Sunday, December 15, 2024

Betrayal at Krondor: Comin' Round the Mountain

Gorath dreams of a better future.
        
In the last entry, Gorath and Owyn, stuck in the northlands of the Moredhel, had tried to make it to two of three passes leading south. They were both too heavily guarded, so as this session starts, we have to loop all the way around to the west and south, hoping to reach the Inclindel Pass north of Tyr-Sog, although it was impassable the last time we were in the area.
    
Most of the game takes place on fairly linear corridors, bordered by mountains, through which a main road runs. In this part of the world, the "corridor" is quite wide, particularly to the south, so I thought as we headed around, instead of sticking to the road, we'd hug the mountain that lies in the middle of our journey's arc, if that makes sense. 
        
Cullich's text makes sense, but I don't know what that woman modeling her character was doing.
      
The game scoffs at my attempt to avoid notice by having us attacked by goblins and Moredhel almost immediately. Behind them is a little cottage with a well, and when we click on the house, Owyn is astonished when Gorath boldly enters. Inside is a Moredhel woman named Cullich to whom Gorath says, "Your husband is home." Instead of greeting him with warmth, Cullich mocks his fall from grace. It's clear she bought what Murmandamus was selling and is now a full member of Team Delekhan. Gorath offers his vision for the future of the Moredhel, when they're civilized and trade and treat with the Kingdom of the Isles just like the Eledhel elves.
     
I wish Irene and I sounded this sophisticated when we argue.
    
Nonetheless, she still has enough fondness for Gorath to give us some help. Gorath asks her opinion as to what path we should take south--it would be nice if we had come here first--and she directs us to the Inclindel. She also does something that allows Owyn to understand Moredhel and that increases his magic power. Finally, for 800 royals, she teaches Owyn a spell called "And the Light Shall Lie" that will disguise him as a Moredhel when we enter Moredhel towns. Not that this has been a problem so far.
    
I have to say, I found the writing superior in this section. Both Gorath and Cullich made some excellent points, used apt metaphors, and otherwise engaged in a level of dialogue rare to RPGs of the era.
        
Cullich explains why she's charging us.
    
Moving on, we continue hugging the mountain, but it's a bad choice. We run into so many parties of Moredhel and ogres in a row that Owyn is soon "near death" again. There are literally like five battles within the space of a few steps. We find some minor treasures, including a skill book called Kalem's Dialectic that we must have already read because it does nothing.
       
One of many battles during this section.
      
Eventually, we're on the west side of the mountain heading south, but before long, the gap narrows, and the mountains crowd up to the main road again just as we see the city of Harlech. Owyn casts "And the Light Shall Lie" as we get near, and Gorath confirms that it worked. We have to refresh it frequently as we explore the town.
   
Knocking on one door, we find Delekhan's son, Moraeulf. Gorath tries to pass himself off as a messenger from Delekhan, saying that Moraeulf is to round up The Six and join the search for Narab. He also teases out some intelligence that Delekhan's ultimate goal is to free Murmandamus from a Kingdom prison. Again, the official line is that Murmandamus died at Sethanon in the book, so it's unclear whether Delekhan knows something we don't, whether he's just making it up to unite the clans, or whether something else is going on.
       
These "Six" get more mysterious by the day.
     
The only other building open is a tavern called The Point, but nothing much is happening there. Keeping Owyn's disguise up, we make our way out of town to the south. Cullich only promised that it would work in Harlech, and sure enough, when we reach the next ambush of three Moredhel and two goblins, we're forced to fight. It occurs to me that perhaps this chapter was meant to be a "stealth" chapter, in which case I'm really bungling it. I've left more bodies on the road in this one chapter than in the previous three combined.
    
