Friday, July 18, 2025

The Ormus Saga II: The XYZ Affair

 
     
I had to start over with The Ormus Saga II because I had been relying on save states rather than saving my character to the disk, and I accidentally overwrote all the save state slots trying to get Ring of Elanor to work. There's no particular reason to use save states for Ormus, as you can save from anywhere and saving and reloading both seem to work okay. But I have a long track record of C64 games, particularly those on tape, for which I can never get saving to work, and adopted the convention a long time ago of hitting ALT-S frequently as I play. That very muscle memory got me in trouble here.
   
It wasn't so bad, though, because ever since I learned that every town, keep, and dungeon has exactly eight treasures, and that the character gets an experience bonus after finding the eighth, I felt the need to start tracking how many I found. Unfortunately, I've rarely been able to get to eight. Ormus's locations often have areas blocked by locked doors, magically-locked doors, force fields, water, mountains, other pieces of furniture, and lava, each of which requires a different item or spell to bypass, none of which the starting character has. Many of the treasures are on the other sides of those obstacles.
     
Something needs to get me either past that chair or through that wall.
       
The joystick-only interface is so annoying that I was frankly considering bailing on the game, but I forced myself to slow down and keep notes. This is a paradox that I've repeatedly discovered while writing this blog: If I find myself impatient with a game, sometimes the solution is not to play faster, but to slow down and document everything. In a first-person game, this often means making maps, if I'm not already making them. For this kind of game, it means creating the sort of workbook that I've used for many Ultima clones, with tabs for locations, NPCs, equipment, monsters, and open tasks. (I'm keeping it in Google Sheets, so you're welcome to take a look.) Either way, completing the documentation becomes a goal in itself and increases my enjoyment even as it increases the amount of time I'm destined to spend on the game.
     
Finding the eighth treasure.
       
Since I had explored counter-clockwise the first time, this time I explored clockwise from Remfield. I hit the Temple of Ghur; two dungeons; the towns of Coldwater, Borger Springs, Greenfields, and Welling; a castle called Arbon; a tower called Skymount, and a small hut. Each had eight treasures, even though the huts were all in one room (every piece of furniture had something) and some of the castles had them spread out on four or more floors. The gold I found in these locations was enough to keep up my army and buy occasional equipment upgrades; battles in the wilderness remained rare.
    
Various findings:
    
  • The enemy always attacks the Royal Palace moments after the character first leaves Remfield. A player who doesn't figure out quickly how to buy troops and send them to the palace is in for a short, frustrating game. The reason that the enemy always attacks the Palace is that every other town starts in enemy control. You have to free some of them before the enemy has any other place to attack.
  • The game is a bit like Ultima II in that you have an inventory of usable items—maps, keys, magic keys, torches, skulls—that can only rarely be purchased. You generally get them at random for killing monsters or searching furniture.
      
Nice. Those are expensive.
     
  • As you can see from that list, there are indeed both keys and magic keys. I was wondering about that during the last session. 
  • All temples have monsters in the corners. It's one of the few reliable ways to find them.
  • Every week, "payday" rolls around. The character gets money for every free city, town, and keep but also has to pay soldiers in his active army (i.e., not stationed at any particular location). 
       
Oof. I should have gotten rid of some of those soldiers.
       
  • Monsters so far have included zombies, giant snakes, mean trolls, orcs, giant spiders, squids, seadragons, and pirate ships.
  • As I checked out the inventories of each new city, I upgraded to a magic shield, magic armor, and a magic bow. So far, each of these is the best item in its class. 
          
Hell, yeah. It took the Avatar almost the entire game to get to this point.
      
I was curious how the game would approach dungeons—remember, every location in its predecessor is a menu—and it turns out that they're simply multi-leveled, indoor, top-down locations like towns and castles, but using outdoor terrain. An occasional chest or barrel hides the eight goodies that each dungeon has. A beginning character can't get very far in dungeons because so many of their areas are blocked by mountainous squares (which require a climbing pick) or lava, which I have not yet found any way to cross safely. I suspect a spell is going to be involved.
      
I guess I'll need to return later.
       
Speaking of spells, I found two magic shops among the towns I visited and logged, and between them, I bought nine different spells. Of them, there is only one that I a) know what it does, and b) can cast. That's CURAX, which cures poison. FOREMIS supposedly dispels force fields, and AN PULVIS removes obstacles, but neither work when I cast them. I suspect I need to reach a higher level. My character is still Level 1 because I haven't found a temple since the game's beginning.
         
