Tuesday, August 27, 2024

Enchantasy: All Over the Place

I am disinclined to acquiesce to your arrest.
       
To recap the major problems and open quests in the Land of Savallia.
    
  • Monsters are roaming the land again, led by evil men. They seem to be searching for the powerful Eternal Grimoire. An old mage named Zedikiah told me that it was hidden ages ago. A map to the burial site has been lost, and in addition to the map, I'll need the Magian Gem to find it. The Magian Gem was last in the hands of the Ransley Family, now led by an old woman named Glenda. Their estate is in western Omphalos. The map is probably the same one that I've been chasing since the beginning of the game, stolen from Duffy in Portsmith by pirates.
  • A serial killer is striking the old Mages Council. At the beginning of the game, our boss, Rudimon, was aware of two murders, but we've come across three bodies. We've learned that those killed were part of the Council that, several decades ago, voted to expel one of their members, Conax, for using "evil magic."
  • The king is dead, his son the Prince is missing, and there's talk that the less-than-desirable Duke Hawthorne will take the throne. We found a note from the Prince to his friend Jennifer that he has gone to "aid the underground." A note from the Prince's friend Jamall says that no help is coming from the Mage Council and that Jamall should "meet [him] at the mountain." The king's tiara is also missing, and probably in the dungeon, but passage is blocked by fields of fire that we cannot cross or dispel.
  • Travel: The world is separated into large islands surrounded by smaller islands. Skiffs can get you to the smaller islands but not between larger ones. Larger ships are not for sale, and it does not appear you can steal them. They travel on fixed routes between only a few cities. We have heard tell of a magical whale that will transport anyone who summons it with a magical fog horn, and we got the fog horn in the last session. There's also the possibility of transport via pirate ship, and we've heard to ask a hermit who lives near Kadaar about pirates.
  • Side quests: A thief named Blaze has burgled a jewelry shop in Macino; he's probably hiding in the dungeons, but there are locked doors I can't get past. A man in Aramon wants a copy of something called the Ghost Book. A great hunter living near Tiernan named Rainger can help us somehow. We have leads on the hiding places of the Mystic Bow and Mystic Sword. A guy named Trent went to Duke Hawthorne's keep and never returned.
       
I'll see what I can do.
                 
This was a long, chaotic session in which I bounced from place to place like a leaf on a wind, ultimately accomplishing little. This is a very long entry, so here's the outline of major accomplishments:
     
  • Explored the final cities that I hadn't already visited.
  • Found three more dead mages, and a fourth was murdered right in front of me.
  • Discovered a weird storage facility.
  • Blew the fog horn and rode a magic whale, but it didn't take me where I was expecting.
  • Visited the Ransley manor and learned a bit more about how to get to the Magian Gem.
  • Got a pass necessary to visit the pirate village.
  • Foiled the abduction of one of my party members.
  • Rescued Trent from Duke Hawthorne's keep.
       
We started the session in Udim, the fog horn newly in our pack, and made our way back to Keldar. I decided to get all the cards on the table by visiting the cities I hadn't already visited. There was only one named one: Sonora, across, on the continent of the same name. But I could see a little cluster of houses in the northeast corner of Meridion.
 
In case you needed a reminder of the game world.
     
Sonora

I took a ship to Portsmith, on the same continent. Instead of walking across the land, I decided to grab a skiff from the Portsmith docks and circle the island. The first thing I came across was a grave. You occasionally find these in the landscape, and I'm primed to watch for them, as an alternate theory is that Blaze was killed and buried somewhere. The game lets you both read the gravestones and use a shovel to dig up graves. If you do the latter, a ghost momentarily appears, gives at least one character a harsh whack (doing about 15 hit points of damage), and flies off. This grave was to someone named Ogilvie. I don't remember what we found there, but it wasn't important.
     
One of several graves encountered this session.
    
I've also learned to search stumps and drink from wells. A stump gave us a hit point potion, and a well increased my magic points by 5 permanently. This is particularly useful because at some point during this session, I realized that our maximum hit points, spell points, strength, and dexterity were no longer increasing when we leveled up. I'm not sure when that stopped. But after that point, the only benefit to leveling up is the training passes that you can use to increase your skills. I'm a little annoyed with that, because during this session, Chester went from Level 23 to Level 44, but didn't get any greater capacity for spellcasting. The lesson here is probably that I didn't need to fight so many combats and could have afforded to run away from a lot more.
      
Arriving at Sonora.
    
