to the sides. Each Floor panel will
only take one hit to kill when you find them. Watch which of your guys
is getting hit: he's the one nearest your foe.
Now the time has come. Move to the left of the machine that is Exodus.
Love, move right, Sol, move right, Moons,
right again and Death. That should do it, only to whom should
you "Report Thy Feat"???
David Joerg <dsjoerg@deshaw.com> writes:
I don't know why I remember this, but way way back when I won Ultima
III I saw that message. Somehow (I think it was included in the game
package) I had a phone number that you were supposed to call when you
won. I called the number and gave Origin the message, and they mailed
me a really nice certificate!
Ultima III Prophecies
Gold | Oracle Response |
100 | You'll learn of marks and playing cards and hidden holy
shrines. |
200 | Of marks there are but four - Fire, Force, Snake, King. |
300 | Learn their use in Devil Guard or death you'll surely bring. |
400 | Shrines there are but four to which you go and pray. |
500 | Their uses are innumberable and clues throughout I say. |
600 | Suits do number four, called Sol, Moons, Death, and Love. |
700 | Unto the Montors thou must go for guidance from above. |
800 | To aid thee in thy cryptic search, to dungeons thou must fare. |
900 | There seek out the Lord of Time to help you if he cares. |
Bartender Tips
Gold | Bartender Response |
7-9 | Thank you kindly. |
10 | Ambrosia, ever hear of it? |
20 | Dawn, the city of myths & magic. |
30 | The conjuction of the moons finds link. |
40 | Nasty creatures, nasty dark, sure thee ready before thee embark. |
50 | None return or so I'm told from the pool dark and cold. |
60 | Shrines of knowledge, shrines of strength, are all but lost
into the brink. |
70 | Fountains fair and fountains foul all are found in dungeons bowel. |
80 | Exodus: Ultima III which is next? Now could be. |
90 | Seek ye out the Lord of Time and the one way is a sure find! |
Village Rumors & Misty Writings
Cards are useful. | <Search> for Shrines. |
The King favors a Mark. | <Search> the Cards. |
Seek ye the Mark of Kings. | <Dig> carefully. |
You need a Mark to pass. | <Dig> up Exotics. |
Marks gained in Dungeons | <Dig> on Islands. |
Hot metal leaves a Mark. | Baby Bob: Bring me bucks. |
Marks are useful. | Seek the Jester in Castle Fire. |
A Mark helps invoke the snake. | Jester says: West-8
South-35 and await the dawn. |
Invoke the Silver Snake. | Lord of Time says: Love, Sol,
Moons, Death. All else fails. |
Conjuctions of moon finds link. | Circle of Light:
<Yell> EVOCARE. |
Only Exotics will protect you from great evil. | Exodus is
four as one. |
Seek the Shrines of Truth. | <Insert> Cards into Exodus. |
Seek ye the Dungeon of Fire. | Beware the Fires of Hell. |
<Pray> for the invocation. | <Pray> in the Circle of Light. |
Dawn lasts but a Moment. | |
Price Lists
WEAPONS ARMOR OBJECTS SACRAMENTS
------- ----- ------- ----------
Dagger 5 B Cloth 75 B Keys 50 Curing 100
Mace 30 C Leather 195 C Torches 5/30 Healing 200
Sling 60 D Chain 575 D Powders 90 Resurrection 500
Axe 125 E Plate 2500 E Gems 75 Recalling 900
Bow 350 F +2 Chain 6130 F*
Sword 200 G +2 Plate 8250 G*
2-H Sword 250 H Exotic free H*
+2 Axe 400 I*
+2 Bow 1050 J* MISC: Horses 4/800
+2 Sword 800 K* Attributes 1/100 at each Shrine
Gloves 1200 L*
+4 Axe 2600 M*
+4 Bow 6550 N* * Available only in the Towne of Dawn.
+4 Sword 4550 O*
Exotic free P
Moon Gate Destinations
Conjunction | From Moongate | To Moongate |
0,0 0,1 0,2 |
NE Corner NE Corner NE Corner |
NE Corner Cave Island 3 square area |
1,3 1,4 1,5 |
Cave Island Cave Island Cave Island |
South Coast 3 square area Castle |
2,6 2,7 2,0 |
3 square area 3 square area 3 square area |
Devil Guard Dungeon NE Corner |
3,1 3,2 3,3 |
South Coast South Coast South Coast |
Cave Island 3 square area South Coast |
4,4 4,5 4,6 |
3 square area 3 square area 3 square area |
3 square area Castle Devil Guard |
5,7 5,0 5,1 |
Castle Castle Castle |
Dungeon NE Corner Cave Island |
6,2 6,3 6,4 |
Devil Guard Devil Guard Devil Guard |
3 square area South Coast 3 square area |
7,5 7,6 7,7 |
Dungeon Dungeon Dungeon |
Castle Devil Guard Dungeon |
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