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!


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