While I'm on the subject of character development and combat, I realized belatedly that I've been neglecting the "First Aid" skill in combat. You can't cast healing spells in combat, but successful use of "First Aid" at even skill level 4 or 5 can heal as many hit points as "Great Heal," and anyone can do it. I put more points into that skill during this session.
        
Oddly, we faced "Satanists" this session. Does Satan exist in this world? "Etarvu" seem to be eagles with bows. That's pretty cool.
      
Eventually, I made my way to the city of Sonora, on the eastern edge of the Sonoran Desert. This of course is a real place, not terribly far from creator Rick Abel's residence in the Phoenix area. Moreover, when we entered one of the houses, we met Savannah Abel, Rick Abel's daughter, who asked if we were having fun playing the game. We said we were, and she said he was working on Enchantasy II.
     
Meeting the author's daughter . . .
    
Savannah mentioned her mother, Jillaine, a waitress at the Oasis Club. This was indeed Rick Abel's wife's name at the time. We found her on an island in the middle of the town, apparently having rowed a skiff there to get some peace and quiet. She didn't have much to offer, though. More about the Oasis Club in the bit.
      
. . . and wife.
       
But I'm getting ahead of myself. As we entered the town and started to explore,  a voice whispered, "Pssst . . . you may be interested in this!" A man walked up to us and told us that his friend Joe lives northwest of the lake and sells special weapons. We just needed to knock on the door.
   
Eventually, we got there, knocked, asked for "Joe," and were admitted. Two steps into the house, we were attacked by a group of six assassins. They were pretty easy. Needless to say, there was no one there selling weapons. 
     
Successful assassins would have more hit points.
       
The Oasis Club is a private, members-only club in town. You can't get in without a pass, and you have to be a resident to get a pass. The manager works in an office next to the club, and you can't fool him into believing that you're a resident. I spent a while searching every building in town for a pass, asking every NPC about it, and feeding every possible keyword to Jillaine. I looked for secret doors, hidden walls, and so forth. The best I could do for now is that one of the residents had recently moved to Kadaar; maybe she still has her pass.
     
Dido Village
     
In the meantime, I returned to Portsmith, dropped off the skiff, took a ship to Hazlett, and walked from there to the small village I could see across the bay from Hazlett, in northern Meridion. It was a quick visit: every building was destroyed and every person killed, including two former Mage Council members named Daumier and Morisot, both on the list of those who expelled Conax. That's five out of nine confirmed dead.
      
I don't think I've even heard of this place before. You'd think it would be on everyone's lips.
     
Some of the bodies had generic keys. One had a poison shield. I'm not sure how to regard that. Does it shield against poison or is it somehow poisonous itself?
    
Northwestern Thule
   
Anxious to try the fog horn and perhaps get a more reliable form of transportation, I took the ship network back to Keldar, healed and trained, and from there took a skiff up the river that bisects the continent. I had reasons to stop in Kadaar and the building to its south, which I believed was the residence of a hermit who had something to say about pirates. I thought I had already visited, in fact.
    
It turned out I had never been to this place. As we entered, a sign proclaimed the enormous building as "Griswold's Storage." Sure enough, it was a huge, multi-leveled structure with multiple rooms, each room with multiple chests. It would have taken forever to open all of them--and more keys and picks than I possessed. A spot check of a few of them showed that they just had "old clothes."
     
This was one of a dozen rooms just like it.
       
In the center of the main floor was a counter and a merchant. He said we could rent four of the chests in the building for 1 gold piece each. Each could store one item. So I guess it's a way to alleviate a bit of the inventory problem? A place to store four items that we may or may not need later? It's cute, but an awfully elaborate way to go about it. I stored the two translated "Archive" books there. I probably should have stored the notes from the Prince and Jamall, too.
       
If we just traded an item for a key, I'm not sure what we would have gained inventory-wise. But the key didn't actually show up in our inventory.
        
So we still had to find that hermit. I continued exploring south and found a cave in the mountains. I spent a while exploring it, fighting multiple enemy parties, but ultimately found only a few patches where I could dig for gold and a chest with a training pass.
       
WTF
      
At length, we went to the dock in the northwest corner and blew the magic fog horn. As promised, a (cartoonish) whale appeared and offered us a ride on its back. Alas, my dreams of being able to explore freely were dashed. It took us on a fixed route to what I later figured was the unnamed island between Thule and Enchantasy Isle. There, we found a single building.
      
Is it going to stay on the surface?
      
