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Special thanks: Wolfgang Abenteuer, DragonAtma and KopeofOnrac
______________________________________________________________________________

LINE COLUMN BREAK AT 78 CHARACTERS..........................................78
Composed using TextPad 5.4.2: 32-bit Edition, Windows XP Prof., SP3 v.3300
No copyright. Feel free to redisitrbute, but -DO NOT- post it on GameFAQs.
______________________________________________________________________________

This document is printer-friendly. Each section is organized according to page
number. You may need to adjust the spaced gaps manually before printing.
______________________________________________________________________________

- Table of Contents -                                                Page Num.
______________________________________________________________________________

Game Background   ·················································   .[ 1]
Character Creation   ··············································   .[ 2]
Playing the Game   ················································   .[ 4]
Equipment and Spells   ············································   .[ 6]
Enemies   ·························································   .[ 9]
Strategy Guide   ··················································   .[10]
Tips and Exploits   ···············································   .[12]

__                 ___________________________________________________________
   GAME BACKGROUND
______________________________________________________________________________

- Story (Taken from the Manual) -

"Eons ago, Lord British came unto the land of Sosaria. Since that time, it has
been united under his rule as the Kingdom of Britannia, and has gone through
two major crises. A few years ago, there were political upheavals among the
city states of the kingdom. The ringleader of this political instability was
Mondain, the Magician. Under his horrible rule, the people's lives were
devastated. A valiant warrior was called forth from another world by Lord
British. This warrior finally overthrew Mondain."

"Britannia survived the first crisis, but peace in the Kingdom of Britannia
did not last long. Minax, the Witch, a disciple of Mondain, became very
powerful and ruled the world of darkness. Minax had power to sway the time
axis of the universe; however, a legendary hero again came to the rescue,
overthrew Minax. and brought peace back to the kingdom."

"The Kingdom of Britannia entered into a peaceful state for another twenty
years. Now, the kingdom is about to face its third crisis. Rumors abound about
a fiery island which has emerged in the southwestern seas. Little is known of
the evil that dwells there. It is known only as Exodus. Mondain and Minax have
cast a spell on Exodus, this island of fire, and the little-known island has
started volcanic activity."

"Lord British has sent out a call across time and space in search of four
valiant warriors. Their quest: To return peace to the kingdom. They must solve
the riddle of Exodus. You are the leader of this quest."


                                                                    .[PAGE  1]


__                            ________________________________________________
   CHARACTERS AND PROFESSIONS
______________________________________________________________________________

In the character creation menu, you'll have the option of creating your own
characters, or having the computer generate "READY-MADE" characters for you.
(which produces terrible results) An adventure party will consist of four
characters at a time, although you may still create and store additional
characters in a character roster. (as many as 20 characters total) You may
freely swap characters between your roster and your adventure party by
returning to the character creation menu and selecting "FORM PARTY."

This feature will come in handy when you need to train new characters, because
the power level of monsters that appear on the surface world depends on the
level of your party. If you swap your high-level characters for low-level
characters, then your party will only encounter weak enemies. (unless you
venture into a deadly dungeon)

When you create a character, you will need to choose a race, then a
profession. The race of a character simply determines the limit of their major
attributes, while profession determines which equipment and spells are
available to the character. Choosing the right combination is mostly important
                   for magic-users, as those with low INT or WIS
- Races -  Max. Abil. Scores   have access to fewer spells.

Abbr.      /STR/DEX/INT/WIS    - Character Status States -
----------+---+---+---+---
[H] Human | 75| 75| 75| 75  Abbr.         / Description
[E] Elf   | 75| 99| 75| 50  -------------+------------------------------------
[D] Dwarf | 99| 75| 50| 75  [G] Good     | Good health!
[B] Bobit | 75| 50| 75| 99  [P] Poisoned | HP will decrease with each step.
[F] Fuzzy | 25| 99| 99| 75  [C] Cold     | Food will be consumed more rapidly.
                            [D] Dead     | Character can no longer fight.
 - Character Professions -  [A] Ashes    | Character is physically destroyed.

