Ultima III Part 3
Ultima III: Exodus
Part 3
Alright, these last few days have been hectic, so I was slow to get stuff done on the Ultima LP front. Wednesday night and Thursday night I played heavily and managed to beat the game. I will probably have to break my coverage of it into two parts because of its length.
Anyway, since I have already shown a large chunk of the game, I might as well come out and reveal all of the mechanics and "mysteries" of the game. I have covered some of this material before, but I want to get it all out in the open. Let's start from the basics. Ultima III is a fantasy cRPG where the player controls a group of up to four (and there is very little reason not to have four) characters that s/he has generated. The player can choose from five races (human, elf, dwarf, bobbit, and fuzzy), eleven classes (alchemist, barbarian, cleric, druid, fighter, illusionist, lark, paladin, ranger, thief, and wizard), and three genders (male, female and other). The race details the highest number an attribute can be raised; the class effects the best weapons and armor a character can equip, and what attribute or attributes determines his or her pool of mana. Rounding out this are four attributes: strength, dexterity, intelligence and wisdom. Strength affects the damage done by a character's physical attack. Dexterity determines their chance to hit and dodge attacks (and traps). Intelligence just affects sorcerer spells (mostly by affecting the mana pool), and Wisdom does likewise for priest spells. Attributes can only be increased by offering gold at the shrines in the lost continent of Ambrosia; for each 100 gold offered, a character's attribute will increase by one. The magic system revolves around Mana, and a character can cast any spell in their type provided they have enough mana. There are two types of magic in the game: priest spells and wizard spells, and each type has sixteen spells each. Characters gain EXP from slaying monsters, and with every 100 exp they gain, they go up in level. The only benefit to leveling-up is that, when the character talks to Lord British, he will increase their maximum HP to 100*current_level+50; however, he will only do this up to level 25 (maximum HP for all characters = 2500), so there is no point in leveling-up beyond that. Unlike in the past games, HP now has a maximum limit; however, healing spells (and services and fountains in dungeons) have been added to make achieving the maximum current HP easier. As always, each character must have a supply of food which will be used up as they travel, and if their food stores reach zero, they will starve (which means they will take damage every few turns). Another, similarly functioning status-effect, poison, has been added to the series; a character can be poisoned from fountains in dungeons, trapped chests, and enemy attacks. Each character will also keep their own store of food, pile of gold, keys, gems, torches, weapons, armor, etc. However, these things may be traded among party members with the
Hand command.
Like in the past, the game has two modes: overhead (for exploring the overworld and towns) and a first-person perspective (for dungeons). When a hostile creature is encountered, the game switches to a battle map. The game is turn-based, and each party member is given the chance to move one space or perform one action (attack, cast a spell, equip a different item, etc.); then it is the enemy's turn to do likewise. In the overworld, monsters will appear randomly and chase the player across the screen.
The dungeons, however, feature random pop-up encounters a la
Wizardry et al. The dungeons now have various traps as well as marks, fountains (that either heal a character, poison him, or do nothing), monsters and chests of loot (that are often trapped themselves). It also seems like >60% of the chests in this game are trapped. There are three traps in order of frequency: Acid (does damage to one character), Bomb (does damage to all characters) and Poison (poisons one or more characters). The dungeons are also dark now, so the characters require torches (or light spells) to see.
Two new stores have been added to the towns: healers and guild shops. Healers will heal a character's wounds, cure poison, or revive a fallen companion. When a character's HP reaches 0, s/he is dead. Revival (that can also be done with a priest spell) has a 50-50 chance of bringing them back from the dead or reducing them to ashes. Ashes can be restored (even though all later Ultimas say no) with the priest spell Anju Sermani that costs 75 MP and permanently reduces the caster's Wisdom by 5. The other store is a shop that sells keys (used for unlocking doors), gems (used for viewing a map of the area), torches (for lighting in dungeons), and powder (a time stop).
A player has only two transportation options in this game (apart from Moongates): horse and ship. Horses can be bought in some towns; ships can only be taken, and they appear randomly (and rarely I might add). A horse just moves a bit faster on the world map and reduces food consumption. A ship allows travel by sea and allows the player to attack a creature from afar with cannons. Unlike previous games, a monster killed by cannons will not yield XP or gold. A ship will not move when the wind is calm or it is blowing in the direction a player is trying to move. There are eight moongates in Sosaria, and each one corresponds to one of the phases of the two moons. A moongate will rise from the ground when the left number corresponds to it, and it will travel to the moongate corresponding to the number on the right.
