Showing posts with label Origin Systems. Show all posts
Showing posts with label Origin Systems. Show all posts

Tuesday, November 19, 2024

Ultima IV: Broke but honorable

I need gold. I've been getting it from beating up monsters above ground, but I need lots more - it's time to start looking for it underground. I can't just rob the treasury like in the last game - that's "unjust" and "dishonorable." Better to break into a daemon's lair, kill everyone, and take their gold - that's "valorous" instead.

But I'm definitely going to need torches to get anywhere, and probably some keys and reagents too. And that also costs money - and currently I have none.

Torches and keys are sold in Vesper, far on the east side of the continent, and there's no way to get there quickly. Much unmapped terrain remains between Britannia and Vesper - I decided I'd walk there and map out some uncharted geography along the way, and fight everything I see for as much petty cash as I can get.

A rough chart of my trip
 

As I near Vesper, I stop at the Shrine of Sacrifice to meditate. As suspected, CAH is the mantra here.

 

Unexpectedly, the bridge to the shrine caught me in a rewarding loop - trolls attacked, I'd kill them, get their gold, and another group would attack immediately afterward. This repeated three times, earning me about $120 in short order.

In Vesper, I go to the bar to ask about Nightshade. It takes some generous tips, but he eventually directs me to ask Virgil in Trinsic. I also follow up on the sailor's tip that sextants can be purchased at the guild - they can, but for $900 which I haven't got right now. Instead, I spend most of what I've got on torches, gems, and keys, and then ride back to Minoc to donate the rest of it.

Minoc's moongate just happens to correspond to the full moon phase, so while I'm here, I take the opportunity to enter during double full moons, and enter the shrine of spirituality. I meditate on OM.


And immediately re-enter the moongate on the very next phase to teleport to the Cape of Heroes, near Trinsic, where I have a few tasks to do.

First task - I use one of my magic keys to open the locked door at the inn.

Total waste - it just goes outside, dumping me back into the world map.


Next, I revisit Virgil, still hiding in his poison field, and ask about nightshade.


Third, I wander around until an orc spawns, beat him up for some gold, and then tip the bartender so I can ask him about the white stone.


I return to the moongate and take it to Castle Britannia. Now that I have magic keys, I can explore the jail and battlements. The guards don't seem to mind.

  • In the southwest cell, a mage Zorin tells me to seek help from anyone named Antos, found in the Lycaeum, Empath Abbey, and Serpent Castle, and ask of the bell, book, and candle.
  • In the southeast cell, accessed through a secret wall in the southern battlement, a blob creature called Reaper tells me of a "thing which can kill many" at Buccaneer's Den. I suspect this is the Skull of Mondain, which I'd been warned to never use.
  • The northwest cell holds a bunch of software pirates who warn me that a pirate can never become a true avatar.
 

British offered healing but no promotions, not even for poor level 1 Katrina.

I checked in with Hawkwind.

  • Honesty - Ready for elevation.
  • Compassion - Some
  • Sacrifice - Some
  • Spirituality - Some
  • Humility - Ready for elevation
  • Honor - Ready for elevation
  • Valor - Ready for elevation
  • Justice - Some

 

Doing better! Sacrifice improved, and honor is ready for elevation. And since I have the honor rune, I take the moongates to Trinsic and do it.

This takes about two minutes of waiting. I don't mind.

 

I'm still not completely sure how the shrines work. Multiple NPCs have told me to meditate for "1, 2, 3 minutes," but it seems to me that the first two steps are not necessary. If you are ready for elevation and meditate for three cycles, you gain an eighth, and if you aren't, then you get a clue regardless of how many cycles you meditate for.

 
My world map:

Monday, November 18, 2024

Ultima IV: Jhelom, Maginica, & Skara Brae

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.

Saturday, November 16, 2024

Ultima IV: Paws & Yew

Going north from Trinsic, up around two river basins and a swampland, was a village in the hills - Paws.

