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Game Info

Cover art of Ultima: Exodus
Platform
NES
Genres
Role-Playing
Developers
Origin Systems
Publishers
Pony Canyon
Release date
October 9, 1987

Summary

Ultima: Exodus drops the classic computer saga onto the NES as a completely self‑contained adventure, so you don’t need to have played the earlier titles to jump in. At the start you can either let the system roll a random party or spend time crafting your own heroes from a surprisingly deep roster – eleven classes and five races, each with individual stats that can climb to level 25. The game expands the usual top‑down wanderings with solid‑3D dungeon sections and a new soundtrack that feels richer than the original Apple II score. Travel isn’t limited to foot; you can mount a horse or hop on a boat, the latter being the only way to reach the fiery island of Ambrosia where the monster Exodus waits. The NES remake also adds a ton of dialogue, a revamped menu, and an extra end‑game sequence that gives the final showdown a proper cinematic feel.

Storyline

After the Earth‑bound adventure of Ultima II, Ultima: Exodus brings the hero back to the original world of Sosaria. The new menace, Exodus, is a creation of the infamous villains Minax and Mondain; it is described as neither human nor machine and resembles a computer‑like artificial intelligence. At the outset Exodus is terrorizing the realm from his stronghold on the Isle of Fire, prompting Lord British to summon the player for a daring quest.
The journey takes the avatar through the lost land of Ambrosia, deep into Sosaria’s dungeons to collect powerful magical branding marks, and even into a search for the enigmatic Time Lord. The final confrontation requires gathering four magic (punch) cards and inserting them into Exodus’s mainframe in the correct sequence at his altar.
When the cards are placed correctly, Exodus is destroyed and the game ends instantly, ending with a prompt to “REPORT THY VICTORY!” to Origin.

Edited by Maya Carter

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  • Screenshot 1 of Ultima: Exodus

Multiplayer

Game modes
Single