We entered and were greeted with a futuristic floor and wall pattern. At the first intersection, we were greeted by a "computer" that looked an awful lot like R2D2. We talked to it, and it introduced itself as a RICH9000. "On my world, computers are commonplace," it said. Upon further questioning, it named its world as Jeena 3 in the Luna System. He said that his masters, the Jeeni, a hostile warrior race, came to this planet many years ago and built this facility. Something caused them to abandon it. "Nothing remains but some computers and possibly weapons."
      
Another game not content to stick with its genre.
      
As intrigued as we were, we weren't in a good position to explore the structure. We were out of arrows, out of magic potions, and relatively low on food. After a couple of tough battles with "vampyr bats," I reloaded from before taking the whale and decided to save this odd place for later. This was certainly the first time I heard about any sci-fi elements in the game.
    
Circling Thule, Omphalos, and Meridon
     
At this point, I grabbed a skiff near Kadaar and started a long route around the three major central continents, which are joined in a northwest-to-southeast chain. Here are some highlights:
    
  • On an island west of Kadaar, I found the residence of the former Council mage Waldo. He, of course, had been killed--"only a short time ago." I found no evidence in his place. That's six.
      
What are you talking about? I don't see him anywhere.
       
  • On an island west of Kadaar, a fountain that temporarily raised our armor class by 5.
  • On an island south of Kadaar, the hermit (Vernon) that I had been trying to find when I found Griswold's Storage. He had spent his life studying pirate culture. He told me they reside on an island southwest of Hazlett called the Cove. You need a pass to enter. Only Seurat will grant one; he's a famous retired pirate living in Aramon, where he frequents the tavern. A book in Vernon's study gave Seurat credit for uniting a bunch of disparate and warring pirate groups into a single Clan.
      
Doesn't sound like he's "retired" if he's still in charge of handing out passes.
       
  • On an island between Omphalos and Meridion, we found the Ransley family manor, owned by Miss Glenda. She had a long monologue about how her great-grandfather, a mage, "was in charge of keeping and protecting a very important item for the Mage Council." This is no doubt the Magian Gem. She doesn't know where it is, but his old rooms are magically locked. Shortly before his death, he had a sealed envelope delivered to his best friend, Mage Wilmer, in Kadaar. I should go there and try to find his descendant, Trevor. 
      
He either has the Magian Gem or a stack of porn.
       
  • Meanwhile, Glenda's granddaughter lost her doll down in the basement, so I went down there, cleared it of monsters, and retrieved the thing for a little experience.
       
And a little gold.
      
  • I found the pirate island, Cove, but didn't have a pass from Seurat.
  • On the southwestern coast of Meridion, I found a pirate with a ship, willing to offer passage to Hawthorne Island for 20 gold. I didn't take it, but it was good to know how I could finally visit the island. As we'll see, I got there another way, but the pirate brought me home.
  • A guy living on an island in a hut. His name was Harmon. I couldn't get anything useful out of him.
      
Then again, I apparently asked about SWOR.
    
  • I found graves on small islands to "Horrible Henry" and "Terrible Tim, the Master Thief." So there is a precedent for burying thieves on small islands, just not the one I'm looking for.
  • In Tiernan, while looking for Rainger (I missed the part of my note that said he lived in the forest near Tiernan), I met someone I had missed the first time. I failed to write down his name, but he used to live in Sonora and thus had an Oasis Club pass. He was looking for a magic carrot and said he'd give me the pass if I found one for him. I've heard no leads on such a thing.
       
Are you sure that it even exists?
    
  • There was a dungeon in a mountain. I think it's the one I have to take to get to the Mystic Bow. I was low on supplies and energy, though, so I left it for later.
     
We sailed the skiff down the river that cuts through Meridion and found a house occupied by Sigwald, a member of the old Mage Council. More importantly, he was still alive. He mentioned once having to expel a member for evil magic, but he didn't remember his name. When I said CONAX, he just said, "that sounds familiar."
      
So we've heard.
      
The moment I left his house, the game said, "You hear screams coming from within the house!" I rushed back to find Sigwald dead, and I was attacked by another group of six assassins. Just like the previous group, they had only 8 hit points and were thus easy to kill.
      
If only I'd waited a few minutes.
       
Having completed my circuit, I rowed the skiff back to Keldar and jumped another ship.
     
Hesperios
    
I visited the city of Aramon to find the pirate Seurat and get the pass, though I'm not sure why I thought I needed to do that next. I was still hung up on not being able to openly explore the world, I guess. I found him in the tavern in the city. He said he'd help me out if I would rescue his friend, Jonah, from the jail in Riisa. That's a city to the south of Aramon. I had never heard of it and was frankly surprised to find yet another city. "The jail walls aren't sturdy," he said.
    