  • Lady Tessa and Lord Simon are found in the armour shop, and when asked about the mystics that Zircon sold to them, explain that only an eight-part Avatar may find them.
  • A secret door in the armour shop leads to a reagent seller, whose stock is no different from the one in Moonglow, but prices are different - I bolded the better deals.
    • $3 for sulfurous ash
    • $4 for ginseng
    • $2 for garlic
    • $9 for spider silk
    • $6 for blood moss
    • $7 for black pearls
  • Following the Trinsic mage's tip, I tip the bartender at Folley Tavern and ask about mandrake roots, and he bucks for a bigger tip. Eventually, he tells me to seek Calumny, who I know can be found in Yew.
  • A druid visiting the market for rations tells me that the castle hides a secret entrance to the depths below.
  • For $400, which is most of my gold at this point, I buy a horse. The stables are locked, though.
  • A young mage tells me that his master Mentorian lives in hidden village in Lock Lake, and will teach the Gate spell.


Not too much farther up the coast, Brittany Bay and the castle were in sight. My map didn't quite align right, so I had to chop the segments up a bit, leaving the southern region partially fractured - I intend to correct this later.

For now, I visited Lord British for healing and leveling - Julia, Dupre, and myself gained levels.

And I spoke to Hawkwind:

  • Honesty - Ready for elevation.
  • Compassion - None
  • Sacrifice - Little
  • Spirituality - Some
  • Humility - Some
  • Honor - Some
  • Valor - Ready for elevation
  • Justice - Some


Spirituality and honesty improved - often the townfolk will ask personal questions, and truthful answers improve your score in the latter category.

 

Much of Britannia remained unexplored still, and I ventured in a northwesterly direction to see what I might see. The horse, sadly, doesn't actually improve your speed. I'm not entirely sure what it does, in fact.

The dense, sight-blocking trees of The Deep Forest which dominates Britannia's northwest isn't much fun to map out, but it turned out to be necessary - the important city of Yew hides within.


 

Mapping out Yew is a bit annoying, but it's nothing compared to the 3,000 tree hell of its Sosarian version.

  • The guards tell me that justice is inspired by love and guided by truth.
  • A nameless druid tells me that the shrine of justice is to the northeast, and that I should speak to Talfourd of the rune.
  • A councilman outside the courtroom tells me that the druids chant the mantra.
  • Said druids around the campfire in the northwest quadrant chant "BEH."
  • Jaana is also found here, and joins the quest for justice. I immediately give her a spare sling and leather armor.
  • Talfourd sits in the hall of justice. When asked about the rune, he asks if I am completely innocent - I deny, and he tells me to search the jail cells.
  • The jailer directs me to the felons' cell and warns me to watch my back. The rune is hidden here, beside an ornery cellmate.


  • While I'm here, I visit the misdemeanants' cell, occupied by two beggars, who I donate to in an effort to raise my compassion score.
  • I visit the healers and donate some blood and money.
  • Calumny is found on the east outskirts of town. He tells me that mandrake root is found in the fens of the dead and the bloody plains, and that the quickness spell only requires one bloodmoss, not two as the spellbook claims.

 

The shrine of justice is a bit of a walk and, sigh, surrounded by swampland, but I go there to meditate.

That is barely different from what the shrine of honor said!


My world map:

Thursday, November 14, 2024

Ultima IV: In Trinsic properties

I had made a complete trip around the northern part of continental Britannia, and the next logical step was to venture south, around the southern border of the impassable Serpent's Spine and to the south bank of the Lost River. The dense groves of Spiritwood dominate the terrain here and block line of sight, impeding the mapping effort. A poisonous marsh also lies on the west bay.

Further south, around another river basin, a mountain range ends Spiritwood, and a fortress city can be seen on an unreachable island to the north. The peninsula continues south, and a bridge to the east crosses back into the main continent, whose terrain is rough and hilly going southward.

The Cape of Heroes, a tooth root-shaped coastal protrusion, lies at the very southern edge of this region, and a shrine is seen in some swamplands to the west, right up against some coastal mountains. Multiple islands are seen to the south.

The fighting during this session seemed less frequent than before, and easier than ever. Our HP reserves let me persist longer without rest, and Julia's magic axe is a hard-hitting thrown weapon which returns to her hand like Thor's hammer. Orcs and rogues rarely live long enough to enter melee range, and the rock-throwing ettins have lousy aim.

