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| Dungeons are teeming with enemies, items, doors, and clues. |
We return to Chester the sexless golem paladin, circling the roads of the land Excelsior, picking up various hints and clues. The Council of World Watchers have sent me here to deal with some unspecified evil, but so far the only major quest step I've uncovered is to find the three amulets that will allow me to increase my attributes when leveling up. There are supposedly clues to the red and blue amulets in North Blagsell and Embiscule, and the green amulet is apparently in the Forgotten Pits.
I want to visit each town once before committing myself to dungeons, so I press on.
Owenfield
- An astrologer reads my fate and says that I'll need four items of fantastic power to fulfill my destiny, and that one man will show me the way when I'm ready for it.
- A graveyard has a bunch of stones but apparently no inscriptions.
- A ranger: When hunting in the Rumbling Range, he encountered a unique baobab tree.
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| Deep into my thirties, I thought that "baobabs" were fictional trees. |
- The weaponsmith has some unique items, including a Wind Staff and Poseidon's Trident.
- The armory has eramel plate and an eramel shield. I can afford the latter and buy it.
- A guy offers another game of Three Crowns Up.
- A warrior says that he's served Lord Valkery (of Castle Excelsior) for years, but something is different about him lately.
Owenfield is with Castle Griswald on a southwestern peninsula. I have to retreat across the peninsula, back to an intersection near the city of Hollow, and then take a long road to the southernmost part of the continent.
Borinthia
- A mage staying at the inn: A magic fire is the gateway to the netherworld. He does not know where it is.
- A warrior: There are rumors that the king's son, Prince Williamson, has been imprisoned in the royal keep.
- Janell: The only remedy to being land-locked is "not on the land itself."
- Nelver: Used to work for King Valkery but was fired over differences in views, replaced by Peffley.
- L'lella: A woman volunteering at the clinic asks if I'll stay and help care for wounded people. I say yes, stick around for a while, and learn the "Bandage" skill, which causes my wounds to heal automatically, though slowly enough that I still need "Alleviate Pain" after most battles.
After Borinthia, I head back north, up the east coast of the continent. I cross two islands to the next location.
The Port City of Farborough
- The weaponsmith has something called a Devil's Pitchfork. I can afford it but don't buy it.
- There are places in the city only reachable by boat. Clearly, I'll have to return with one.
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| Ah, Venice. |
- Pirate: There's a large sandbar east of here. It keeps the town safe from rough seas.
- A shipwright offers ships for 5,000 gold.
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| It's going to be a while. |
Embiscule
- A beggar asks for 2 gold. I give it to him. He says that a baobab tree marks the location of an object of great significance. The sorcerer Cirine in Burroughs can tell me more.
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| I have no idea why this is the last screenshot for a while. I must have just forgotten that I had to take them. |
- Pirate: He's heard of a magic lantern that can burn forever, but he doesn't know where it is.
- Assassin: A man in Heize murdered a man in cold blood and can teach his methods.
- Hollow: A ranger can tell me about "Dark Eyes" (I already have it).
- The weaponsmith has a Thunder Axe and a Speedblade, both too expensive.
Widdlenix
- The weaponsmith sells an Axe of Doom. Still too much.
- Archer: Fefin in Pibsly will teach me "Marksmanship."
- Militiaman: There are treasures across the oceans. Janell in Borinthia can help me get there.
- A magic shop. I'd love to buy more spells, but I can't seem to make any serious money.
- Woodsman: Schoenoff's Forest is to the northwest. There's a woodsman named Hote there who may provide assistance.
I'm almost back to Castle Excelsior, but another road branches east and south.
North Blagsell
- Townsman: There's a literate person in Wyckmire who teaches people to read and write.
- Cleric: A substance called Liquid Light can be found in the Forgotten Pits.
- Boore: I should find Gerald of the South, kin to one of the greatest knights in the land.
I was supposed to get a clue to the red amulet here, but I circled the place several times and didn't find anything. I move on to South Blagsell, which as per last session, is actually north of North Blagsell.
I lose my horse somewhere between
North and South Blagsell. I don't know what happened to it. I must have
accidentally jumped off and failed to notice.
I also find a yellow potion after one battle and a red after another. The yellow heals 10 hit points; the red increases strength (temporarily).