I can't see any other way to reach that chest.
       
I know from King Argon that to beat the game, I have to:
   
  • Solve the nine tasks of the god-servants.
  • Go to the mystic flames in the mountains.
  • Yell the Holy Word.
  • Enter the Halls of Carion.
  • Speak the three Eternal Words, backwards. 
    
I have not made much progress on this main quest. By the end of the first session, I knew the names of three of the god-servants, and I didn't learn any more this time. I did learn the Holy Word. In Wishek Falls, a woman named Madame Lane gave it to me as QTMNFEQ, but said it was encoded using an "ancient elven technique." According to her neighbor, Sullivan, that "ancient technique" is a simple Caesar shift of one place. However, a third NPC named Willis says that A and E are exceptions and always shift to each other. That gives the final result as RUNOGAR. That sounded familiar, so I looked up my notes, and that was the Holy Word in the first game. I guess someone who's won The Ormus Saga has an advantage.
       
Standard pronunciation?
       
Speaking of puzzles, an NPC named Allan in Monter Bay says that Tolkien's The Hobbit has the solution to one of the god-servant's riddles in Chapter 5. This is the chapter in which Bilbo and Gollum exchange a bunch of riddles, so I guess I'll just have to wait for that one.
     
I'll get right on that.
     
To this main quest, an NPC named James in Coldwater added something else. He said there were 25 treasures hidden across the land: three in the world of the undead and 22 on the mainland. He further said that I would need to find all 25 to succeed. So far, I have the locations of 8 of them. I've only dug up one. It was 4 squares away from the coordinates I had been given, and it had 3 jewels, 1 silver, 3 linen, and 2 CURAX spells. I'm not sure why I would have needed to find that to win the game. Maybe finding all the treasures is one of the god-servant's tasks. 
       
I don't like where this is going.
      
Most of the NPCs have just flat-out given me the coordinates for the treasures, but one of them, Jones in the town of Welling, had to make it a puzzle. He gave me an algebraic formula for figuring out the coordinates; I had to get the values from two other NPCs. This was the sequence:
   
Y = north coordinate
Z = west coordinate
    
Y = C + (4 x 6)
Z = (Y x 3) + D
C = 4 x 7 + 2 
D = (5 x 9) - 34
     
I'm aware none of those parentheses are necessary, but that's how the game gave them to me. 
         
This NPC is part of the problem.
        
I realized as I talked to NPCs that there's something I don't understand about the backstory. I don't know how much of it is left over from the first game, how much is kept deliberately hidden, and how much is just inept storytelling on the part of the author. This is the relevant text from the backstory in the game's introduction:
       
After reading the compendium, you know of the black book called Ulbore. The book has finally revealed the terrible truth about Sullivan and the Brotherhood of the White Rose. It is now up to you to complete 9 tasks provided by god servants in order to rescue the kingdom from the Armageddon.
       
So what was the "terrible truth," and how does that segue to needing to complete nine tasks? And who is Sullivan? I don't believe the first game mentioned Sullivan or the Brotherhood. Whoever Sullivan is, he appears to have been murdered. Princess Sheila says that King Argon feels responsible. All the conspirators who killed him have themselves been killed except for one named Gorab.
     
That's my summary of where I am with the game. Since I don't think the entry is long enough, I'll pick up from here and relate part of my journey in real-time, starting from Monter Bay, the last city I visited. It's on the east coast of Beryland, and I'm still working my way clockwise. I'm at full health and have 414 gold pieces, 44 troops, and 35 food. I immediately send 20 troops to Monter Bay, as I had to liberate it to explore the city and it otherwise has no garrison.
       
Checking my surroundings.
      
I check my coordinates and note that I'm not too far from a treasure. Monter Bay is at 96N 221W and there's a treasure at 64N 217W. It's dark as I head out. I'm out of torches, so I won't be able to see much of anything until the sun comes up. I use a map to get a sense of the area and see that the treasure is surrounded by swamp, which will almost certainly poison me. Not a problem; I have a CURAX. The bigger issue might be navigating around these rivers. If it gets too tough, I'll wait until I have a skiff.
     