Heading north from the cape, I spot a moongate, and a new town - Trinsic.

  • The guards advise me that the town's leader, Dupre, will join honorable quests.
  • Dupre is found in the tavern and joins without hesitation. He is a paladin armed with a sword and wearing chain mail.
  • A fighter at the inn tells me that the shrine I saw in the swamplands is the shrine of honor.
  • Another man "Winthrop," wandering around trades in rumors, but needs a keyword prompt to tell me anything.
  • A door in the inn's upper room leads outside, but is locked.
  • A "searching" man tells me that the mantra is 'SUMM,"and that Winthrop knows of the rune. I return and ask Winthrop, and he directs me to speak to a child named Terrin.
  • A friendly skeleton hides in the trees south of the inn, and tells me he came from the "Shame" dungeon, but says little else.
  • A sailor in the weapons shop tells me to purchase sextants at Jhelom's pub.
  • The weapon shop sells bows - I buy two for Iolo and Dupre, which costs most of my remaining cash.
  • The armor shop sells magic chain for $4000 which is well beyond my current budget.
  • A wizard sits in the southwest corner surrounded by a magic field of poison. All he wants to talk about is magic poison fields.
  • A wandering mage in the woods tells me that the skeleton knows about the purple stone of honor. I return and ask him - he says it is used in the altars of Truth and Courage.
  • Terrin cowers in the southeast corner, and tells me that the rune is found in the town's southwest corner. Of course. I go back to the field of poison and dig it up.
  • Another mage in the woods asks me if I know the "main ingredient" of powerful spells - I tell him "mandrake" as per the spellbook, and he tells me to ask about mandrake at the Folley Tavern.


I return to the shrine of honor.

 

I meditate on SUMM. A neat little aspect of this is that meditation is realtime and unskippable - you have to sit there and wait as the Avatar reflects on virtue, with nothing to engage your senses but the serene music (or for most players in the day, silence). Arguably this is poor design from a conventional perspective which must maximize player engagement and minimize boredom, but I find it thematically appropriate.

Anyway, the shrine dispenses some advice and I'm still not sure what else you're supposed to do with it.

 
My world map:

Tuesday, November 12, 2024

Ultima IV: Circumnavigation

Two sessions ago, I learned a lesson - always carry a few prepared casts of Cure before venturing into the marshes. Now that I barely scraped my way back to Lord British and his free healing after suffering deadly snake bites and a poison trap, and still had a costly resurrection bill for Julia, I've learned a lesson further - always carry a few prepared casts of Cure before venturing anywhere.

But to do that, I'll need reagents. With about $1000, I can afford a few, but I've only seen them available at my starting town of Moonglow, which can only be reached by moongates.

Britannia's dual moon system cycles through 24 phases throughout the month - each moon has eight phases, and both begin their new moon phase at the same time, marking the beginning of the month, but the right moon advances exactly three times as fast as the left moon, causing it to go through three complete cycles each month.

The left moon phase determines where the moongate will be, and the right moon phase determines where the moongate will take you.

Note that while our moon phases from right-to-left, Ultima's moons phase left-to-right. Hence, the pictographs are flipped horizontally.

Phase
Location Possible destinations Possible departures
🌑 Verity Bay (E)
🌑🌘🌗 🌑🌗🌔
🌘 Castle Britannia (C)
🌖🌕🌔 🌑🌖🌔
🌗 Valorian Isle (SW)
🌑🌓🌒 🌑🌖🌓
🌖 The Deep Forest (NW)
🌘🌗🌖 🌘🌖🌓
🌕 Minoc (N)
🌕🌔🌓 🌘🌕🌓
🌔 Cape of Heroes (S)
🌑🌘🌒 🌘🌕🌒
🌓 Spiritwood archipelago (W) 🌗🌖🌕 🌗🌕🌒
🌒     ??? 🌔🌓🌒 🌗🌔🌒

 

I am near Castle Britannia, and I want to go to Verity Bay. This is possible to do in two jumps - the waning gibbous phase is a common destination from my current location and departure to my desired end point. I must wait here for the 🌘🌔 phase for the moongate to open here and take me to Cape of Heroes, and then wait half a month for the 🌔🌑 phase for the moongate there to open and take me to Verity Bay, just one bridge away from Moonglow.

