
After recovering the Exotic Weapons and Exotic Armour, they make their final assault on the Isle of Fire. With the help of the Time Lord, the group is able to learn the secret of Exodus' vulnerability.

Together, they travel through the land, solving the mysteries of Exodus and its fortress, before finding the Four Cards on the lost island of Ambrosia. This time however, the hero has three companions to survive against Exodus' hordes. The player returns as the Stranger for a third time to save the world from this new evil. Beginning a campaign of terror, an island arises from the sea and evil creatures and pirates begin to invade the land. Exodus, their offspring and creation, whose very nature is difficult to classify, wants vengeance for the destruction of its creators.

Spoiler warning: Plot and/or ending details follow.Īfter the end of Mondain and Minax, the people of Sosaria are allowed to believe that the evil, and all its aftereffects, have been eliminated. To this end, any parts of the overhead view are blanked out, if the party should be unable to see them due to obstructions.įor details about character attributes in this game, see Character attributes in Ultima III. This is the first Ultima game to constrain the player's vision to line-of-sight. The world of Sosaria has become more complex, with the player now guiding a party of four.

This is a turning point in the Ultima games – a big step from the hack-n-slash of the earlier installments. The story of the game is much more straight-forward, and more puzzle-solving is involved. Compared to Ultima II, the complexity and seriousness of the game is clearly much more developed.