We fight three or four more battles, one at practically every junction, as we continue south. In between battles, I typically take a potion or use a magic item to prepare for the next one. The nice thing about this game is that when you use a magic item, it doesn't wear off until the next battle, no matter how far in the future that is. There are a lot of items to use. There are potions, like Dalatail Milk, which adds to your defense; Fadamor's Formula, which adds to your strength; and Redweed Brew, which adds to your melee accuracy. Owyn gets Lewton's Concentrate, which adds to casting accuracy. There are lots of items to apply to weapons, including Naphtha (adds fire damage), clerical oilcloths (enhances damage), and Silverthorn (poisons). There are items to add to your armor, but these mostly protect against effects that are somewhat rare, like frost or enchanted blades. Anyway, almost every battle or treasure chest delivers a few more of these items, so you don't need to really conserve them.
        
Gorath forgets we're not in Prince Arutha's lands.
      
There are several slain Moredhel at the junction of a road heading west, so out of curiosity we take it to the fortress city of Armengar, which features prominently in A Darkness at Sethanon. Prince Arutha finds Guy du Bas-Tyra, assumed up to this point to be a villain, in charge of the city. Shortly afterwards, Murmandamus attacks and destroys it. In the game, the Moredhel have set up a shop and a tavern in the ruins. The shop sells herb packs and restoratives, for which I never seem to run out of need. I typically have an herb pack going at all times. 
    
In the tavern, we meet a Moredhel named Irmelyn who isn't a fan of Delekhan. His friend Obkhar has been kidnapped by the Six and tossed into the Naphtha Mines. Gorath--certainly not acting on my instructions--asks what Irmelyn can offer if we free him, and Irmelyn replies lots of gold. Delekhan tells him to get the gold together, as if we don't have more pressing things to do. I mean, I'm usually up for a side quest, but I'd like to make that choice, Gorath.
        
Dude, I agree with you, but maybe you want to keep your voice down.
      
There's an entrance to the Naphtha Caverns from the city, so we take it, but it's just a menu screen on which we find a bunch of Naphtha, making Gorath sick in the process. I'm not sure where the Nahptha Mines are--maybe back north on the part of the road between Sar Sargoth and Harlech that we skipped.
           
This is another situation in which your characters can nearly die but you don't find out until you've exited the menu screens.
      
We keep moving south. A side road leads to a store called Children of the Green Heart, which sells adventuring supplies, including herb packs and restoratives. I can't complain that this chapter doesn't give us plenty of opportunities to buy healing items. 
  
The next battle is with two goblins and one Moredhel warrior, which ought to be easy, but Owyn, despite having a casting accuracy of 100%, accidentally nails Gorath with a "Fetters of Rime" meant for a goblin. That means Owyn has to take out the three enemies on his own, which he mostly does with his Lightning Staff.
     
Enemies guard the third and last bridge.
       
We get excited as we near the Inclindel pass, only to find it guarded by Moredhel who demand "the password from Moraeulf." We spoke to him, but he didn't give us any type of password. Fortunately, the game lets us just fight the group of three Moredhel warriors and two highland ogres. Owyn has enough stamina for a full-strength "Evil Seek," which as usual does wonders.
    
We cross a bridge but face another battle against Moredhel warriors and goblins. On the other side of them, a Kingdom guard named Finn comes trotting up the pass, demanding to know what Owyn is doing with a Moredhel. Owyn demands that Finn take them to Prince Arutha in Dimwood Forest. "Why would he want to see a boy and a Moredhel?" Finn demands. Owyn, lacking time or patience to explain the real story, just says that Arutha sent us to spy on the Moredhel. "They'd never suspect a scrawny nineteen year old boy and a Moredhel."
     
Why are you bringing my mother into this?
      
Finn buys the story, and Chapter 4 transitions to an end as Gorath and Owyn reach Arutha's camp and show him the plans. Arutha is skeptical: "How can I believe this scroll you have given me is the genuine article and not a forgery trumped up by Delekhan?" Owyn delivers a pass phrase that James gave us, and Arutha concedes. Like James, he is concerned that Delekhan hasn't designated enough men to successfully seize Northwarden, so he wonders what the strategy is. "Honestly, he has never displayed that kind of wit." Arutha asks us to go on to Krondor to apprise Master Magician Pug of the situation.
         
This was a well-composed cut scene.
       