Abbr.            /Access to magic       /DEX bonus
----------------+----------------------+----------   * The U.S. manual
[F] Fighter     |  n/a                 |  n/a        specifies that the Thief
[P] Paladin     | Half Will Power      |  n/a        has no DEX bonus, while
[B] Barbarian   |  n/a                 | ordinary    the Wizard has a superior
[C] Cleric      | Full Will Power      |  n/a        DEX bonus. Other sources
[W] Wizard      | Full Magic Power     |  n/a *      claim that the converse
[I] Illusionist | Half Will Power      | ordinary    is true. The manual
[D] Druid       | Greater half of both |  n/a        possibly contains errata.
[T] Thief       |  n/a                 | superior *
[L] Lark        | Half Magic Power     |  n/a        In my experience, the
[R] Ranger      | Weaker half of both  | ordinary    Thief -is- much better at
[A] Alchemist   | Half Magic Power     | ordinary    disarming traps.

DEX bonus determines how effectively a character may disarm traps when opening
a chest, and each chest has a ~50% chance of being trapped. (thanks, Wolfgang)

Professions automatically gain access to spells, depending on their total MP.
(total INT and WIS values, depending on which system of magic they use) If you
have a Cleric with 20 WIS, for instance, then she has access to every Wisdom
Power spell up to "Rise." Characters indicated to have half of a system of
magic only gain half as much MP, and therefore, half as many spells. A Lark
with 99 INT, for instance, has access to every Magic Power spell up to
"Cleric." See the spell tables later in the guide.


                                                                    .[PAGE  2]





__                    ________________________________________________________
   CHARACTER ANALYSES
______________________________________________________________________________

"Fighter"     [****·]      "Paladin"     [*****]      "Barbarian"   [**···]

Your typical "everyman"    Good equipment access,     Imagine the Fighter with
of the party. He can       and a few Will Power       access to much fewer
equip anything, but lacks  spells to boot!            equipment options.
access to any magic.
 Suggested race: Dwarf      Suggested race: Bobit      Suggested race: Dwarf

"Cleric"      [*****]      "Wizard"      [*****]      "Illusionist" [**···]

A pretty terrible          Virtually no equipment     A weaker version of the
fighter, but has access    access, but has access to  Cleric, but with her own
to all Will Power spells.  all Magic Power spells,    DEX bonus. Honestly, a
which are quite powerful.                             terrible profession.

 Suggested race: Bobit      Suggested race: Fuzzy      Suggested race: Bobit

"Druid"       [***··]      "Thief"       [***··]      "Lark"        [*****]

Limited access to both     Fair equipment access      Can equip any weapon,
magic systems, but MP is   and awesome DEX bonus,     and has access to some
determined by the          but Clerics are better     Magic Power spells. A
stronger of INT or WIS.    at disarming traps.        very adaptive character.
 Suggested race: Fuzzy      Suggested race: Elf        Suggested race: Fuzzy

"Ranger"      [*****]      "Alchemist"   [*····]

The "jack-of-all-trades."  Frankly, the worst
Good DEX bonus, fair       character in the game.
equipment, and can do      Don't bother, unless you
healing, too.              want a challenge.
 Suggested race: Human      Suggested race: Fuzzy
______________________________________________________________________________

For those just starting the game, I would recommend the following party:

  Bobit, Paladin  10 STR | 15 DEX | 25 WIS |  0 INT  Outfit this party with
  Human, Ranger    5 STR |  5 DEX | 20 WIS | 20 INT  ranged weapons, where
  Bobit, Cleric    5 STR | 20 DEX | 25 WIS |  0 INT  possible.
  Fuzzy, Lark      5 STR | 15 DEX |  5 WIS | 25 INT

Physical power isn't a major concern, as STR doesn't have a substantial
influence on attack power, anyway. You'll want to focus on ranged attacks, as
this allows your characters to keep their distance from enemies. It's also
good to have mixed DEX bonuses and spell-casting capabilities. With this
party, you'll have full access to the Will Power System of spells, which
is essential for survival.

NOTE: For the Lark, some people also prefer Elf as the suggested race. This
means a higher STR and DEX capacity, but access to fewer Magic Power spells.
If you think this would be more suitable for your party, then it's your call.