As the sun comes up, I get a message that the enemy is attacking the Royal Palace. I have plenty of troops there, so the battle is quick. Unfortunately, I can't afford to replenish any of the soldiers I lost, since I need them to force my way into the next enemy-held town I encounter.
      
Defending the Royal Palace. Again.
       
64N 217W turns out to be right on the edge of an inlet. Of course, the treasure isn't there. I find it four squares to the north and west. It consists of 1 silver, 2 copper, 3 linen, 1 wood, and a magic axe. The magic axe sounds cool. I haven't seen one for sale. I equip it, get out of the swamp, and cure my poison.
        
A pretty good haul.
     
I soon encounter an orc. I attack with my magic axe and am happy to see that it's a ranged weapon. It hits him—and immediately breaks. I remember this from the last game. Ormus decides that the next time you fight, whatever weapon you have equipped is going to break. The only way to avoid it is to reload and equip a different weapon. No way am I losing my magic axe after one hit, so I reload, equip a dagger, watch it break, change back to my magic axe, and finish off the orc. I get 16 experience, 47 gold, and a key.
  
Combat is such a rare and minor part of the game, at least so far.
      
I almost don't see a little hut to my west. I enter. The location is labeled only "a small hut." The map consists of a single building and a fenced garden to its south. A tree in the garden has some gold. The building has a locked door, which I open with a key. Inside are two barrels (gold in both) and a bookcase (magic keys). A barrel in some woods has maps. There isn't any furniture left, so I start searching ground squares in the house and garden and find a couple units of jewels. 
 
Treasures are rarely hidden in random squares like this.
     
A zombie attacks in the northeast corner, and I kill him for 14 experience, 52 gold, and a nugget. Then I spy a troll by a pond and get 18 more experience and 28 gold. Then another one appears. This turns out to be the best grinding spot in the entire game. I'm tempted to stay until I have enough money for a ship.
    
After an entire night spent searching the walls of the buildings, the pond, and other terrain features, I can't find the final treasure. I'm not willing to search every square on the 576-tile map (I might if I could do it with "S"), so I reluctantly leave. 
       
The magic map of Caldara.
      
Not too far south of the hut is the city of Caldara. It's naturally occupied by enemy soldiers. I attack with y 24 troops. There isn't much strategy to these battles. You can either "attack," or fire a single volley at a single column of soldiers, or use a "weapon" which damages multiple soldiers at once. Weapons are single-use items that cost 24 gold pieces to replace, but you need a few of them because attacks only hit one soldier at a time, some soldiers require multiple hits, and you have to destroy the wall in front of them first. We're evenly matched here, and it takes me a couple of tries to win. I'm down to 4 troops when I do.
     
Caldara is a standard-sized city. My normal practice is to use a map when I first enter a location, then keep the screenshot handy for reference. Like many cities, most of its shops have ladders and thus rooms above them, but I rarely need to take a shot of the second floor. Night falls halfway through my visit, but the screenshot helps me navigate without requiring me to waste a torch.
         
You rarely have to worry about getting lost on the second floor.
       
The first thing I find is a boat shop, where I have enough money for a skiff (451 gold) but not a ship (3801 gold). I'll come back. The skiff, meanwhile, will get me across small bodies of water and increase the chances I can fully explore a city. A weapons shop has nothing new. At the troop shop, I replenish my lost troops and buy enough to garrison this city when I leave. At the inn, I replenish health and mana and buy a little extra food. 
   
There are two very valuable NPCs. Steve, above the weapon shop, gives me the name of another god-servant: NIKODEMUS. The town's mayor, Maddock, living above the inn, tells me of the Trigonom, which lets the wielder enter the Land of the Dead. It is assembled from three amulets, each of which is at a different temple.
      
I'm pretty sure I was supposed to try in the first game.
      
I find all the treasures and get 75 experience points. The treasures are five units of gold, one of silver, one of jewels, and a Stone Key, which seems like a unique item. I stop at the pawn shop on the way out of town and sell my excess treasures. I end up leaving with about as much gold as when I entered.
   
The enemy attacks and retakes Caldara the moment I step outside. I don't even have time to even save first. I re-conquer it, re-enter, replenish my troops, exit, and immediately send 20 to garrison the city.
   
