By Al Giovetti
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Ultima III Walkthrough
Written by: Leon McNeil
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.
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.
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.
David Joerg <email@example.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
Village Rumors & Misty Writings
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
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