                                                                    .[PAGE  3]
__                  __________________________________________________________
   PLAYING THE GAME
______________________________________________________________________________

                 - Overview of Controls -
           ___________________________________
          | ____________________            _ | [D-Pad] Move party / scroll
          ||  _                  Nintendo(R) || through menu options
          | _| |_  SELECT START     .     .  || [Start] Starts the game
[D-Pad] - ||_ O _|| [--]   [--] |(   ) (   ) || [Select] Open additional
          |  |_|  |_____________| ` B   ` A  || menu options or pages
          ||_________________________________|| [A] Confirm option / speak
          |___________________________________| [B] Cancel / skip turn

Special thanks to CMoriarty, whose ASCII art I used. (and modified)

                  -- The Heads-up Display (or "HUD") ---------------------------

, ----------.

||NAME GMFW || This window appears if the player does not press any buttons
||H0200 M10 || for a few seconds. It provides an overview of the party's
||NAME PFMW || current status, including HP, MP and general health.
||H0100 M00 ||
||NAME GMBF || The letters in the upper-right hand corners beside each name
||H0240 M20 || indicate status, gender, race and profession, in that order.
||NAME GFBC || The meaning of each abbreviation can be found in the various
||H0200 M10 || character tables earlier in this guide.
 '----------'                                            -- Interaction -----

As you explore the world of Sosaria, you'll encounter many NPCs and monsters
with whom you can interact in a number of different ways. When you press the
[A] button, the command menu will appear. While facing a target, you can issue
commands such as "TALK" or "FIGHT." Speaking with NPCs will provide valuable
information about your journey, and is essential to completing the game.

Bear in mind that you may also engage friendly NPCs in combat. Doing so will
prompt guards to converge on your party; but leaving the area and returning
will reset them to a friendly disposition.
                                              -- Combat ---------------------

Random enemy parties will often roam the surface worlds, and should they make
contact with your own party, a combat sequence will ensue. Use the [D-Pad] to
move characters, (one space at a time) or press [A] to open the command window
and unleash an attack, cast a spell or use one of your tools. Pressing [B]
will skip that character's turn.
                                    -- Treasure Chests ----------------------

Occasionally, you will encounter treasure chests. Defeated enemies (and NPCs)
will drop them in random locations, but some areas are already littered with
treasure. Treasure can be claimed by facing or standing over the chest,
opening the menu and selecting "GET."

There's a good chance that opening a chest will spring a trap, causing one or
more characters to suffer damage or an affliction. The "Open" spell is
available to any profession that has access to Will Power spells, and will
safely disarm any traps in a chest. If you open a chest in a village, there's
a chance that you will be caught stealing, which prompts guards to attack you
on sight.
             -- Saving Your Data --------------------------------------------

There are inns located in Castle British as well as the hidden city of Dawn.
Speaking with the innkeeper will allow you to save your data. (at no cost)
Note that inns - curiously enough - do not heal HP.

         [CONTINUED ON NEXT PAGE]                                   .[PAGE  4]



  -- Basic Survival ---------------------------------------------------------

Food is essential to the function of your adventure party, and is abbreviated
[F] in the heads-up display that details your party's status. Food can be
purchased from the grocers found in various villages, and purchased food can
be allocated evenly among all characters by opening the menu, pressing SELECT,
then using the "FOOD" command. Be sure to check your party's food supplies
often, as running out of food will cause HP to gradually decrease. Characters
who have contracted colds will consume food at a faster rate than normal.

Characters who have become poisoned or ill can be restored to normal health by
visiting healers found throughout villages. Different ailments cost different
amounts of gold to heal. Alternatively, you can neutralize poison with the
"Cure" spell, or remedy any ailment by drinking from a pure spring found in
some dungeons.
                 -- Moon-Gates ----------------------------------------------

In the upper left-hand corner of the screen is a display detailing the cycles
of the two moons that hang over Sosaria. Depending on their state, magical
portals known as "moon-gates" will appear on various locations of the map,
allowing your party to access areas that might otherwise be inaccessible. I'll
detail the important locations in the "Strategy Guide" section later in
the guide.
              -- Dungeons and Questing --------------------------------------

On your journey, you will need to venture into dungeons in order to procure
special treasures, marks and cards that are essential to the completion of the
game. Dungeon exploration is done in a first-person view, unlike the third-
person perspective found in typical exploration modes. Dungeons are quite dark
and will require the constant use of spells and torches in order to
provide illumination.