Again, I realize I'm close to another treasure: the one from the algebra puzzle. Of course, I can't find it. I search for a five-square radius around the chest (which shouldn't be necessary, since Jones said the formula was its "exact location"). I double-check the solution to the puzzle (54N, 173W). I even go all the way back to Welling (without saving) to verify I wrote down the clues correctly. Nothing. Either I'm not going to be able to win the game because the author bungled his own algebra clue, or you're all about to tell me I somehow failed at simple math. 
    
Time so far: 9 hours 
 

21 comments:

  1. Needing to go out and read a book in the real world feels like a bad move in the early 90s, not all of us had a good library or money to just buy the book. And as good as The Hobbit is, it wasn't exactly the cultural juggernaut that it would become after the LOTR movies released.

    I do appreciate putting the parentheses in math formulas. Yes, PEMDAS/BODMAS makes them unnecessary, but I find it easier to just scan and solve the formula if the parentheses are there - but I assume that people that do more with math formulas most of the time find them visual noise.

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    1. AlphabeticalAnonymousJuly 18, 2025 at 1:44 PM

      Though there are a number of semi-objective, quantifiable metric for how well-known (or, how much of a 'cultural juggernaut') a given work or person is (e.g., see here), it's probably a challenge to reconstruct those metrics for a given work 32 years after the fact.

      Anecdotes prove nothing, but by 1993 I had read The Hobbit (and watched the delightful animated movie) any number of times. I can still recall a number of those riddles, more or less word-for-word.

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    2. I'd say the Hobbit would have been readily available to most at the library. It became hugely more popular and recognizable with the movies though! I once noted that I read the Hobbit in the early 1980s and that sci fi and fantasy at the time was much less popular than it is now... And was pummeled over it by a bunch of "young folk" who grew up after 2000 saying I was wrong... Nope. I was not!

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  2. If not for joystick controls and paper-thin character development, this seems like it could be a fun game.

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  3. AlphabeticalAnonymousJuly 18, 2025 at 1:39 PM

    I also get Y,Z = (54, 173) ... although I'm embarrassed to say that I got it wrong the first time.

    D = (5 x 9) - 34 = 45 - 34 = 11
    C = 4 x 7 + 2 = 28 + 2 = 30
    Y = C + (4 x 6) = 30 + 24 = 54
    Z = (Y x 3) + D = (54 x 3) + 11 = 162 + 11 = 173

    With any luck, there will be a 'detect item' spell later in the game to help with all these.

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    1. You're not the only one having the problem finding the Welling / algebra puzzle treasure. This 2020 forum poster mentioned the same (in German) and says he even searched a ten-square radius (no one answered his post). He mentions the same coordinates and that those were even confirmed in 64'er magazine. Indeed, they are part of a page with solutions to the game listed in said magazine (SPOILER WARNING) here.

      Since I assume the solutions were discovered / verified by the person sending them to the magazine, I wonder if you e.g. need something additional (object, spell, ...?) to uncover said treasure, though I understand that was not the case with any other so far, or if the version you and the other person having the same issue play(ed) has some bug or emulation-related problem not present in the original (hopefully not!).

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    2. That page also lists 64N 217W as treasure coordinates - and we know from the entry that the treasure isn't quite there. So I'm not sure how much that page can be trusted.

      My first intuition would be to check the reverse coordinates - i.e. N173 W54. Mixing up Y and Z would be the easiest thing to do, I believe.

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    3. This could be completely wrong but I had a look at some of the disc code and I can find a text entry for "173". There is another number in the text associated with it which is sort of connected to "54", however is this a co-ordinate for this treasure, another treasure, something else or just random text, I have no idea.
      ROT-13 "Bar Uhaqerq naq fvkgl gjb. Juvpu vf guerr gvzrf 54"

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    4. @Twin Valley: That corresponds to part of the formula for getting to the second coordinate, i.e. 173. See the last line of the equations in AlphabeticalAnonymous's comment above.

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    5. @VK: Yes, so far the coordinates on that page correspond to those given to you in-game by NPCs, not (necessarily) the ones where a treasure is actually located.

      My thought was that the game places each treasure randomly in a certain area around said coordinates. But maybe I'm giving the author too much credit and that bit of NPC dialogue was indeed put in at the end to cover up some error, as killias2 suspected. And it still does not explain where the 54/173 treasure is, so your guess sounds like a good idea.

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    6. What about Y=60, Z=191 ?

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  4. The outdoor map qualifies as a piece of abstract art, I'd suggest.

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  5. Do you lose the game because it's the kings castle that is captured, or is it maybe because it's the only town you own in the beginning?