Food, thankfully, depletes slowly when you wait for the moon cycles.
 

Before buying reagents, I stock up on rations, buying 300 in addition to the 100 I've got remaining.

The herb vendor charges:

  • $2 for sulfurous ash
  • $5 for ginseng
  • $6 for garlic
  • $3 for spider silk
  • $6 for blood moss
  • $9 for black pearls

The ginseng and garlic are what I need for Cure magic, and that seems a bit steep, but it is what it is - I buy 27 of each for now, for a total bill of $297, which of course I pay in full, leaving me with $437.

I tediously mix 27 doses of Cure, and take the moongate back to Britain where I buy Julia some better armor and a new sling - her mace had proven a liability to her health. I also buy a nice big sword for $300, just to have in case of a desperate melee.

And my mapping efforts begin anew, this time being more thorough with the swamplands. I can't say that the swamplands turned up anything all that interesting that I hadn't seen before, but the effort did make my map more complete and more accurate. I added some previously unseen terrain, corrected some previously unnoticed errors, and connected previously disconnected segments.

Fights were frequent, but still rather easy and mindless. It's easy to accidentally skip your turn by making an input error - the engine is mercilessly unforgiving in that regard, but otherwise so lenient that I couldn't get upset about it. Slings remained my weapon of choice, and often I'd prefer to pelt enemies at point blank rather than spend any keystrokes switching to a more suitable bladed or crushing instrument. Some of the more interesting enemies included rock-throwing ettins, and aquatic spellcasting mermen, but the toughest yet were the venus flytrap-like Zorns, who are simply tanks that shrug off your attacks and hit hard up close. But I never came close to dying; partial healing is just one rest away at all times.

Eventually I found my way back to Empath Abbey, this time unpoisoned.


So there is a healer after all! I just couldn't find the stupid place when I was desperate for one.

  • The guards tell me to visit the inner shrine to be "saturated with love."
  • Another guard patrolling the hallways tells me that I must acquire a three-part key from the altars in order to enter the codex's chamber.
  • A child tells me that four different professions seek truth in the oak grove.
  • I find nothing in the shrine except a beggar, with little of interest to say.
  • Lord Rob and Lady Marcy sit in the throne room but all I can get from them are heartfelt wishes in my quest for love.
  • The oak grove is visible from the throne room, but the door is locked.
  • Lady Marcy's lady-in-waiting rests in her quarters near the southeast turret, and doesn't appreciate being bothered.
  • Brother Antos offers "great wisdom" in the southeast turret, but won't respond to any keywords that I can think of.

I used up the last of my Cure spells mapping out a small swamp on a wooded peninsula west of the abbey - the extreme northwest corner of the continent. And that was fine; I was able to continue southward toward a break in the Serpent's Spine mountain range. Here I poisoned myself opening a trapped chest, but by then I was close enough to Britain that I could walk the rest of the way and pay the healer.

And with that, I had made a complete loop around the northern part of Britannia. My map pieces, with a bit of fine adjustment, all interlocked correctly, giving me a good foundation for future efforts, and all that fighting brought in a good $2500 for resupplying and some experience points to boot - Lord British promoted me and Iolo to level 5, and Julia to level 4.

Visiting Hawkwind, compassion took a dive again - I should probably take it easier on fleeing monsters - but honor and justice went up. On valor, Hawkwind told me I was ready for elevation, and should meditate at the shrine. Of course I still need to find it, and the rune, and the mantra.

I finished up this session by spending the coin - chain mail and a Minoccan magic axe for Julia, more food, and a smattering of Moonglow reagents, mostly curative ingredients.