Dungeons tend to be littered with traps, monsters and dead-ends. It's probably
a good idea to map your progress, or refer to the maps and charts provided
on various websites. Remember that you can use magic to ascend / descend
through dungeon levels with relative ease, or to egress the party directly to
the surface world.

I don't suggest you consider exploring any dungeons until you've taken the
time to raise your party to level 5, sufficiently equip them for combat, and
raise a few of their attributes. Since dungeons tend to be quite lengthy,
you're likely to exhaust your party's food and health very quickly.

 -- Character Advancement ---------------------------------------------------

Every time a character earns 100 exp. points, they are eligible for an
increase in level. Speak with Lord British and he will promote that character.
Each promotion results in +100 HP, but doesn't affect other attributes. At
first, characters may only be raised to level 5. In order to be promoted to
higher levels, you must explore dungeons and brand your characters with
the "Mark of Kings," allowing them to advance as high as level 25.

Other attributes (STR, DEX, INT and WIS) are increased by traveling to the
land of Ambrosia and donating gold to the various shrines found there. This is
a fairly grueling task that you'll have to complete several times during your
journey, but you can shorten your trips by: a.) Abusing Compass Hearts, and
b.) Stockpiling plenty of gold before you visit the shrines.



                                                                    .[PAGE  5]



__              ______________________________________________________________
   WEAPON TABLE
______________________________________________________________________________

Most weapons can be purchased from any weapon shop, while weapons that appear
after the "Broad Axe" can only be purchased from the weapon shop in Dawn.

[Att.] represents attack power, while [Rn.] indicates whether or not the
weapon is ranged. Character classes
are abbreviated.                       - Who can equip it -

              /Gold  /Att./Rn./F  /P  /B  /C  /W  /I  /D  /T  /L  /R  /A
-------------+------+----+---+---+---+---+---+---+---+---+---+---+---+---
Dagger       |    5 |  1 | * | O | O | O | O | O | O | O | O | O | O | O
Mace         |   30 |  2 | N | O | O | O | O | - | O | O | O | O | O | -
Sling        |   60 |  3 | Y | O | O | O | - | - | - | - | O | O | O | - All
Axe          |  125 |  4 | N | O | O | O | - | - | - | - | O | O | O | - shops
Blowgun      |  350 |  4 | Y | O | O | O | - | - | - | - | O | O | O | -
Bronze Sword |  200 |  5 | N | O | O | O | - | - | - | - | O | O | O | -
Spear        |  250 |  6 | N | O | O | O | - | - | - | - | - | O | O | -
Broad Axe    |  400 |  7 | N | O | O | O | - | - | - | - | - | O | O | -
-------------+------+----+---+---+---+---+---+---+---+---+---+---+---+---
Bow          | 1050 |  7 | Y | O | O | O | - | - | - | - | - | O | O | -
Iron Sword   |  800 |  8 | N | O | O | O | - | - | - | - | - | O | O | -
Glove        | 1200 |  8 | N | O | O | O | - | - | - | - | - | O | - | - Dawn
Halberd      | 2700 |  9 | N | O | O | O | - | - | - | - | - | O | - | - shops
Silver Bow   | 6550 |  9 | Y | O | O | O | - | - | - | - | - | O | - | - only
Sun Sword    | 4550 | 10 | N | O | O | O | - | - | - | - | - | O | - | -
-------------+------+----+---+---+---+---+---+---+---+---+---+---+---+---
Mystic Sword |  n/a | 10 | N | O | O | O | O | O | O | O | O | O | O | O Found
______________________________________________________________________________

* Although a melee weapon, the "Dagger" can be thrown at an enemy. Doing so
permanently removes it from the character's inventory.


__             _______________________________________________________________
   ARMOR TABLE
______________________________________________________________________________

Armor is listed in order of least to greatest defense power.