Chapter 5, "When Rivers Run Blood," begins from James's perspective. He and Seigneur Locklear are in Northwarden. James has told Baron Gabot about the coming attack, but Gabot is more concerned that his magical adviser, Patrus (who we met in Chapter 3), has gone missing with Nighthawks in the area. James and Locklear head out to recover the mage, and they find him toying with a Moredhel spy.
     
What spell is this and why isn't it in your spellbook?
      
As we get control of the game, the party comprises James, Locklear, and Patrus. James has all his equipment from Chapter 3, and I guess Locklear has the equipment I left with him in Chapter 1, but obviously that's not such good equipment anymore. Patrus has a Lightning Staff and Standard Kingdom Armor. His spellbook is much poorer than Owyn's, although it has both "Evil Seek" and "Fetters of Rime." James has the party's money from Chapter 3, so if we find a store, we'll be in good shape.
     
Locklear kept all of his stuff. And the mustache.
       
Our goal is to "defend Northwarden!" We're just to the south of it, so we head up the road. I soon have cause to regret not spending more of James's money on restoratives when I had the chance. We face three battles back to back, each with at least a couple of Moredhel spellcasters (who start far away) in addition to witch hags, goblins, and sentinel ogres. It sucks when enemy spellcasters hit you with "Fetters of Rime." I have to reload twice because someone keeps getting knocked out, and I don't think the urgency of this chapter is in line with resting for days to recover from "near death" status.
    
But eventually, we make it to Northwarden, where the shop sells herb packs and restoratives as well as a suit of Dragon Plate for Locklear.
      
That looks like a relatively defensible position.
     
When we're done, we visit Baron Gabot in the great hall. He explains that two of his field captains have been found dead. "That leaves me with one garrison company and two field companies operating under green commanders." He wants us to "find ways to slow down or stop the oncoming enemy companies," which the scouts estimate at 1,500 Moredhel. I would have thought Gorath and Owyn killed that many. Gabot thinks Nighthawks have infiltrated the troops, and when the siege begins, they'll slaughter their way through the command structure.
      
But with all those medals you've won, surely we'll be victorious.
     
Gabot tells us to go find Duke Martin, a major character from the two Magician books. When the books begin, he is Duke Borric's Huntmaster, but he later finds out that he's the bastard son of Borric himself and the older brother to Lyam and Arutha. When the king dies during the Riftwar, Borric's house is next in line, and there's a tense moment where Martin nearly challenges Lyam for the throne but ultimately backs down to become Duke of Crydee.
       
He does not, under any circumstances, look like this.
     
Gabot can't tell us where Maritn is--just outside the castle somewhere--but he also asks that we look for the minstrel, Tamney. "It will work against the morale of the men should he remain absent."
   
It takes us a while to find Martin south of where we started. He and James exchange pleasantries and he gives James and Locklear some bow training. As our first mission, he asks us to find fairy chests in the area (which the Moredhel use for storage; they only reason we've been able to interpret the riddles so far is that Gorath has been with us), figure out how to open them, and poison any rations inside.
    
The text on a fairy chest when there's no one to translate it.
     
It was useful for Owyn and Gorath to have the spyglass, but now I wish James had it. At least he has the Coltari poison.
    
We try going north at first, but all we find in that direction is endless battles with goblins. After we win three of them and there are still goblins in view, I assume it's not possible to clear them. 
    
Why is Patrus taking on all the enemies himself?
       
Not far from where we met Martin, we're ambushed by three witch hags and two goblins. The party starts in the weirdest configuration sometimes, with Locklear and James together on the far left of the screen and Patrus by himself on the far right. We make short work of them regardless and find three fairy chests nearby, which I'm sure I've already opened. I consult my notes and see that I mentioned them a couple of entries ago. The passwords are DOOR, OUTSIDE, and ONION.
     
Patrus looks like Ebeneezer Scrooge fighting in his bed clothes.
     
Patrus has to cast the "Union" spell to read the text. There's nothing in any of the chests, including no rations, and I can only assume that's because we looted them earlier. I end up poisoning some of my own rations and leaving them in the chests, which I hope is good enough. 
   
Applying poison to some rations.
    