Given that you're an acknowledged pirate, complete with eyepatch and pegleg, I'm not sure you're the best judge of character.
      
We traveled there, picked our way into the sheriff's office, and used "See Secrets" to determine which wall we could dynamite open to free Jonah from the cell. He gratefully took off and joined Seurat in the tavern.
       
In a manner of speaking.
    
The only other encounter of note was with a man named Culley who asked if I was looking for Margaret. I said yes for some reason, and he said that Margaret had moved to Shaaran after the death of her husband, Leo, a famous scientist. In the basement, in Margaret's old lab, I found notes about potions that increase strength, weapon skill, language skill, first aid skill, and bow skill. I've never heard of or seen any of these elixirs. I thought if I found Margaret, she might sell them or at least explain them, but when I later looked her up in Sharaan, she had nothing to say in response to obvious keywords.
    
These all sound cool. Do they exist?
    
Back in Aramon, Seurat gave me the pirate pass. As was my custom this session, I then stole a skiff and circled the island to see if there was anything else in the area. I found yet another grave on an island, "Shadow Jack," but not anything else I was looking for.
    
Except for this.
      
From Aramon, I took a ship to the next city.
     
Sharaan and Hawthorne Isle
    
I went to Sharaan first to see Margaret, which was a bust, but second to buy the weapons and armor that I was too weak to equip last time. This time, there was no such issue. I bought chain mail, a spiked robe, great swords, and great bows. I think these are the best normal weapons that the world offers.
     
Perhaps my last major purchases in the game.
      
The last time I was in Sharaan, NPCs had talked about evil men in the town, but I hadn't found any. This time, as I was walking down one of the streets, an NPC approached and said he'd seen some evil men coming and going from the house to the east. "You should stay clear of that place," he said.
    
Of course, we immediately went to investigate. The moment we entered, something knocked us out and put us to sleep. When the party woke up, they found that Shyra was missing.
         
Oh, come on. This is such a cliché.
     
As we staggered out of the house, an NPC ran up and said that he saw a woman being carried out of the house. "My father might be able to help you," he said. He lived in a locked house and answered to MARIO. We knocked on the door.
   
Mario purported to be a member of the "underground," a secret organization that wants us to complete the quest to find the Grimoire. I had encountered mention of them before, in the missing Prince's note, but I forgot while I was actually talking to a member. He thought Shyra had been abducted to get information out of her about our quest for the Grimoire. He suspected they took her to their hideout, a cave on Hawthorne Island. Further, he said, there's a secret underground passage from Enchantasy Isle to Hawthorne Isle. To find it, I would need to row out into the middle of the lake in a boat.
     
She is just a friend. What are you implying, Mario?
      
I had to see a guy named Perry in the tavern, then another guy named Gorman at the inn, to arrange the boat. Gorman said the boat would take us to the island, but there was a password needed to enter their hideout, which he didn't know.
   
We found the boat waiting in a nearby lake and rowed it to the center, where "powerful forces gripped" us and dragged us to an underground river. This dungeon was mostly river, but it had a few corridors and rooms we could explore on foot, fighting combats and finding treasures like magic potions and training passes. I don't think I've mentioned it before, but there are several levels of magic potions in this game, annotated A-D, plus one called "MP Manna," which restores all magic. I load up on these potions every time I visit a city that sells them, with as much inventory space as I can spare. This makes it possible to blast enemies with spells like "Lighting Bolt" instead of fighting long battles.
       
The sequence that follows is neither hydrologically nor geologically possible.
     
At the end of the dungeon, more powerful forces disgorged us in a lake on Hawthorne Island. At that point, I completely forgot that I was supposed to be finding a "hideout" and instead went directly for Duke Hawthorne's Castle. 
       
Interesting bit of trivia: The Hawthorne and the Oasis are both apartment complexes in Phoenix. I don't know if they were there in the 1990s, though.
     
The episode from here was clearly an homage to exploring Blackthorn's castle in Ultima V. It had a bunch of guards that seemed ready to pounce on me at any second, a dungeon, and a lot of places that I couldn't go because I didn't have a thief. The first level had shops and services, including stores that sold arrows and potions, both of which kept me alive during the session. There was also a tavern, where NPCs talked about the probability of Duke Hawthorne becoming the new king.
     