TIP: Don't waste any gold by purchasing armor, because you can outfit your
entire party with the Mystic
Armor as early as lvl. 5.     - Who can equip it -

          /Gold  /F  /P  /B  /C  /W  /I  /D  /T  /L  /R  /A
-------------+------+---+---+---+---+---+---+---+---+---+---+---
Cloth Armor  |   75 | O | O | O | O | O | O | O | O | O | O | O  Except for
Leather      |  195 | O | O | O | O | - | O | - | O | - | O | -  the Mystic
Bronze       |  575 | O | O | - | O | - | - | - | - | - | O | -  Armor, all
Iron         | 2500 | O | O | - | - | - | - | - | - | - | O | -  armor can be
Steel        | 6130 | O | - | - | - | - | - | - | - | - | O | -  purchased
Dragon Armor | 9250 | O | - | - | - | - | - | - | - | - | O | -  from any shop
-------------+------+---+---+---+---+---+---+---+---+---+---+---
Mystic Armor |  n/a | O | O | O | O | O | O | O | O | O | O | O
______________________________________________________________________________



                                                                    .[PAGE  6]



__             _______________________________________________________________
   TOOLS TABLE
______________________________________________________________________________

The following common tools can be purchased from any guild shop.

               /Gold / Description
--------------+-----+---------------------------------------------------------
Torch         |  30 | Briefly illuminates dungeons. Purchased in stocks of 5.
Magic Key     |  50 | Unlocks doors. Several will be needed to collect gold.
Gem           |  75 | Maps both of the surface worlds, as well as dungeons.
Sands of Time |  90 | Stops time for everyone but the party. Useful in towns.
Tent          | 100 | Restores 100 HP to each party member.
______________________________________________________________________________

Other tools act as key items, and are necessary to the advancement of the
game. None of these can be purchased - they must be procured.

                    / Description
-------------------+----------------------------------------------------------
Silver Pick        | Used to uncover the Mystic Sword on a small island.
Gold Pick          | Used to uncover the Mystic Armor on a small island.
Silver Horn        | Frightens away the snake that guards Castle Exodus.
Compass Heart      | Teleports the party to Castle British.
Flower of Ambrosia | Given to Sherry in exchange for a Compass Heart.
(Marks)            | Necessary to cross deadly obstacles unharmed. (e.g. lava)
(Cards)            | Necessary to finish the game sequence in Exodus Castle.
______________________________________________________________________________

                                             / Location of item
                              --------------+--------------------------------
  The corresponding           Silver Pick   | 8th level of Cave of Death
  locations of rare tools     Gold Pick     | Steal from armory in Dawn
  are indicated in the        Silver Horn   | Pray in the City of Yew
  table to the right.         Mark of Kings | 2nd level of Cave of Death
  The "PRAY" command must     Mark of Fire  | 2nd level of Cave of Moon
  be learned before some      Mark of Force | 8th level of Cave of Fool
  tools can be procured.      Mark of Snake | 8th level of Cave of Sol
                              (Cards)       | Pray at the shrines in Ambrosia

__                  __________________________________________________________
   SYSTEMS OF MAGIC
______________________________________________________________________________

MP values indicate the exact MP cost to cast a given spell. Exhausted MP is
gradually recovered as your party moves.

I've taken the liberty of splitting these tables to indicate which spells are
only available to characters with half magic efficiency. (e.g. Druids,
Paladins, Larks, Rangers, etc.) With 99 points in INT or WIS, they'll only
have access to 10 / 16 spells in either system.

[Use] is where the spell is cast - [Bat]tles [Dun]geons [Sur]faces [Any]where




         [MAGIC TABLES BEGIN ON NEXT PAGE]


                                                                    .[PAGE  7]





__                    ________________________________________________________
   MAGIC POWER SYSTEM
______________________________________________________________________________