My notes don't mention any other fairy chests in the area, so I head back to Martin. He next wants us to find Tamney, and of course we have no idea where to even start. The closest town is Dencamp-on-the-Teeth, so we decide to go there. There are so many battles on the road with Moredhel, goblins, witch-hags, ogres, and the like that we make slow progress. Both James and Locklear get poisoned in one battle, and lacking any means of curing it, I go all the way back to Northwarden to buy Silverthorn anti-venom.
    
The Moredhel will pay for this.
       
There are Moredhel in Dencamp-on-the-Teeth, too. When we clear them, we visit the tavern. A patron talks about a bard who played there recently, and the description is clearly Tamney. He was looking for a place to sleep and someone told him about a nearby barn. We can't get the door open, so we have to buy some Fadamor's Formula at a nearby shop.
   
We muscle the door open and find Tamney the Minstrel. He's scared to return to the castle, not believing he can do any good there. The others try to convince him that a minstrel's songs can make the difference in battle, but he's still on the fence about going back. He wants us to retrieve a pattern stone, which can foretell the future, from the nearby Diviner's Halls. Yeah, that seems like a good use of our time.
     
Tamney makes a good point.
     
I guess we're about halfway through the game at this point, with the titular betrayal coming up in the next chapter. I was really hoping to get there this entry, but games stop being fun when you push them too hard, so I think I'll stop here and just look forward to another dungeon next time.
    
Time so far: 49 hours   

50 comments:

  1. Now that you've finished chapter 4....sounds like you didn't find and activate Nalar's Rib. That's a quest that has the benefit of getting rid of a lot of the combats in the chapter. So you don't have to hack your way through. But the way you did it is probably better for your characters in the long-term.

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    1. I don't think I even heard of Nalar's Rib.

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    2. There's a hint about Nalar's Rib in Sar-Sargoth if you find the magnifying glass hotspot with the mouse on the town screen. It does eliminate virtually every combat between Caern and Harlech, though whether that's a good thing or not depends on how much grinding you want to do.

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    3. An easy way to find all the hotspots in a town display is to keep pressing TAB which cycles through all possible hotspots.

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    4. I know about the TAB trick, but for some reason I didn't take any notes or screenshots relative to this side quest. I must have just overlooked it.

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    5. Indeed, Nalar's rib is a "side-quest" where you activate an ancient powerstone of sorts which launches a huge blast that kills a lot of the enemies around. Not strictly necessary, and you got to do a lot of grinding which will come useful I guess.

      You could have gotten the password by going back to Moraeulf after talking to the guards on the bridge. I appreciate the game for giving out options to player: either "role-play", that is find the witch, get an illusion spell, deceive the son of the evil leader and escape with the password, OR brute-force your way out fighting. The problem is the battle in question is hardly more difficult than others around, so it feels a bit useless to do a long quest-line. The battle should have been more challenging and/or you should have gotten some long-term bonus or unique item as an additional reward for solving it "story-style". For example, Moraeulf could give you his ring to show the guards as authentication, and you get to keep it, and it boosts some stat for Gorath.

      Anyway, congrats for moving forward!

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    6. I think Chester not needing it shows his skills as a CRPG man.

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  2. The Naphtha Mines are a dungeon that's hidden on the other side of a river, directly east from Armengar.

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  3. Since you read the books, there's a callout to the books in the graveyard of Armengar. Bronwynn is buried there.

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    1. Damn. I started the game searching for all of the grave names in my Kindle versions of the books. I guess I gave up too soon.

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  4. Is it just me, or does this sound like you're having a ton of fun?

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    1. I'm glad it sounds like I'm having fun. "A ton of" might be taking it too far. There are elements of the game that I like for their novelty while still being glad that other games generally take a different approach. I do like the evolving story. I got to Chapter 6 late last night and had to force myself to stop playing. I was so anxious to find out what the titular "betrayal" is about. NOBODY SPOIL THAT.

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    2. It was Harlan. He's the betrayer. He has betrayed this blog by not posting for a long time (I think). He was the guard dog that guarded the herd against spoilers.
      Wherefore art thou gone, Harlan?

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    3. HarlanD. He's been gone so long we've forgotten his name. He last commented on 4 November 2023, and it wasn't contentious or anything. I wonder what happened.