My map:

 

Compare with last time:

Sunday, November 10, 2024

Ultima IV: East by northwest

 

After a reload, I continued mapping out Britannia in an easterly direction, this time steering clear of swamplands but otherwise following the coast. Little presented a challenge to our slings and cloth armor, not even an encounter with a daemon around Lock Lake. I did at one point return to Lord British for healing - he advanced me to Level 3. I kept going east, past Lock Lake, past the Bloody Plains, and eventually spotted a pirate ship on the coast, whose sailors were easily felled. Very soon, we sighted a new, minor-seeming city - Vesper.

  • The guards are non-sentient.
  • A jester mentions Nate the Snake, but will not elaborate.
  • A sage hiding in the trees tells me to consult with Hawkwind on virtue.
  • A ranger on the other side tells me to meditate at the shrines for 1, 2, and 3 cycles. I am still not sure how.
  • A kid tells me to visit Calumny in Yew who knows the Quickness spell.
  • A group of shepherds in the plaza speak of humility. The shrine is in an island southeast of Britannia, guarded by daemons, and the mantra is pride's reversed.
  • A thief at the tavern tells me that Paws is a great place to steal horses.
  • The guild shop sells torches, magic gems, and magic keys.
  • A hidden room east of the guild holds many treasures, and a guard who sternly warns me not to touch them.
  • In another hidden room west of the guild, a shepherd warns me to never use the skull of Mondain should I find it.

  

I continued exploring and mapping out this peninsula east of the Bloody Plains. The Shrine of Sacrifice sits on a small island in the middle of it, but my lack of the corresponding rune kept me out.

Nothing else was here, so I returned to the Bloody Plains and followed the mountainous northern coast westward. Despite difficult terrain, my food reserves continued to hold steady, and the hostile encounters remained trivial.

This ambush in the hills might have been tactically interesting, but we - a bard and mage - come out unscathed against four rogues without using any smarts whatsoever.

High up in the hills where the flanking mountain ridges block line of sight, I spotted a fortress town - Minoc.



 

There's not much to do in this mountain town.

  • A tinker knows of the shrine of sacrifice - so do I - but does not know the mantra.
  • At the inn, a ranger from Skara Brae gossips that his city's rune is missing.
  • Also at the inn, a rune-carver tells me to seek his sister Mischief for the Sacrifice rune.
  • The poor house's entrance is flooded with nasty sewage which poisons me and Iolo, and there's no healthcare in Minoc. I spend the last of my reagents preparing curative magic.
    • Julia, caring for the paupers, asks if I will help her care for the poor. I agree and she stops caring for the paupers to join my party.
    • The rest of the residents are all destitute, and chatty, but not helpful.
  • Mischief hangs out in the grass outside the Iron Works, and tells me to seek the rune of sacrifice inside the forge.
    • A bard inside sings "CAH." This sounds like it might be a mantra.
    • The iron works sells powerful weapons, including magic swords swords and throwing axes, but they're out of my price range.
    • Zircon, who works the forge, tells me that his mystic weapons and armor were sold to Sir Simon and Lady Tessa.
    • Before I go inside the forge, I splurge for a three-bed room at the inn and heal up. Once again, rogues attack at night and lift a few more coins even as we fight them off (we don't get them back).
      The steel-melting hearth takes a toll on your health!
  • After finding the rune, mischief tells me to ask Alkerion of the stone.
  • Alkerion lives in the poor house, and tells me the stone of Sacrifice is orange, and can be used in the altar rooms of Love and Courage.


I left Minoc and continued my exploration of the northern coast, heading westward around the mountainous edge of the Lost Hope Bay, into The High Stepes, where I spotted a dungeon entrance but did not enter, and around a large inlet into The Deep Forest. Here, we faced an encounter against many venom-spitting snakes and skeletons.

 

The encounter left Julia poisoned, which should have been incredibly bad news - we're out of reagents, and the shelter of Britannia was a good ten screen lengths' distance away and separated by a mountain range.

Thankfully, you can recover HP while resting - it just doesn't take away the poison - and food supplies were still ample. I decided to take my chances and press on to the next town. Bad idea, it turned out - resting eventually stopped working and Julia just died.

Bad luck punished my decision further when I opened a poisoned chest. Frantically, I pushed west onward through a dark forest, nearing the western edge of the continent, looking for any signs of civilization.