          /MP  /Use  / Description
---------+----+-----+---------------------------------------------------------
Repel    |  0 | Bat | Instantly slays orcs and goblins. Great for experience.
Missile  |  5 | Bat | A ranged attack that inflicts light damage.
Light    | 10 | Dun | Acts like a torch, briefly illuminating a dungeon.
Descend  | 15 | Dun | Transports the party down to the next dungeon floor.
Ascend   | 20 | Dun | Transports the party back up, or to the surface itself.
Flame    | 25 | Bat | A ranged attack that inflicts medium damage.
Trans    | 30 | Sur | Randomly warps the party to another part of the surface.
PSI      | 35 | Bat | A ranged attack that inflicts major damage.
Bright   | 40 | Dun | Similar to the "Light" spell, but with greater duration.
Cleric   | 45 | Any | Grants access to Will Power spells, up to "Heal (2)"
---------+----+-----+---------------------------------------------------------
Poison   | 50 | Bat | Inflicts light damage on multiple enemies.
Kill     | 55 | Bat | A ranged attack that targets larger monsters.
Stop     | 60 | Any | Stops time for everyone but the party. Useful in towns.
PSI Kill | 65 | Bat | Inflicts damage against multiple, larger monsters.
Rot      | 70 | Bat | Reduces enemies to 1 HP.
Death    | 75 | Bat | Similar to the "Repel" spell, but targets any monster.
______________________________________________________________________________

__                   _________________________________________________________
   WILL POWER SYSTEM
______________________________________________________________________________

      /MP  /Use  / Description
---------+----+-----+---------------------------------------------------------
Undead   |  0 | Bat | Instantly slays skeletons and ghouls. Great for exp.
Open     |  5 | Any | Safely opens a chest without risk of springing a trap..
Heal     | 10 | Any | Restores around 20 - 50 HP to a single character.
Glow     | 15 | Dun | Acts like a torch, briefly illuminating a dungeon.
Rise     | 20 | Dun | Transports the party back up, or to the surface itself.
Sink     | 25 | Dun | Transports the party down to the next dungeon floor.
Move     | 30 | Dun | Randomly warps the party to another part of the dungeon.
Cure     | 35 | Sur | Neutralizes poison in an afflicted character.
Surface  | 40 | Dun | Draws the entire party out of a dungeon.
Star     | 45 | Dun | Similar to the "Glow" spell, but with greater duration.
---------+----+-----+---------------------------------------------------------
Heal (2) | 50 | Any | Restores around 100 - 250 HP to a single character.
Map      | 55 | Any | Maps both of the surface worlds, as well as dungeons.
Banish   | 60 | Bat | A ranged attack that inflicts major damage.
Raise    | 65 | Sur | Raises a dead ally, but can fail and turn them to ash.
Destroy  | 70 | Bat | Inflicts major damage on multiple enemies.
Recall   | 75 | Sur | Recalls a character who has been turned to ash.
______________________________________________________________________________

* The second "Heal" spell appears on the second page of a character's spell
inventory. (accessed by pressing SELECT) It's named after the original "Heal"
spell, but is, in fact, a different spell.





                                                                    .[PAGE  8]






__         ___________________________________________________________________
   ENEMIES
______________________________________________________________________________

The game determines which enemies appear based on character levels. If your
party is around level 5, for instance, then you're going to see Manes,
Gargoyles, etc. in addition to earlier enemies. It's a good idea to keep your
levels balanced so that exploration doesn't become too dangerous.

 - Level 1+ Encounters -   - Level 3+ Encounters -

           / HP    /exp.             / HP    /exp./ Special
----------+-------+-----  ----------+-------+----+----------------------------
Goblin    | 19- 33|  3    Thief     |123-133|  5 | Steals unequiped items
Orc       | 19- 33|  3    Brigand   |123-137|  5 | Steals unequiped items
Skeleton  | 35- 48|  4    Titan     |107-121|  6 |  n/a
Ghoul     | 35- 49|  4    Giant     |107-118|  6 |  n/a
                          Golem     |107-120|  6 |  n/a
 - Level 5+ Encounters -
                                         -Level 7+ Encounters -
           / HP    /exp./ Special
----------+-------+----+-------------             / HP    /exp./ Special
Mane      |175-189|  8 |  n/a           ----------+-------+----+---------------
Gargoyle  |175-189|  8 |  n/a           Snatches  |187-201| 10 | Poison spell
Demon     |175-188|  8 | Poison spell   Bradles   |187-201| 10 | Poison spell

 - Level 9+ Encounters -

           / HP    /exp./ Special
----------+-------+----+--------------
Griffin   |  219  | 15 | Attack spell      All of the enemies in this section
Wyvern    |  219  | 15 | Attack spell      appear on dry land. (e.g. the
Dragon    |  219  | 15 | Attack spell      surface worlds)
Balron    |  235  | 20 | Poison spell
Devil     |  235  | 20 | Poison spell
______________________________________________________________________________