      Most long-time commenters have emailed me at least once, so I could check in on them if they stopped commenting, but I don't believe that Harland ever did. Or if he did, he didn't identify himself as Harland.

      I lose almost everyone eventually, probably for no particular reason. I used to read SMBC and XKCD religiously and don't anymore, for no particular reason. When I do check in, they're just as good as ever. Sometimes you just move on from things.

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    4. Oh, not true. I have an email from him back in 2013. Let's see how he's doing.

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    5. I'm also still around with no intention of stopping (paying my monthly dues and everything! :)) Not commenting as much though.

      I actually made my first real Gimlet recently, too!

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    6. Glad to hear you're enjoying the game, looking forward to the next entries.

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    7. I miss Harland's acerbic take on everything...

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    8. He never wrote back. I think something legitimately may have happened to him.

      Thanks, Andreas. I don't have a lot of other commenters with 12+ year histories.

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    9. I wish I commented all these years, but I have been an avid reader since discovering your blog, about a week after you changed your non-DOS approach!

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  5. Too bad you missed a lot of stuff in this chapter, but it also proves that this game could be approached many ways.

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    1. This comment makes me think about replay ability, if you miss some parts in a semi-liniar game are you willing to play trough all the other parts again just to see the small parts you missed?

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    2. I just tried briefly to come up with a joke on (a game's) replayability vs (a player's) replay ability (sorry, couldn't resist! ;-)), but failed utterly.

      More on subject, I guess it depends on how much you like(d) the linear parts, whether playing them again feels like a chore necessary just to get to the alternate / missed content or rather like re-reading a beloved book (I seem to remember some commenter mentioning doing a playthrough of BaK each year).

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    3. I don't think it's too bad at all. I like when games offer more content than are necessary to play. I explored lots of corners during my two "Right to Roam" entries and decided to adopt a more organic approach here. People have to be cool with the fact that I'm going to skip some things (which I prefer to "miss") or I'll never get out of the first Elder Scrolls game that I tackle.

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    4. I'm just glad you managed to find the Cullich conversation (Irmelyn points you in her direction if you hadn't already come across her organically, which I think is the true reward for that naphtha quest you didn't complete). It may not give much gameplay-wise other than a new spell and some stat boosts for Owyn, but it's the game's first real sign of what kind of person Gorath actually is and what drives him. Not only is it well-written, like you pointed out, but in a game as narrative-focused as BaK is, it's good to get some deep introspective moments in to flesh out the characters, and it's hard to do better than a husband and wife who were driven apart, not because of any sort of personal hate or infidelity, but irreconcilable political and moral differences. It's rare to see a former romantic relationship portrayed in fiction that still maintains that level of mutual respect, where either side has the sense of "if only you saw the world as I do, then I could still love you!" It's almost Shakespearean in a way, like if Macbeth actually had the moral compass to not follow Lady Macbeth off a metaphorical cliff, and speaks to how much Gorath is deservedly BaK's breakout character.

      And all in a side conversation that can be easily missed if you didn't either do a missable side quest, or hug the mountains while exploring.

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    5. I'm glad to hear there was an alternate way to find it, in any event. I kept thinking about how easy it would have been to miss the encounter if we'd followed the road. The game should have had Gorath say something when we got in the area.

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    6. @Busca, that is funny and it works both ways. I din´t realize that when I wrote it. Its simply that replayability gets a squiggle angry red line underneath it and replay ability does not when I write it.

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    7. I'm not going to debate Feist's prose quality (I generally enjoy his work), but I do think it's apparent that when he started trying to pump out a book a year it started to decline. That being said I think the whole series overall ends pretty decently. The novelization of BaK stays pretty close to the novelization that was written inside of the hint book by Bernard Yee, but it adds more depth to Gorath. Having the last trilogy of the whole saga wrap around and bring Gorath's son, Arkan, into it as a character,and build on themes introduced into the writer's world by a video game was pretty cool,imo

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  6. Locklear actually starts this chapter with a brand-new set of stuff, having left his old gear in his messy room in Krondor. But it's low-tier jank except for the greatsword, elven quarrels, and mustache.