I don't know. Ellington and Oliver really have different styles.
     
Eventually, we were grabbed by some guards and tossed into the dungeon.
       
After a while, an NPC named Roger showed up. He claimed to be with the Underground (note the similarities to Ultima V's Resistance) and said they'd hidden a key in a crack in the cell floor. He told us to see John in Aramon when we got out.
      
I just met the Underground! We're going in circles.
       
We used the key to escape the dungeon. On the way out, we freed Trent, the son of Tormey in Portsmith.
       
All in a day's work.
     
We kept exploring the castle, but most of the doors were locked. By now, we'd realized that Shyra was in a different location. We explored the rest of the island and found a dungeon in the northern mountains. It was blocked by a boulder, so we hid in some nearby bushes until someone showed up and invoked the word MORDA to move the boulder and gain entry. 
       
The author continues to do fun scripted things with the engine.
   
Inside, we naturally fought a bunch of battles against guards and assassins. We had to pass through a teleporter before we finally found Shyra in a cell. We didn't have any gems for the return trip, so I had to cast "Seek Exit" to get us out.
     
Again, the use of quotes to emphasize keywords creates some odd dialogue.
      
After this, we quite stupidly returned to Hawthorne Castle, because I thought that with Shyra and her lockpicking ability, we might be able to explore the rest of it, and perhaps meet Hawthorne himself. It turned out that most of the doors were unpickable. We were blocked from entering an area on the second floor for lack of a "visitor's pass," which we found nowhere.
 
A typical guard battle in Hawthorne Keep.
     
In a basement room with three doors, guards yelled that we were in a "restricted area." I stubbornly insisted on pushing through the room, which offered a battle with 10 tough guards in every square. I had to retreat for more magic potions and arrows about 10 times as I insisted on clearing the entire room so I could get to the doors--all of which were unopenable.
     
That's just the message you want to see after killing 300 guards.
      
Chester gained 15 levels on Hawthorne Island alone, which tells you how absurd the whole thing was, not that I can fully blame the game's design. Anyway, a pirate on the east coast of the island took us back to the coast of Meridion, where I ended the session. 
     
My stats at the end of this session.
        
Unfortunately, I'm starting to have a lot of performance issues with the game. It crashes a lot, usually while transitioning to combat or to a shop's inventory. I have to save nearly constantly to ensure I keep my progress. If I try to quit and go to DOS, it never works--it just freezes. I have to kill the emulator. I also discovered comparatively late in the game that it saves the position of skiffs and horses independent of the saved game. That's not a problem as long as you save the game before quitting a session, but if you kill the emulator without saving after you've moved a skiff or a horse, you'll find that it's in the destination location and not the original location. This could potentially create a "walking dead" scenario where you don't have a skiff where you need one.
           
I still have a lot of leads, and I hope they come together next time and I can wrap the game up in a couple more entries. I did like the kidnapping episode, though it's unclear what I got out of it. It was a nice riff on what happens in Ultima V without duplicating it exactly. I don't think I need any more character development, so I'll be retreating from all wilderness encounters from now on. Maybe we'll start the next session by trying to figure out what the heck is going on with the aliens.
    
Time so far: 35 hours

45 comments:

  1. Most of the doors in Hawthorne's castle can be opened with "Hawthorne Jail Key", although some I couldn't get to open either.

    I'm curious if there are alternative solutions here at play around the castle, since the way I got to the island (by pirate) is very legitimate and led to pretty much the same results. My hero doesn't know about Resistance yet and Shyra hasn't been abducted yet, so it will be interesting to see how it unfolds.

    By the way, did the Archive Key disappear from your inventory after you used it?

    ReplyDelete
    Replies
    1. I had a lot that the Hawthorne Jail Key wouldn't work on, including almost everything on the top floor and those three doors in the basement.

      However, I labored under the assumption for a long time that if the pick broke (and a key broke) in the door, it couldn't be picked. Then it turned out that with a high enough lockpicking skill, even doors that won't accept keys can be picked. So maybe my lockpicking skill isn't high enough.

      Delete
    2. Top floor is a different quest key. Try using Glass Door in that basement room, BTW.

      Delete
    3. Although I have to say that game mechanics where SOME of the keys need to be used once (and don't disappear), yet SOME OTHER keys need to be used multiple times (and, therefore, don't disappear) can be quite frustrating.

      Delete
  2. Thanks for your dedication playing this, despite the crashes. It looks like a really well thought-out ultima clone.

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  3. I wonder if Shadow Jack is a Zelazny reference?