    Also: are you pushing back Sandor II, too?

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  6. Damn. Too bad these Ormus games prove to be somewhat obscure or potentially bugged in their solution. I had the first one from a German disk magazine but AFAIR I never played it more than a few hours or so.

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  7. The story of Sullivan and the Brotherhood is given in the manual. I guess you wrote this entry before the links to it in the comments to the previous entry on the game were posted / you were able to consult it.

    I have converted the respective page scans from gif to text format, but it would still need some cleaning up and translation and might be a bit long for a comment, too. Let me know in case I should proceed and then post it here nevertheless or send it to you.

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    1. Didn't take that long, so here it goes - this way readers can see it, too. There might be some typos/translation hiccups, though:

      THE STORY OF "THE ORMUS SAGA II"

      Shadows from the past

      About 120 years ago, long before the Dragon Wars and before the story of the first part, there was a man named Sullivarı - a pious cleric. He had many visions and could see things that were to happen long in advance. Unbeknownst to him, he was a protégé of Carion, the father of the gods.

      He founded an order with the name "Brotherhood of the White Rose". The aim of the order was to make the teachings of the gods of Beryland accessible to everyone.

      The order grew in importance over the years, but in Sullivan's opinion the original goal was not achieved. However, the order manifested itself throughout the empire and became a permanent institution.

      When Sullivan realized that the teachings of the Order were becoming more and more distorted, he wanted to dissolve it. As founder and head of the Brotherhood, Sullivan had a great deal of influence, but he had long since lost control of the Order. There were others who became powerful through the Order.

      It was on February 21, 1106 when Sullivan gathered all the brothers of the order for a large meeting in Arbon Castle. There he wanted to announce and carry out the final dissolution of the “Brotherhood of the White Rose”. But this was never to happen. Among those present at the meeting were members of the Guild of Gulhaven, some of whom held very high positions in the order. Seven of these high priests plotted against Sullivan under the leadership of Gulhaven himself.

      Each armed with a dagger, they assassinated Sullivan shortly before the planned speech. “The Order must live on, with or without Sullivan,” said Gulhaven as they stabbed the unsuspecting Sullivan. Sullivan's body was hidden and the meeting was cut short. Gulhaven now took over the leadership of the Order. Later it was officially announced that Sullivan had fallen victim to a long illness. Thus the Order lived on and with it its dark secret.

      One of the co-conspirators wrote down the events of that day in a book and hid it shortly before his death. It was the black book called “ULBORE”, written in an old secret runic script from back then. It remained undiscovered for a very long time, walled up in the cellar library of Arbon Castle.

      To this day, both the “Guild of Gulhaven” and the “Brotherhood of the White Rose” enjoy a high reputation in the kingdom - only one thing remains in people's memories: all the high priests at the time died a mysterious death and all in the 7th year after the order was founded.

      82 years later, on October 22, 1186, a severe earthquake shook large parts of the eastern kingdom. By chance, one of the foundation walls of Arbon Castle was also partially destroyed, opening the way to the book “Ulbore”. Unfortunately, there was no one left who could have translated the ancient runic script. So the contents of the book remained secret.

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    2. A secret awakens

      The publication of the book left a researcher named Perkins in the village of Hull no peace. He and his friend Blackmoore gathered all the information they could about ancient writings, runes and books and often traveled together to Arbon Castle to gain insight into "Ulbore",

      It took many years, but slowly they were able to decipher the runic script. Perkins and Blackmoore returned to Arbon again to unravel the Black Book.

      They finally reached the castle library in the cellar and stood before "Ulbore", the black book. Perkins took the book off the pedestal and began to leaf through it. The pages were heavily yellowed and partially destroyed. Page by page, Perkins translated the runic script and revealed the terrible secret of that time.

      He began to read:

      "It was terrible, we shouldn't have done it. Anyone who reads this book knows the secret about Sullivan.

      But it gets worse! The first person to learn the truth will die. So prophesied a figure who appeared to me as I was writing this.

      Sullivan was a protégé of our father of the gods himself. For the murder of Sullivan, all mankind shall be punished. Within a year of this coming to light, our country will be destroyed by the gods!

      By the gods! I hope this book is never found. I don't want to think of the punishment that awaits us, we who are responsible for the assassination. If you read this book, you only have 12 months left before Armageddon, unless you find a person who is able to read 9 tasks set by the gods. If you succeed, people will be forgiven and “ULBORE” will be burned.