There's a keep called Ironthread on the road between North and South Blagsell, but the door is locked.
- A warrior named Gerald: Excited about his brother having studied under a master warrior in Embiscule.
- Archer: You can sharpen your skills with a bow by seeking out the master archer in Pibsly.
- Archer: A man in Castle Infinitum is an expert in "Survival."
- Ranger: Boore in North Blagsell knows about the red amulet.
- The healer is inexplicably sequestered behind half a dozen locked doors.
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| Build a side door? |
Once you get some dialogue in this game, the same dialogue never comes back even if you speak to the same NPCs. I miss something in the Boore/Gerald thread, so I end up saving the game and creating a new character just for the purposes of re-experiencing those lines of dialogue. I make him a male giant, pump him full of strength, and give him the "Bandage" and "Fist Fighting" skills. This is just enough to keep me alive long enough to visit the two Blagsells and record the lines.
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| "Blah" the giant collects some intelligence. |
The combination of these leads suggests that the next clue on the path of the red amulet is to be found in Embiscule.
I finally finish my road loop back at Castle Excelsior, though I can tell from the map that Matthew Engle provided that I've missed Burroughs, on a lake in the middle of the southern part of the continent, and several cities accessible only by ship.
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| These travels are accompanied by many battles, but they've gotten rather easy. |
At Excelsior, I level up a couple of times, check my task list, and decide to try to find the green amulet in the Forgotten Pits, on Hugh's Point, south-southwest of Schoenoff's Forest. Before leaving the Excelsior area, and on the way to the forest, I do a few errands:
- In Oooblyae, I ask around until a bard tells me that Jad Merlings was recently in the city but has left for South Blagsell. I've been on the trail of Merlings, who can supposedly teach me how to play the lute I've been carrying since Level 1, for several cities now. I don't even know what playing the lute allows me to do, although this is partly answered in the next bullet point.
- In Woodside, I open a door I didn't have a key to open last time I visited. There's a guy who sells lutes and "Slumber Lutes." I note it for later.
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| All lutes are Slumber Lutes. |
- I waste a bunch of time in Castle Excelsior opening doors I didn't have keys to open before. I find nothing in any of the rooms, just generic NPCs.
- Wyverns, golems, gargoyles, and sorcerers are among the new enemies I encounter at my higher level. I find a Retribution Sword on the body of a wyvern. It does double the damage of my eramel longsword.
- In Pibsly, a master archer named Fefen teaches me "Marksmanship" for 100 gold.
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| I haven't shot a bow in this game yet, but I still like acquiring all the skills. |
- In Stockshire, a guy behind a locked door says that his travels have taken him to a magic flame on a small island near the edge of the world. I also buy a new horse here.
- In Roaldia, I buy "Instant Elevation" (IE) and "Instant Descent" (ID) spells to facilitate dungeon exploration.
- Schoenoff's Forest is a maze with a hut in the middle. It takes me forever to find my way to it because I've temporarily forgotten that the game allows diagonal movement. The occupant, Hote, at first just tells me to state my business or leave. Since I don't know exactly what I want from him, I just leave.
I find the Forgotten Pit right where the cartographer said it would be. My first thought is to use "Instant Descent" to rocket to the bottom of the dungeon and begin hunting for the red amulet. I soon discover that the two spells only work after you've arrived at the levels organically. This turns out to be a good thing.
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| Arriving at the Forgotten Pit. |
The dungeon levels are large, about 48 x 48, and I nearly have to map. There are plenty of enemies, but also plenty of time to rest and heal between enemies. My backpack soon fills up with valuable items. I leave so much expensive loot on the floor that it starts to physically hurt. There are locked doors to open, treasure to find, and signs to read.
On Level 2, a sign tells me: "There is exactly one secret door on this level." I find it in the southeast corner, allowing entry to a long hallway that runs up the entire east side of the dungeon. At the end of the hallway is the green amulet and magic lantern. I didn't expect to find them so soon.
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| Nice of the developers to put them together. |
As soon as I pick up the magic lantern, the fog of war disappears, and the entire 26 x 18 exploration window fills up with dungeon squares. Being able to see a quarter of the dungeon at one time obviates mapping.
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| Too little, too late. |
I'm surprised to find a ladder down. Level 3 has a more "cavernous" feel. There are a number of signs that read:
- It can't exist in a one-dimensional world.