 - Level 5+ Encounters -

           / HP    /exp.                   / HP    /exp./ Special
----------+-------+----         ----------+-------+----+----------------
Pirate    |145-159|  8          Serpent   |219-233| 15 | Missile attack

 - Level 7+ Encounters -

           / HP    /exp./ Special        All of the enemies in this section
----------+-------+----+--------------   appear on the seas.
Man-o-War |235-249| 20 | Poison spell
______________________________________________________________________________








                                                                    .[PAGE  9]


__                ____________________________________________________________
   STRATEGY GUIDE
______________________________________________________________________________

This is a brief walkthrough detailing the steps necessary to complete the
game. I haven't outlined too many specifics, nor have I drawn maps. (there are
several very detailed maps available online) This is basically a step-by-step
guide that will indicate which areas need to be visited, the gist of how to
get there, and what needs to be done along the way.

Remember that, since Sosaria is a fairly open game world, there are
significant detours you can take, and the order in which you perform important
tasks doesn't necessarily have to be linear. If you think your party has
become experienced enough, feel free to take a break from the main quest and
explore any of the towns or dungeons that I haven't documented here. Many of
these areas contain a lot of treasure!

 -- [STEP 1: Commandeering a Pirate Ship] -----------------------------------

* Accumulate gold and exp. points by defeating the low-level enemies that roam
the surface of Sosaria. The "Repel" and "Undead" spells will make quick work
of these creatures, and each cost 0 MP to cast.

* Consider purchasing ranged weapons (e.g. "Sling" and "Blowgun") from the
shops, as ranged attacks make battles easier.

* When each character has procured 500 exp. points, speak with Lord British.
He will advance each character to level 5, which is the maximum level for now.

* Pirate ships will begin to appear once your party has advance to level 5.
Face a pirate ship to engage the pirates in battle. Defeating them will allow
the player access to their own ship.

 -- [STEP 2: The City of Dawn - The Mystic Armor] ---------------------------

* Visit the hidden city of Dawn by taking 8 steps west from Castle British,
then 35 steps south. Press B repeatedly in order to cycle the moon phases
until both moons are new. Dawn will appear for a brief moment, but quickly
disappear when the moons begin to change phases again.

* Purchase a surplus of "Magic Keys" from the guild, as these will be
essential during later parts of the game.

* Save at the nearby inn before proceeding with the next step!

* Find the armory in the north section of the city. Face the treasure chests
and use the "GET" command to steal gold. One of the chests will contain the
"Gold Pick." Return to the inn, save the game, reload, and repeat these steps
until each character has one. This is also a good way to accumulate gold early
in the game.

* Leave the city, board the ship and find a 2-tile island just east of Dawn.
Reference a map of Sosaria if you have trouble locating the island. Have each
character use the "Gold Pick" in order to unearth the "Mystic Armor" hidden
there. The armor may be equipped by any profession, and is the most powerful
armor available in the game.


         [CONTINUED ON NEXT PAGE]


                                                                    .[PAGE 10]

 -- [STEP 3: Ambrosia] ------------------------------------------------------

* Sail the ship into the maelstrom that wanders across the sea. This will
strand the party on the surface of Ambrosia.

* Go north, stop in the center of the second patch of grass, then head
directly west and south into a small cove. Have each character pick the
"Flower of Ambrosia." After you finish your business in Ambrosia, find Sherry
in the Royal City (south-west area, near the water) and have each character
give the "Flower of Ambrosia" to her. She will reward each of you with a
"Compass Heart," which can be used to teleport your party to Castle British.

* Visit the four shrines and donate gold in order to raise character
attributes. (STR, DEX, INT and WIS) Consult a map of Ambrosia for precise
directions to each shrine. Be sure to have a surplus of "Magic Keys."

* Commandeer another pirate ship near where your party entered Ambrosia, and
sail into the maelstrom in order to escape.

 -- [STEP 4: The Mark of Kings - The Mystic Sword] --------------------------

* Enter the "Cave of Death" slightly north-east of Castle British. Use torches
or illumination spells to banish the darkness.