      If you fail, then...."

      A fireball ripped through the library, killing Perkins instantly. Blackmoore froze, unable to comprehend what had happened in the last few moments. This is what happened in December of the year 1227.

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    3. Other events in Beryland

      14.9.1227

      The legendary weaponsmith Wylder of Elborn Castle has died. He forged the most powerful sword ever created by human hands in Beryland: the fantastic DEATH SWORD.

      Until his death, he did not want to reveal the secret of his forging to anyone and so no one will ever find out. Anyone still in possession of one of these DEATH SWORDs will know what a priceless treasure they own.

      Lord Finning, former advisor and loyal servant of the Dark Lord of Ormus - Lord Marox - has taken over the leadership of the Ormus Cult at Magmar Castle. According to the King's spies, it is reported that Lord Finning wants to bring his dead master back to life. But the Royal Council doubts that this plan will ever succeed. It would take an even more powerful person than Lord Marox was when he was alive to successfully use the so-called REVIVE-SPELLL.

      After the death of Marox and Thorn the Wizard, there are no more such beings, with the exception of the Black Dragon, the last of these overpowering titans.

      Interesting facts about Beryland

      THE TRIGONOME

      Even before the beginning of the human age and before the beginning of all life, the sons of the father of the gods Carion created two worlds - Beryland and the world of the dead.

      Before they returned to report to their father, they left behind three amulets. The amulet of fire, death and wisdom. Together they form the Trigonom, the greatest sanctuary of all mortals in Beryland.

      THE MYSTICAL FLAME

      The eternally burning flame, kindled by the sons of Carion when they returned to the heaven of the gods. The flame stands as the symbol of purity, and the spirit of Carion burns within it.

      THORN'S MAGIC RING

      Thorn the Wizard once forged a magic ring to hold his knowledge. However, the gods gave this ring special abilities. It was only much later that Thorn discovered what powers it contained.

      THE GEM OF POWER

      Lord Marox strove for absolute domination and created a dark gem in the process. It guaranteed him the immortality of his soul. The gem was destroyed in the first part of the Ormus saga and Lord Marox was defeated.

      THE BLACK DRAGON

      Lord Argon once claimed: "The Black Dragon is the example of a living hell!". It is the last remnant of a time when
      humans did not even exist. Even the powerful wizards Lord Marox and Thorn would hardly have stood a chance against it.

      HISTORICAL OVERVIEW

      1203 - The wizard Thorn forges a powerful ring. The existence of the ring remains secret.

      1207 - Start of the Dragon Wars (see Part 1).

      1208 - Death of Sir Camper of Ghoul

      1210 - Death of Thorn the Wizard
      - The city of Ghoul is completely destroyed in a dragon attack, but it is rebuilt and given the name Camper Hill (in honor of the deceased council member Sir Camper).

      1211 - Death of the then King Lord Gorden (Feb. 4)
      - End of the Dragon Wars: In the final and decisive battle, the Black Dragon is defeated but not killed.
      - Lord Argon is crowned the new king.

      1213 - Lord Marox builds Magmar Castle and founds the Ormus Cult.

      1223 - Lord Marox creates the Gem of Power.

      1225 - The beginning of the first part of THE ORMUS SAGA.

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  8. Not to curb your enthusiasm for creating data tables, but maybe to avoid some extra work (though you recently wrote in a comment you are most of the way through the game already): the manual also contains further information. Besides the game's goal / winning & losing conditions, these are lists of:

    - commands with descriptions
    - spells with conditions & effects, level and MP requirements
    - weapons, armour and enemies with stats each
    - cities, villages and castles with their respective facilities and a couple explanations on the latter

    Plus a page on the whole attack & conquer places mechanics, a paragraph on troup costs & payday and short ones on player stats and on ships & boats (they degrade and can be repaired).

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  9. If you struggle with crummy interfaces like this joystick-driven mess, take a look at AutoIT. It uses a very simple scripting language and you could map your keys to joystick motion and button presses. You could even have ChatGPT write the script for you if you don’t want to bother with it yourself.
    -jj

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  10. If you got the solutions already this would be an interesting game to speedrun... If it works.... Are there any triggers for telling if you actually spoke to the NPC before calling out a NAME

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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.