- It is one-dimensional in a two-dimensional world.
- It is three-dimensional in a four-dimensional world.
There's a final "chattering" signpost that I find I have to talk to instead of reading. It asks me: "What is it that my mute friends are speaking of?" I don't know the answer. While I'm pondering it, I start to question what a "four-dimensional world" would look like and Google it. Google's AI result says right in the description that the "shadow" of a 4D would be 3D. Having thus spoiled it for myself, I try SHADOW, which opens the way to the fourth level.
Level 3 also has a little residence belonging to a priest; he asks me to leave him alone, as he "Must spend time deep in prayer [to] produce holy water." I can't figure out anything to do here. The fourth and bottom level has a maze in the top half and a series of rooms in the bottom half that suggest a destroyed castle.
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| This could be Magincia. |
Locked doors cut off the southeastern area. I open them and slay a white dragon. There are rivers of lava running through here, but I can't figure anything else to do. I suspect I'll have to return later.
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| On the bottom level of the Forgotten Pit. |
Four castings of "Instant Elevation" get me back to the surface. The items I looted sell for so much money that I could certainly buy a ship if I took another dive to get a second batch of loot. Overall, the dungeon was a bit livelier than I expected, closer to Ultima V than Ultima IV and earlier.
Instead, I decide to head south to the town that I missed. On the way, I stop at Embiscule and learn from someone named Christoph that Gerald is a liar: far from a great knight, Gerald's brother died a beggar in Owensfield—and was buried with his red amulet.
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| Wait. "One of?" |
After that, I cross a couple of bridges to the island that hosts:
Burroughs
- A thief: Somewhere there is a small hut filled with thieves who can teach "Lockpicking." This must be the least useful skill in the game, since you find so many picks that even someone with no skill (like me) has a surplus of hundreds.
- Cirine the Sorcerer: Once had the blue amulet, lost it under a baobab tree. Hute the Woodsman can assist in its retrieval.
- The weaponsmith sells Death Swords and Holy Blades.
I'm close to Owenfield at this point, so I head southwest to the city and use my shovel on graves until I find a body with the red amulet.
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| Not the Avatar. |
Hoping to make it a trifecta before I post this entry at midnight, I race back to Schoenoff's Forest. This time, Hule hears the story of the baobab tree and makes me a Forestry Axe.
The ranger in Owenfield said the tree was in the Rumbling Range, which is depicted on the map in the northwest corner of the continent, not far from Schoenoff's Forest. It's a large range and it takes a long time, studying one screen of mountains after another, to find a tree in their midst. When I see it, I use the axe and claim the blue amulet.
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| Definitely not the Avatar. |
Hule asked me to return the axe, which I do. He says that he's part of an organized group called the Resistance, which is dedicated to the overthrow of King Valkery. He tells me that their headquarters is in the dungeon Intungo, where the password is VICTORY.
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| That escalated fast. |
Some miscellaneous notes:
- As commenter Scott pointed out, the "Zagha's Banquet" spell trivializes the food system. I've been casting it whenever I think about it.
- The game has a curious mechanic discussed briefly here. Sometimes, slain enemies leave two items behind, and the game pictures them side-by-side. When the player goes to G)et the item in that square, the game asks which one they want. The player has to hit the left arrow or right arrow to pick up the appropriate item.
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| Pile of Gold or Crossbow? would be a great game show. |
- In my descriptions of the towns, I have been eliding the many generic NPCs with standard lines. There are many of them.
- Character death comes with a little narrative in which the character finds himself standing before the Great Council, chided for his failure, and passed over for promotion.
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| I love how the game has a backstory that would allow for easy resurrection after death, but instead death is permanent failure. |
I wrap up this session by visiting the three castles again and touching the various glowing balls, increasing my strength, dexterity, and intelligence.
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| Re-visiting Castle Griswald. |
These attribute increases make battles, which had already become fairly easy, even easier. I'm enjoying the exploration and treasure-hunting nature of the quests, but I'm worried that the game is going to become unchallenging as an RPG. We should know by the end of the next session.
At Griswald, I speak to the cartographer and learn that "Intungo is in
the mountains north of Heize." I haven't found Heize yet, but the map shows it on an island to the west of the continent. As it happens, I've sold enough gear to be able to afford a ship, so my next steps seem obvious.