The purpose of this game is to storm Castle Death and destroy Exodus. To do this, you will need a ship, four Marks (Kings, Fire, Force, and Snake), four cards (Love, Sol, Moons, and Death), four sets of exotic weapons and armor, and enough hitpoints and attributes to withstand the onslaught.
My mouth is tired. Let's play the game!
Here are some giants.
Here is a gem-view of the Sosaria overworld.
Here are some sea serpents. They have a ranged attack.
Uh oh! Wizards mean bad news!
Anyway, I grind in Yew for a little while longer.
I just noticed that the tavern in Moon is called the Blue Boar. This bar comes back in later Ultimas.
Anyway, let's hear some rumors.
I paid over 200 gold for this!
Anyway, I had enough of this, so I decided to scour the land in search of a ship.
I finally find one on the north coast, and I have a nice little chat with its crew.
The ship is mine! Now I will sail the seven seas in search of booty. ARRRRR!!!
Here is me preparing to give some unexpecting orcs a taste of lead balls.
Now that I have a ship, I can reach this village.
It is rather strange to name your fishing village after deer. Anyway, here is what the various townsfolk have to say.
Since my food was getting low, I restock here as well.
Here is a band of skeletons.
Finally, Frodo's Pontori spell works!
I now head to the eastern chain of islands to visit the town there. This is the "friendly" Devil that greets me.
Here is a gems-eye view of the place.
These are the only guards in the game that will accept bribes to leave me alone. However, due south of the entrance is a "secret" way to get around the guard and the door.To bribe them, I select the
Other command, select the character, type "bribe" and input the direction.
I don't get what something called Death Gulch is doing in a Tolkien rip-off; it would sound better in a Western.
I should come back here later when I can walk across fire.
To the south a bit is another "secret entrance"
I bribe this guard with 100 gold to get out of my way.
HOLY SHIT!! I HAVE HIT THE JACKPOT!!
Since one of the townsfolk suggested digging on islands, I do just that.
Nothing here either!
Hello Exotics!
Nothing!
Hello more exotics! I now have exotic weapons and armor for all my characters. I equip everyone with exotic armor, but I only equip Frodo and Furry with the exotic weapons. Sam and Gimli keep their bows because ranged weapons are more useful on the outside.
Here is the result of a successful casting of Repond by Furry on a pack of goblins.
Since I need healing before I loot Death Gulch again, I decide to scour the dungeons in search of a healing fountain. I first check the Perinian Depths, which is located just north of Death Gulch.
I search the first floor to no avail. I then head for the ladder down to the second level in the southwest corner of the floor. I discover a healing fountain in the northwest corner of the floor.
How wonderful, indeed!
Here is the result of another successful casting of Pontori.
After looting Death Gulch enough to give all characters 9999 gold, I decide to head for Ambrosia to improve my attributes. To do that, I have to sail the ship into a whirlpool. Finding it is a bitch!
I finally catch up to it near the Snake dungeon.
Uh oh! I need to find a new ship!
Here is an overview of this place.
In the bottom-left corner is a pseudo-maze that leads me to a clearing where a pirate ship attacks me.
After defeating the crew, it becomes my ship.
I sail it east past the whirlpool that leads back. I defeat the next ship and unlock the gate.
A little ways north, I find a shrine.
This is the Shrine of Dexterity. When a character offers the shrine x*100 gold, it increases their dexterity by x. Right now, I just bump up Sam and Gimli's dexterity a bit.
I
Search the shrine for one of the cards.
I then head all the way to the north, then west, then south a bit to get to the Shrine of Strength.
On the way I am attacked by Manes. They are not too hard.
This is the only spot in the game where I am attacked by wild horses. No, they can't drag me away, either.
Here we are! I bump up Sam and Gimli's strength and get another card.
I now head to the northeast.
So this place is called Ambrosia, eh?
To the west is a lake that I hijack another pirate ship to cross.
Here we are again! As usual I search for cards.
I bump up Sam's intelligence a little and max out Fuzzy's.
It looks like a Balron is standing between me and the Shrine of Wisdom. As you can see by my HP, I am in no position to fight.
Oh well! It is just some Orci.
I use Fuzzy's nameless spell to kill all of them.
I then search the shrine for the last of the cards.
I raise Gimli's wisdom a bit and max out Frodo's.
Look ma! I'm playing with a full deck!
I am done here right now, so let's head back to the whirlpool.
I arrive back in Sosaria safe and sound!
In the next update, I will probably finish the game.