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  4. As a side note, nowadays there is a game called Fallout: Sonora. A fan-made game from 2020, it uses the Fallout 2 engine.

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  5. Definitely seems one of the most well developed shareware titles so far with its variations on Ultima, Might & Magic, The Magic Candle.

    Doesn’t sound to me like you accomplished that little in this session.

    ReplyDelete
    Replies
    1. AlphabeticalAnonymousAugust 27, 2024 at 11:12 AM

      Shareware? Heck, this thing deserved to be a full-fledged, marketed game. It feels like it has more going on than in most commercial games of the early era.

      Delete
    2. The execution is pretty poor, though. In most instances, when the game says "now meet X at Y", this X will only be spawned after that exact dialogue, and will give you word to feed to him.

      Delete
  6. I have to say I really like the murder plot and finding that one by one all of the council members are dead. Although I'm a bit surprised that these high-ranking wizards appear unable to defend themselves.

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    Replies
    1. I agree. The growing list of murders and their link to a past event in the council sounds really well done.

      As for how they can't defend themselves, classic mob atttack? From the one he witnessed, I guess the in game explanation is they are surprised and can't handle multiple attackers at once.

      Delete
    2. You like how Chest described it, not the plot itself. Through the game you just stumble upon mage bodies most of which contain nothing, other mages have no meaningful reaction to the news, and there are no quests so far tied to these events.

      Delete
  7. >a voice whispered, "Pssst . . . you may be interested in this!"
    Nice that Lefty made it into this game.

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  8. Maybe the post-Sixth Sense era of plot twists galore has made me paranoid, but my suspicion that the game will pull a The Summoning and reveal Rudimon to have been the Big Bad all along is growing with each post.
    I just hope it will remain stable long enough for us to find out.

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    Replies
    1. Probably no, as I believe other mages know him well. Besides, Duke Hawthorne tries to teach himself magic.

      Delete
    2. Rowena in The Summoning was also the head of the mage council, and look how that turned out.

      Delete
    3. You can add Spirit of Adventure to the list.

      Delete
    4. The list of RPGs in which you get betrayed by a quest-giver named Rowena?

      Or as Heinz Doofenschmirtz might say, if I had a gold piece for every time I've been betrayed by a quest giver named Rowena, I'd have two gold pieces. Which isn't a lot of money,* but it's weird that it happened twice.

      *I guess in The Summoning it is a lot of money.

      Delete
    5. I still maintain that assigning to an apprentice wizard and to "three of his friends" a fate-of-the-world-depends-on-it mission is highly suspect.

      Or, if no malice is involved, maybe Rudimon is not very competent?

      Delete
    6. The game's ending indeed has a twist, but a rather sad one, and it is absolutely not what you expect.

      Delete
    7. Can you ROT13 what it is? Since it's now gonna be a while until Chet finishes it...

      Delete
    8. Gur tnzr raqvat vf rknpgyl jung vg vf frg hc gb or: Pbank, abj anzrq Knabp, frpergyl pbagebyf Qhxr Unjgubear gb gnxr bire gur guebar, naq lbh hfr gur Rgreany Tevzbver lbh sbhaq gb xvyy obgu bs gurz, fnir gur cevapr, naq or cebzbgrq gb Zntr Pbhapvy zrzore ng gur jrqqvat bs Cevapr naq Wraavsre.

      Gur fnq gjvfg urer vf gung gur tnzr vf qrqvpngrq gb gur zrzbel bs Wraavsre Nory, juvpu, ubarfgyl, znqr zr grne hc.

      Delete
  9. It would be fun to see what was main quest/ side quest in the end. I hope the bugs and crashes don't stop you from finishing this one.

    ReplyDelete
  10. AlphabeticalAnonymousAugust 27, 2024 at 11:14 AM

    > a fountain that temporarily raised our armor class by 5.

    This sounded familiar to me. Didn't the later Might & Magic games also have a proliferation of attribute-boosting fountains (whether temporary or permanent)? I never played them, but seem to remember something about this from the "Xeen" coverage a few years back.

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    Replies
    1. But this is only useful if there is some kind of fast-travel or a big boss-fight in the vicinity.

      Delete
    2. Yes, MM is famous for these--not just the later ones. They were there in MM1. But here, the utility is a bit lost, as you can't quickly get from the fountain for where you need to go.

      Delete
  11. There was a book on aliens in Keldar library, SS Minnow likely was sunk by aliens, and, AFAIR, there was one character somewhere in a tavern who claimed he saw aliens.