* Find the "Mark of Kings" on the second level of the cave. It's located
behind a series of hidden passages. Branding each character with the mark will
allow them to be promoted to higher experience levels.

* Find the "Silver Pick" on the 8th level of the cave. Consider using the
"Descend" and "Sink" spells to reach the lowest floor more quickly. The
"Ascend," "Rise" and "Surface" spells will also make for a quick exit. If
these spells are not yet available to you, then I suggest you increase your
WIS / INT in the shrines in Ambrosia.

* Leave the cave and look for a 2-panel island just north of Castle British,
next to the island city of Fawn. (not to be confused with Dawn) There, each of
your characters may unearth their own copy of the "Mystic Sword."

 -- [STEP 5: The Other Marks] -----------------------------------------------

* Locate the "Cave of Moon." Travel south of where Dawn appears and find a
small enclave. Press B repeatedly until a moon-gate appears. Enter, and the
party will be transported to an enclosed area. Press B repeatedly until the
next moon-gate appears, but do not enter it. Repeat this step until the second
moon-gate appears, which will transport the party to the "Cave of Moon."

 (NOTE: You may want to buy a good stock of food before you spend several
 turns waiting for moon-gates to appear, as this process might take a while)

* Brand your party with the "Mark of Fire" on the second level of the cave.
This will allow characters to cross lava unharmed.

* Travel to the Cave of Fool directly west of where Dawn appears. Find the
"Mark of Force" on the 8th level. This allows characters to cross force
fields unharmed.

* Sail to the large island east of where Dawn appears and enter the Cave of
Sol. Find the "Mark of Snake" on level 8. This mark allows characters to use
the "Silver Horn." Note that the windy cave will make it difficult to keep
torches lit.

         [CONTINUED ON NEXT PAGE]
                                                                    .[PAGE 11]

 -- [STEP 6: The Silver Horn - The Four Cards] ------------------------------

* Travel to the City of Yew. It is located directly west of Castle British in
a large enclave.

* Learn the "PRAY" command at the temple found east of the city's entrance.
Head directly south and use the "PRAY" command in the center of the circle.
The player will receive the "Silver Horn."

* Return to Ambrosia and use the "PRAY" command at each of the four shrines to
receive the four cards.

 -- [STEP 7: Endgame] -------------------------------------------------------

* Return to Sosaria's surface and sail to the small island guarded by a giant
snake. Use the "Silver Horn" to frighten the creature away and gain access to
Castle Exodus.

* Ranged weapons, as well as the "Sands of Time," do not function here. Be
sure to equip each of your characters with melee weapons before proceeding.

* Farther into the castle, the party will encounter invisible enemies.
Although difficult to target, they have fairly low HP and miss very often.

* Explore the castle. Find the northernmost region, which is considered an
altar. Use the "PRAY" command in order to arrange the four cards in the
sequence of LOVE, SUN, MOONS and DEATH. This will seal Exodus, but also prompt
the destruction of the castle. Grab the ankh and rush your party out before
they're destroyed.



__                   _________________________________________________________
   TIPS AND EXPLOITS
______________________________________________________________________________—Death Gulch -------------------------------------------------------------

You can find Death Gulch on a small peninsula slightly southwest of Castle
British. Using a couple of "Magic Keys," make your way westward into the city,
then south. You'll find a small, labyrinthine path leading to a merchant's
storage room. This is one of the easiest areas from which to pillage large
amounts of gold. Using the "Compass Heart" will provide a quick escape in the
event that your party is caught stealing.
                                             -- Free Resurrection -----------

If the entire party has perished, Lord British will resurrect the party leader
without any cost to the player. This can be exploited by first creating three
disposable characters, placing whichever character you desire to resurrect in
the leader position, then killing the entire party. It's a rather tedious
process, but it can save some gold in the long-run.
                                                       -- Spell Targeting ---

The "Repel" and "Undead" spells tend to be hit-or-miss, but will almost always
eliminate enemy parties if you cast them while the enemy animation is on its
second frame. (i.e. when the ghoul opens its mouth, or the goblin lowers
its stick)


         [END OF DOCUMENT]


                                                                    .[PAGE 12]
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