Happily, I found one.

 

Unhappily, this turned out to be Empath Abbey, and not a normal city with clearly labeled healers, and I quickly died amongst the monks and beggars while looking for help.

So finally, I turned around and took the long walk back Britannia with Iolo dragging our corpses to Lord British's magic fingers.

Iolo can easily take these orcs alone

British revives me for free, but not Julia

While here, I consult Hawkwind on my virtues.

  • Honesty - Some
  • Compassion - Little
  • Sacrifice - Little
  • Spirituality - Little
  • Humility - Some
  • Honor - Little
  • Valor - Some
  • Justice - None

Despite tipping a beggar or two, my compassion took a dip! But humility and valor improved.

Resurrecting and healing Julia at Britain's healer costs me $500, and I am asked to donate blood at the cost of my own HP, which of course I accept - it's virtuous and British's free healing is right over there.

My map so far:

Thursday, November 7, 2024

Ultima IV: Rule Britannia

 

Castle Britannia is a big, multi-leveled place. Some of the walls are false - the giveaway is a slightly different wall texture.

  • The guards are many, nameless and not terribly talkative, but direct you to the second floor to meet Lord British.
  • Chuckles the Jester uselessly promenades around the main hall, and asks about your ankh if prompted.
  • Hawkwind the Seer is protected by a thick field of sleeping energy, but you can walk through eventually and consult with him on the virtues. His appraisal of my virtues:
    • Honesty - Some
    • Compassion  - Some
    • Sacrifice - Little
    • Spirituality - Little
    • Humility - None
    • Honor - None
    • Valor - None
    • Justice - None
  • Mounds of treasure line a secret room hidden within the guard's barracks. Since I strive for honesty and also don't have a death wish, I leave it.
  • A wounded fighter at the healer's tells me to seek out the smith Zircon in Minoc for his mystic arms.
  • A shepherdess who oversees the waters, only accessible through secret doors, laments that her town was destroyed for its pride, and its ruins are found at coordinates latitude K'J" and longitude L'L". That isn't especially meaningful to me right now, as the map has no markers, but if I remember right, you can get a sextant eventually.
  • Another shepherd on the northern side of the castle warns me that the path ahead is perilous - beyond is a ladder going down behind a locked door.
  • A sage hides in the woods on the castle's east side and asks a riddle, to which I have not yet an answer.

Moving onto the second floor:

 

The northeast turret goes to a southward leading battlement where I am stopped by a locked door, and there's nothing else here except two guards. To be fair, the ladder going up to it was hidden. The northwest turret gives access to the castle's upstairs facilities.

  • A bunch of kids walk around the kitchen. The chef, named "Le Chef," demands I try his soup.
  • The prison has a few guards, a few locked cells, and one weird looking creature in a cell with no entry except a false wall to the south.
  • Useless jesters and musicians loiter in the throne room.
  • A maiden "Juliet" offers help, but only if I know how the eight virtues form into the three principles.
  • Lastly, I converse with Lord British.

He offers free healing, and advice on the virtues:

  • Moonglow is the city of honesty.
  • Britain is the city of Compassion, and bards are the corresponding class.
  • Jhelom is the city of Valor, and fighters are the corresponding class.
  • Yew is the city of Justice.
  • Minoc is the city of Sacrifice.
  • Trinsic is the city of Honor, and paladins are the corresponding class.
  • Skara Brae is the city of Spirituality.
  • Magincia's ruins are a testament to Humility.
  • Truth is learned at the Lyceaum.
  • Love is learned at Empath Abbey.
  • Courage is learned at Serpent Castle.

 

Next, I visit the nearby town of Britannia.