    BTW, Glenda is not in her mansion when you come before you hear about the gem; I used the dungeon as a grinding area very early in the game.

    A few questions, though:

    1. Did you resolve the issue regarding the total number of saves?

    2. After you used Archives Key, did it disappear from your inventory, or you could still use it?

    ReplyDelete
    Replies
    1. Thanks for reminding me about those other appearances.

      1) LanHawk fixed the issue for me. These are his instructions:

      ***
      To set the nag from never appearing (before you start a new game), you change STATS.DAT like this.... (Hex)
      64 00 03 00 08 00 03 00 0A 00 00 00 00 00 00 00 00 00 05 00
            to this
      64 00 03 00 08 00 03 00 0A 00 00 00 00 00 00 00 03 00 05 00
      ****

      2) The archives key is still in my inventory. I was wondering whether I still needed it.

      Delete
    2. Thank you, it works. In order to modify an already started game, you need to edt STATS.SAV as well.

      Delete
  12. It would be interesting to know whether your experience with 'Betrayal at Krondor' inspired you somewhat to take a more literary approach for the blog entries, with chapters and such.

    Very appealing to read, in any way of the matter.

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  13. "This is particularly useful because at some point during this session, I realized that our maximum hit points, spell points, strength, and dexterity were no longer increasing when we leveled up. I'm not sure when that stopped."

    By looking carefully at your screenshots, it seems that Jared stopped gaining hit points at 20th level, and Rodell stopped gaining hit points at 20th or 21st level.

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  14. Do the random encounters keep levelling up even after your characters' stat growth maxes out?

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  15. BTW, you didn't miss that guy in the Tiernan. The game put him there after you met the book author who is researching the bow before or after returning from Sonora. He mentions a man from Sonora who can tell you more, and it's that man who instead tries to give you Oasis Club pass.

    What is getting very annoying about this game is that while it starts out relatively clever, it feels that at some point it gets dumbed down too much (or, perhaps, it starts overstaying its welcome). Take the pirate map quest: what started off as a relatively interesting encounter complete with hidden identity and bribing hobos, continued into knocking mechanic needed to find Boris; then he sent you off to, I believe, Duffy, who also needed to be found; then he sent you on a quest to find Vernon; but then, all of a sudden, the whole thread devolves into series of FedEx quests where newly appeared characters practically start jumping at you with: "I'm Seurat, I've heard you want a map, do you want it? Then you need to do this and this for me". And, believe it or not, there are another 8-part FedEx quest after you break out Jonah which requires absolutely ZERO thinking.

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  16. Just chiming in to that while I am usually only skimming through articles on Ultima-clones [whatever the U version], I am really enjoying this one, both due to the plot [WHO IS KILLING ALL THOSE WIZARDS? WILL YOU FIND THE LOST TOMB?] and to your writing.

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  17. OK, so here's some of the points that you missed on your walkthrough.

    Firstly, you might not have noticed, but the ship to Sharaan is "undergoing repairs" at the beginning of the game, so the city is unavailable. I believe that the whole thing is locked out by your party level; since you ground aggressively compared to me, you might have unlocked it earlier than the game is supposed to let you.

    Secondly, there are several completely independent reasons to visit Duke's castle that require access to different parts of it. Technically, I don't believe it is necessary to get to castle at all in order to rescue 4th companion; the area she is kept in is self contained.

    As a result, judging by the level of gatekeeper encounters, I think that the player was expected to hit the castle/island via pirate first, and then arrive at Sharaan in good shape for what seems to be the next part of the game.

    I also have to note that the game does an awful job of actually directing you to Sharaan. Based on in-game writing, Rudimon, the guy who sent you on a mission, contacted with the local wizards to give you info on how to get Grimoire - but somehow neglected to tell you this in your briefing! In process, the game arranges a very big chunk of in-game events in a completely absurdist order which I will not discuss further due to very mild spoilers.

    Finally, lbh fubhyq ernyyl rkcyber orggre bar nern gung lbh hapbirerq va guvf frffvba, nf lbh frrz gb sbetrg fbzr bs gur yber gur tnzr tvirf lbh.

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  18. Oh, and one last thing: for some reason, my experience with level allocation and levelling is COMPLETELY different. My mage currently is not even the highest levelled member of the party; and while my party did indeed gained quite a few levels on Hawthorne Island, it wasn't the case of "My mage went up by 15 levels".

