I decided on a change of tack - rather than systematically "lawnmow" the remaining map, I'd seek out my remaining companions first. The sooner I get them, the sooner they can enjoy the benefits of experience points that we accrue while exploring.
My four companions so far were all found in major cities. The remaining three must also be found in major cities. And each major city is in proximity to a moongate. Therefore, I would use the moongates to hasten my search. Four moongate locations remained unexplored, and one of them happened to be in a clearing just to the northwest of Yew!
I took it to another unexplored moongate location - Valorian Isle, far southwest of the mainland.
Valorian Isle is actually three small islands. The moongate leads to the middle which is the largest of them, and is the location of the city of Jhelom and not much else but a lot of mountains and swampland.
- Guards at the entrance tell me that the passages to the north and south are restricted. I can't see a way to get to them without murdering the guards, which is something we don't do any more.
- A lot of fighters walk around and speak of valor.
- One fighter, 'X', seeks the red stone.
- Another tells me to ask Aesop of the mantra.
- A wounded fighter at the healer's tells me of the dungeon Destard.
- The weapon shop sells crossbows made by Iolo. I buy two of them for $1200, leaving me with $353. These go to Iolo and Jaana.
- The armor shop sells chain and plate in both normal and magic varieties. I have no budget for any of that right now, but I note that magic plate costs an astounding $7000.
- Aesop is found in the trees south of the armory, and tells me the mantra is RA, and the shrine is on the island to the south.
- After tipping at the pub and inquiring about sextants, I learn that guild shops sell them, but you have to ask for them.
- A few of the doors at the inn are locked.
I presumed that Jhelom's recruitable fighter was renting one of the rooms at the inn. As the whole point of this trip had been to recruit Jhelom's fighter, I figured I'd take a detour to Vesper to buy some magic keys, but first, I rode the moongate to a location not on the map, corresponding to the waning crescent phase.
Magincia is a horrible place, festering with sewage and crawling with snakes and undead. I'm too low on curative reagents to explore it properly.
The reason I'm here, though, is to meet the shepherdess Katrina, the sole survivor of Magincia's prideful calamity. She tells me that pride thrives when truth, love, and courage are absent, and humility must prevail over pride. She joins, and I give her a spare sling as a suitably humble weapon.
From this unknown corner of the world, I can moongate to the last unvisited location - a chain of islands off the coast of Spiritwood, which I had previously seen from the other side of the channel.
The first of these islands is the location of our last unvisited city - Skara Brae.
- A beggar on the northwest corner of town tells me that the ankh knows of the rune and her friend Ambule knows the mantra.
- Shamino the ranger camps by the ankh in the middle of town, but won't join me until I am more experienced.
- A mage by the ankh tells me that Magic Missiles only need one part of sulfurous ash.
- The ankh does indeed speak, but will not speak of the rune until I know the mantra.
- Ambule bets on the north side of town outside the herb shop, and sends me to find the child Barren for the mantra.
- Barren is on the east side of town by a stream, and tells me the mantra is OM.
- Knowing the mantra, the ankh reveals that the rune is found in Britannia's treasure chamber, and also that to find the shrine I must enter the "gate of full moons."
- A powerful mage at the herb shop tests my knowledge of reagents, and directs me to the barkeep in Vesper to ask about nightshade.
- The vendor sells the usual reagents, but only blood moss is competitively priced at $4 each.
- A ranger in the northeast section of town tells me that the white stone is missing from the dungeon Hythloth, and directs me to ask of it at the bar in Trinsic.
- The food shop has the best food prices yet at $20 for a pack of 25. My party needs more food as it keeps growing, so I buy about 600 rations, costing me almost every cent I've got left.
I compiled the best prices for each reagent:
- $2 for sulfurous ash (Moonglow & Skara Brae)
- $4 for ginseng (Paws & Skara Brae)
- $2 for garlic (Paws)
- $3 for spider silk (Moonglow)
- $4 for blood moss (Skara Brae)
- $7 for black pearls (Paws)
And then I rode the moongates back to Britain to heal and check my progress.
- Honesty - Ready for elevation.
- Compassion - Some
- Sacrifice - Little
- Spirituality - Some
- Humility - Ready for elevation
- Honor - Some
- Valor - Ready for elevation
- Justice - Some
Compassion improved, and humility joined honesty and valor in the virtues for which I am ready to ascend, but problems remain with each. I haven't got the runes for any of them, I haven't found the shrine of honesty, I do not know the mantra of humility and suspect that I will need to scour Magincia to find it.
My todo list - I am keeping some detailed notes beyond what I write in these pages - keeps growing, but one thing is certain. I'm going to need lots more gold. But while I'm here in Castle Britannia, there's one task I can accomplish for free.
The shrines never said anything about lifting rocks. |
Here's a tip that I wouldn't classify as a spoiler, since it affects only how much time you'll spend playing the game: consider holding off on recruiting too many companions until much later in the game. The reason is that for random encounters, the number of monsters the game generates on the combat screen is proportional to the number of party members. Since combat is time-consuming, you may find yourself spending an inordinate amount of time on it with a full (or nearly so) complement of companions. This can lead to fatigue and boredom. It's more efficient to beef up just your main character (maybe with just a handful of helpers) and then bring on the rest later. The powerful, experienced characters will be able to protect the newer ones as they level up (though even that isn't strictly necessary).
ReplyDeleteThat explains a lot. It might be too late for that, though, and it isn't really my style - it feels similar to deliberately playing badly in a game with adaptive difficulty in order to trick it into going easy on you.
DeleteBecause Money is the root of evil, breaking into Britannia's treasury and stealing all the gold would REALLY be a sacrifice! Right?
ReplyDelete