    He also gets an all-round stat boost; having done a world tour of chapter 1, I got him back with Melee Accuracy over 90%, which almost made up for losing him in the first place.

    Patrus, on the other hand, comes with stats that are competitive with Owyn's *initial* stats and very much worse than most people will have built Owyn up to by this point. In particular, Patrus having speed 2 is awful and there's no way to improve it. If they wanted to sell the "slow elder wizard" angle, it wouldn't have done any harm to give him 90+ Casting Accuracy and a better spellbook.

    In general, if a game is going to force character switches and wants you to like the new characters, there's something to be said for avoiding downgrades.

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    1. Depending on how real-world-like you imagine your fantasy game universe to be, I could see Casting Accuracy actually decreasing again at some point for a 'slow elder wizard'.

      "Darn, where are my glasses when I need them? No matter, hitting that troll having the size of the broad side of a barn with a spell should be no problem ... oops... ."

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    2. That's fair. My objections to low-stat-Patrus are about gameplay and not verisimilitude. And he's still not all that bad, relative to all characters, because he's still a caster and casters are overpowered. He just suffers from comparison to where Owyn probably got to in the first four chapters.

      An alternative would be to give him access to spells that weren't available previously. He'd seem a lot more impressive if Owyn hadn't found Evil Seek and Patrus had been the first to show it off.

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    3. Thanks, JWL. I shouldn't have assumed his stuff and attributes were the same. I didn't have a save from Chapter 1 to check.

      My bigger problem with Patrus is that he starts every battle by himself on the right side of the screen. There's almost no way to keep him out of melee range of enemies, particularly since he barely moves.

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    4. All items that Locklear had in his inventory at the end of Chapter 1 were available to you at the beginning of Chapter 2 in his quarters (which you found and blogged about) so the game has to give him replacements.

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    5. Patrus’s mediocre casting skill is probably fb gung gurer’f “ebbz” va gur fgngf fpnyvat sbe Cht (jub yber jvfr fubhyq or yvtug lrnef orlbaq Cngehf) gb fgvyy or vzcerffvir

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    6. @James, you're right! But in the playthrough I just did, Owyn even raqrq hc orvat fgvyy jnl fhcrevbe gb Cht ol gur gvzr V neevirq gb uvz. It's a common issue with trying to fit book characters into game systems, but at least here they made an effort to justify it in-game story-wise.

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  7. Fun fact: exploring around Northwarden back in Chapter One lets you run into Tamney early, who not only can boost your Barding skill, but also sings an actual song (as in, they recorded someone singing it on the CD version). It's a goofy song about the moredhel stealing pigs from Northwarden (I guess pig urine is an ingredient for naphtha or something like that). It's such a bizarre thing to include, especially as content so easily missed, that I kinda have to respect it.

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    1. Now I'm even more confused about what naphtha is supposed to be.

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    2. I always thought it was what it is in real life--a distillate of oil that would make you sick if you inhaled the fumes for too long. But, yeah, I'm not sure what pig urine would have to do with it.

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    3. Whoops: I looked it up, and it turns out that pig urine is used for saltpetre, in order to create Greek fire, not naphtha. Since naphtha is really the only (non-magical) explosive substance in the game (that I remember), I must've gotten them mixed up.

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    4. According to Wikipedia,* the current historical thinking is that Greek fire was probably not saltpeter but petroleum mixed with resin--napalm basically. Which brings it back to naphtha but even farther from the pigs. I do know that pregnant mare urine si a source of estrogen, but I don't know if that works for pigs.

      So the thing that's mostly confusing me about naphtha is why it's in mines. I had also thought that mothballs were naphtha, which could account for the fumes, but apparently they're naphthalene which Wikipedia says right up front is "Not to be confused with naphtha, naphthene, or Naphtali" so that's me castigated.

      *I have grades due tonight and will not invest any further you can't make me

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    5. Whoops that anon was me (as was probably pretty obvious).