  • The guards advise me to spare the lives of non-evil creatures for compassion's sake.
  • At the armory, I purchase a sling and cloth armor for myself. This costs most of my cash.
  • A "spicy woman" named Pepper asks if I seek something, but is unresponsive to anything I suggest.
  • I compassionately donate to a beggar, who tells me that Pepper knows of the rune. So I ask her of it, and she tells me it lies at the end of a hall somewhere.
  • Another Magincian shepherd at the hotel tells me that humility exists without truth, love, or courage.
  • A cul-de-sac in the hotel reveals a rune when searched.
  • A druid, looking for "Julio," tells me to find the shrine of compassion "east across two bridges."
  • A child tells me that "Cricket" knows the mantra of compassion. I find him busking at the tavern, and after some pestering tells me it is MU.
  • Gweno the bard dances and sings for children playing around a campfire.
  • Iolo plays his lute here too, and offers to join when I praise his music. I accept.

 

I'm going to need more gold to get anywhere - I need food to live, and reagents to make the best use of my magely powers, and right now I can't afford either. I save my game, and start exploring and mapping in an eastward direction, on the lookout for trouble.

Two parties of orcs spawn from the north, and go down easily to our dual slingshots, yielding a few coins, but the trip through the mountains and swamps to the east are uneventful, except for when Iolo's delicate constitution gets poisoned stepping into the mire, causing his hitpoints to slowly drip away.

After crossing two bridges, we arrive at the shrine of compassion.


Following the advice of the pilgrims at the Lycaeum, we meditate on compassion for one cycle, and then chant MU.


I cannot subsequently meditate for longer cycles - my mind is "still weary."

On the way back, Iolo died from his poisoning as I sought Lord British's curative aid. This is because, as in prior Ultimas, poison damages you on every step you take, even indoors where the distance represented by each step should logically be much shorter. The winding walk from the castle gate upstairs to the throne room is quite long and damaging. And resurrecting Iolo just isn't in my budget right now.

Lesson learned - always carry a few prepared casts of Cure before venturing into the marshes. Always use it before entering locations.

At least I got a chunk of mapping done during this misadventure.

Tuesday, November 5, 2024

Ultima IV: First steps

 

A few technical notes on emulating Ultima IV before I start -

As with all of Garriott's games up to this point, Ultima IV's lead platform was the Apple II. I am playing a copy from the Woz-a-day collection, of which I have some confidence that their images are accurately dumped and unmodified, as opposed to the cracked DSK images which are often unreliable pirate copies.

With this copy, I found AppleWin should be configured to emulate an Apple ][+, not an //e, or else it may not boot correctly.

Ultima IV is one of only a few Apple games that supports dual Mockingboards for true stereo music, but this must be configured ingame as well as in the emulator. The ingame configuration can be accessed from the main menu; to align with AppleWin's expectations, you'll need to set both devices to Mockingboard A/C, with the first in Slot #4 and the second in Slot #5.

We also have the option to use dual floppy disk drives, which eases the pain of disk swapping a bit. The game came with two disks originally, but had to be manually flipped to access the reverse sides.

  • Disk 1
    • Side A - Boot
    • Side B - Town & castle data
  • Disk 2
    • Side C - Overworld data & saves
    • Side D - Dungeons & underworld data
Because Apple II emulators lack a "disk flip" function, this setup is emulated as four single-sided floppy disks, and you'll still need to swap A/B in drive 1, and C/D in drive 2. But since side C+D are physically on the same disk, the game did not expect it to be possible to have both sides inserted at the same time, and saving your game while in a dungeon is not possible.

 

I started a new game.

 

Rather than opening with a character creation sheet, Ultima IV opens with an illustrated prologue - and unlike Wizardry III, it doesn't merely recap the events of the manual, but follows them. Lord British has sent out a call to adventure through time and space, and you, an ordinary person from 20th century earth, have answered the phone. While going for a walk in the woods to distract yourself from the stresses of modern life, a moongate briefly appears within a mysterious circle of stones, and splurts out a gift - a silver ankh amulet, cloth map, and books. The same ankh, map, and books found in the game's packaging.

A subtle reminder to RTFM.


A renaissance fair beyond the hills, somehow unnoticed until now, catches your attention, and a strange compulsion draws you to a fortune teller's wagon, where Ultima's famous character creation sequence is seen for the first time.