    After Hawthorne Island, my levels are 15/13/17/15. Before Hawthorne Isle (and some questing, but not that much questing), they were 10/9/12/12, so the difference is 5+4+5+3 = 17 levels. Yes, this is kinda comparable, but they didn't all go to my mage!

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  19. Hello Chet, there is a game called DBQuest mentioned on dosgames. It is supposed to be a well regarded ultima clone. Can you check it out?

    ReplyDelete
    Replies
    1. It's in his master list for 1993. The link to the list is in the right-hand side bar just below the recent and upcoming game list.

      Delete
    2. Sorry, it used to be in his master list but apparently has been removed.

      Delete
    3. That means Ken Brubaker, you kept a copy of an older version of his list, didn´t you?

      Delete
    4. Chet might clarify this himself, but since he'll probably be quite busy this month, in the meantime I'll venture a possible explanation why DBQuest might have fallen off his Master Game List (and add a bit about handling of game creation tools on the blog in general).

      DBQuest is a shareware title made with the DCGAMES creation kit (or "Graphics Adventure Game Builder" as it calls itself). Chet already played and wrote about another game made with it, The Rescue of Lorri in Lorrinitron. In the comments to that entry, Chet said he'd probably adopt the expedient that he'll play shareware games if someone cared about them enough to catalog them on MobyGames or Wikipedia (which, to my understanding, is still his current policy, now for all games, subject to 'rule 4' listed in the sidebar on desktop view / web version of the site).
      He also mentioned he'd probably adopt a "one game per kit" rule if necessary.

      Currently, DBQuest seems to be listed neither on MobyGames nor Wikipedia. Independently, even if it were, the question on how to deal with different modules created with the same game creation kit, would still remain.

      I think the first time such an engine was covered on the blog was Stuart Smith's Adventure Creation Set with its accompanying game Rivers of Light. Others could be found e.g. on fan websites and Chet briefly dipped into one when he picked up and finished RoL in 2015.

      Writing about (the earlier) Eamon, he played several of its adventures / scenarios, but those were quite short (10-30 minutes).

      The Bard's Tale Construction Set came with a sample scenario called Star Light Festival which Chet abandoned after a while, calling it "both depressingly unoriginal and horribly imbalanced". He looked into two other modules which were not impressive either.

      While the list of games made with those earlier kits may still have been manageable, both in number of scenarios and length of each one (and could be easily further trimmed or probably eliminated entirely through the MobyGames/Wikipedia requirement), this may become more difficult in the future with the plethora of games created e.g. with the upcoming Forgotten Realms: Unlimited Adventures or with RPG Maker. Thus, a "one game per kit" rule sounds like a possible solution.

      Unless one sticks to sample scenarios, if provided, it might, however, lead to the situation that a rather bad example like The Rescue of Lorri in Lorrinitron gets covered while an apparently better game like DBQuest is potentially not. But I guess Chet will have to draw the line somewhere - be it earliest creation, 'fame', a reader"s poll, a random draw or some other means of picking 'the chosen one(s)'.

      [I haven't linked to the entries mentioned except for the comment thread since including too many links seems to create issues, but they can be easily found through the 'Index of Games Played by Title'.]

      Delete
    5. Even considering the usual drek that RPGmaker games can be, it's not fair to lump it in like that with the kit creation tools, since they simply create clones and someone with a little more finesse can make something very interesting. Even with the very early ones, whereas the later ones, to my knowledge, are pretty free in what you can do, making it closer to something like Unity than The Bard's Tale Construction Set.

      That said, I imagine it still depends on whether or not someone bothers to add it to Mobygames. I think it's probably going to be true that anything interesting will be added there and anything not won't. (And currently, I don't think this question will pop up for real before 1998...)

      Delete
  20. Since you still want to wrap up this game in a couple of entries, here are a few advices:

    1. All items that sound like single use items, but stay in your inventory after obvious completion of the quest, can be thrown away. Yes, keys sometimes open more than one door, but they never do it outside of their obvious "quest use area"

    2. There will be one item which will sound like something obviously useful - Synzr Fpebyy. It should be kept.

    3. At this point in game, you can safely throw away gold detector and water detector

    4. The game's quest structure is very, very dumb, despite what it pretends to be through keyword interface. If an NPC wants something, there will be a plot point in game where the game will guide you to what exactly that NPC wants. If an NPC doesn't respond to key words, then he or she is not supposed to. There's no point running around and feeding clues to everyone - so much as to one NPC responded to the same key word differently once a certain point was reached.

    ReplyDelete

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