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    6. Naptha is the primary ingredient in lighter fluid, and you can dissolve rubber in it (that's how the early versions of waterproof fabrics were made. It was discovered by a dude named Macintosh, which is why the British still call raincoats "macs").
      Naptha can be extracted from coal (Pretty sure it was first discovered as a byproduct of coal gassification), which would link back to a mining angle, but given the possibility that it's being conflated with saltpeter, I'd expect guano to be more likely.

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  8. I must have missed half of this stuff when I played it. I'm not remembering anything here save the highest points. I do recall feeling rushed.

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  9. You know, people call Ultima VII the "political one," but I'm excited to get to Pagan because it seems like the story about how the world of Pagan became the way it is has some rather interesting parallels with reality.

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  10. Just for fun, try lighting a torch when you're in the Naptha Mines.

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  11. I meant to post this on the next entry, but since there have been two post meanwhile on other games, I'm afraid it might be too late. I wanted to warn you about two critical bugs in chapter 6:

    1. You might find a Russalka that gives you a quest. When you return to her to complete it, you must have 13 (!) empty slots in your inventory or the key reward quest item will not spawn and will be lost.

    2. You might find a way to boost your strength. Don't overdo it because of 8-bit overflow issues, so if, together with weapon modifiers and such, your attack strength goes beyond 256 things will go wrong with the space-time continuum.

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    1. Since I'm already out of Chapter 6 and didn't find it: what was #2?

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    2. There is a well somewhere in the middle of Elvandar in which you can pour some Fadamor Formula and drink for a permanent strength bonus. It's actually bugged and it doesn't consume the flask, so you can just click over and over again and get your strength infinite (well, near 256). But anyway, that's not the real problem, you could just travel back to the main map, sell some stuff, buy a much Formula as you want and come back. The real issue is that if strength + sword strength goes beyond 256 it wraps up, something easy to do with the Guarda Revanche, ending up doing little to no damage.

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    3. There is a well in chapter six that boosts your strength and can be used repeatedly. It's the same thing that I'm talking about here: https://crpgaddict.blogspot.com/2024/10/betrayal-bit-north-of-krondor.html?showComment=1728131588345#c120933361757443747

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    4. Thanks. There wasn't much likelihood that I was going to abuse it, but I'm sorry I missed at least getting one upgrade.

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I welcome all comments about the material in this blog, and I generally do not censor them. However, please follow these rules:

1. DO NOT COMMENT ANONYMOUSLY. If you do not want to log in or cannot log in with a Google Account, choose the "Name/URL" option and type a name (you can leave the URL blank). If that doesn't work, use the "Anonymous" option but put your name of choice at the top of the entry.

2. Do not link to any commercial entities, including Kickstarter campaigns, unless they're directly relevant to the material in the associated blog posting. (For instance, that GOG is selling the particular game I'm playing is relevant; that Steam is having a sale this week on other games is not.) This also includes user names that link to advertising.

3. Please avoid profanity and vulgar language. I don't want my blog flagged by too many filters. I will delete comments containing profanity on a case-by-case basis.

4. I appreciate if you use ROT13 for explicit spoilers for the current game and upcoming games. Please at least mention "ROT13" in the comment so we don't get a lot of replies saying "what is that gibberish?"

5. Comments on my blog are not a place for slurs against any race, sex, sexual orientation, nationality, religion, or mental or physical disability. I will delete these on a case-by-case basis depending on my interpretation of what constitutes a "slur."

Blogger has a way of "eating" comments, so I highly recommend that you copy your words to the clipboard before submitting, just in case.

I read all comments, no matter how old the entry. So do many of my subscribers. Reader comments on "old" games continue to supplement our understanding of them. As such, all comment threads on this blog are live and active unless I specifically turn them off. There is no such thing as "necro-posting" on this blog, and thus no need to use that term.

I will delete any comments that simply point out typos. If you want to use the commenting system to alert me to them, great, I appreciate it, but there's no reason to leave such comments preserved for posterity.

I'm sorry for any difficulty commenting. I turn moderation on and off and "word verification" on and off frequently depending on the volume of spam I'm receiving. I only use either when spam gets out of control, so I appreciate your patience with both moderation tools.