I mentioned that Ultima IV doesn't really make you engage that much with its virtue system throughout standard gameplay, but here, as commenter Josh Lawrence notes, we're actually presented with a series of ethical dilemmas that have no right or wrong answers, and even though the questions are hypothetical, your choices will have tangible consequences - namely, your class and starting stats. It's just too bad that the themes presented here don't really hold up once the game starts in earnest. We'll see this system return in later Ultimas; disappointingly, the questions do not change.

In the spirit of roleplaying, I really should answer the questions as I would, but I did that the first time I played and already know what's going on here. I want to play as a Mage this time, and to do that, you must choose Honesty above all others.

I have to break character for this one.

The final card is cast.

And with that, I'm magically whisked away to another world.



Well, no better place to start searching for answers than the nearby town, which turns out to be Moonglow.

The mage "Calabrini"greets all newcomers to Moonglow

The town greeter advised me of Moonglow's noted inn and healer, and that I would perhaps be interested in visiting a shrine on an island to the north.

I mapped out the town using some new techniques - forgive the visual artifacts, as I'm still working out the system.

In a zig-zag pattern, top left to bottom-right:

  • Mariah stands over a chest. Taking it wouldn't be very virtuous, would it? She yearns for adventure, but can't join me - one mage is the limit.
  • Dekker the Jester doesn't know any jokes.
  • Cromwell the paladin hangs out at the inn's lobby, preaching the virtues of honesty, and from him I learn that the mantra of honesty is AHM.
  • Rogues try to rob me at the inn. I teach them a lesson in honesty as I crack my staff over their heads, and then a lesson in compassion as I let them run.

  • South of the inn, the mage Tyrone searches for a blue stone in the dungeon of Deceit.
  • The alchemist on the same street advises me that sleep spells require only one part of spider silk - contrary to the spellbook which states we need two.
  • A kid enjoys a peanut butter and jelly sandwich at the deli, and offers me a bite.
  • North of the apothecary, a strange old man rambles about the sun and moons and the end of time.
  • The apothecary's goods are a bit expensive for me right now. The shopkeep is blind and can be short-changed, but you really don't want to do that.
  • Outside the healer's, a man claims to be Shakespeare, and writes "tales of honesty" for a living.
  • Also outside the healer's, a fortune teller reads my palm and prophecies that I will seek the Codex in the Abyss.
  • Inside the healer's, a wounded wizard tells me to seek Nigel at the Lycaeum.


A few leads here, but I need my bearings. I map out my surrounding area and determine that I am on Verity Isle, far to the east. In the course of exploring, though, I discover the Lycaeum, and take a detour inside.


The guards aren't much for conversation.
 

And I mapped out as much as I could.


 

A lot of people to talk to here!

  • A nameless pilgrim by the entrance seeks "truth" and advises, "MEDITATE AT EACH SHRINE FOR 1, 2, AND 3 MINUTES, THEN SHALT THOU KNOW THE PATHS OF GOODNESS!" Quite a few of the NPCs within follow the same script.
  • A guard, Catriona, mentions treasures that are her duty to guard.
  • Father Antos, up north outside the observatory, claims to hold great knowledge, but demands I be more specific when I ask him about it, and pleads ignorance on all topics I can think to inquire on.
  • The observatory's telescope isn't for peering at stars, but for peering at maps! 16 settings on the knob give different maps, and one corresponds to the Lycaeum itself.

  • The throne room guards are both named Jon. And they both follow the same script. They explain that the eight virtues are derived from three principals, and correspond to the eight cities.
  • Scatu the advisor recommends I visit the seer often.
  • Baron Rob and Lady Beth are chatty but dispense little useful information.
  • Wounded fighters at the healer tell me that the dungeons' altar rooms connect to each other.

I think that what I want to do next is to seek out Lord British, and the cloth map tells me that his castle is on the north bank of Britannia Bay. The easiest way off this island is by moongate - Britannia has two moons, whose phase are always visible onscreen, and which determine where the moongates come and go. The left moon's phase determines when and where the moongate appears, the right moon's phase determines where it takes you. And one possible destination is right next to British's castle!

I approach the peninsula marked with a new moon on the map, and as both lunar discs fade, the moongate opens.

 

The moment the secondary moon shifts phases, I step inside.

A little to the west...


My map so far:



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