Time so far: 12 hours
****
If you're still raw about my recent abandonment of
Sandor II, check out the
extensive notes file offered by commenter Buck, who got much further than I did but still got stuck.
I know you commented on it yourself on the first post, but every time I see "sexless golem paladin" I still think of the Elden Ring memes with "But alas, you are maidenless."
ReplyDeleteThe shadow riddle is odd, given what the rest of the setting looks like. Who wrote it? Medieval mathematicians were pretty set on the physical world defining what's valid mathematics and things being obviously restricted to at most three dimensions, but now it looks like there's someone doing at least 19th century mathematics running around and expecting to find dungeon explorers who also know it.
ReplyDeleteHi all - I'll claim "credit" for writing that riddle. At the time I was reading about string theory and theoretical physics and other ideas that require multiple dimensions. The riddle was probably most directly influenced by the book "Flatland" from the 1800s. I kind of extrapolated the 3 dimensional shadow idea. I'm glad that 30+ years AI gives the same answer!
DeleteIt is a great puzzle and I appreciate the physics of it. Just happened to be deeper in my brain was able to resolve. :-)
DeleteYeah, I see where the puzzle came from. The weird thing is the worldbuilding part where this is set up in the game as something written by someone living in the Excelsior world, and it doesn't look like a place that has many string theorists or Flatland enthusiasts around yet.
DeleteMaybe it was some previous failed Fixer--they'd know!
DeleteThis kind of argument always bugs me. A fantasy setting is not a historical setting; there's zero reason the former should mirror the latter in all aspects bar the supernatural. If anything, there's a good reason that it should *not* - there's no way something as fundamental as actual working magic wouldn't have an effect on their understanding of the world.
DeleteAgreed with @VK here. Maybe it's a situation like in Anathem, and Excelsior is just set in a world slightly closer to the Platonic Ideal World than our own is...
DeleteOkay, the Anathem reference wins you a couple hundred Internet points. Well done!
DeleteThey totally could have more advanced mathematics than medieval Earth did! But that should be a conscious worldbuilding decision when writing the game then, and it should show up in more places in the world and story. As it is, this is pretty much just careless writing, since there doesn't seem to be anything else hinting that people in the world are familiar with this sort of stuff, and bad game design, since the riddle throws players who are immersed in the generally medieval mindset of the plot.
DeleteKeep in mind that mathematicians had the concept of 4-dimensional space at least as early as 1754 (d'Alembert). No reason it couldn't have been even earlier here - and no need for the authors to go deep into mathematical backstory to justify it. Also, given that this game is functionally based on Ultima 3, which was about an evil, part-demon part-computer that was the child of an evil all-powerful magician and his sorceress apprentice (which stories also involved spell-casting medieval heroes hopping into spaceships and time traveling), it may be too much to ask for a 1994 fantasy game to have a deep, backstory without plot holes. While games of the period did often have backstory (especially Ultima), it was also often inconsistent, non-sensical (see above) or retconned with further releases. I just roll with it... at least until I get stuck in a puzzle and then I'm happy that Google exists.
Delete@Scott: I would like to cash in those points for another, similarly-enjoyable, Stephenson novel. Nothing since has quite gripped me in the way that Anathem did.
DeleteBarring that, let's have an Anathem-themed CRPG. It has it all: medieval (-seeming) monasteries, science-fiction and spaceflight, and mysterious magical powers to explain away 'reloading' the game when your party is killed.
@AA: I re-read Cryptonomicon recently - love that story. And I'll soon get to re-reading the epic Baroque Cycle trilogy (a kind of prequel to Cryptonomicon and a bit closer to the Anathem feel). I do recommend both, along with Seveneves. Heck, I've enjoyed pretty much all the Stephenson novels I've read, but those are his best that I've encountered. An Anathem-based game would be very interesting. Almost more of a mystery/puzzle game than a CRPG if it follows the novel concepts.
Delete"A shipwright offers ships for 5,000 gold."
ReplyDeleteI always have to chuckle at "Hello, Sailor!". Too much Zork in the past I guess.
The shadow puzzle broke me. After two days of pondering it and a lot of wrong guesses, I had to look up the answer (not for the last time).
ReplyDeleteFor those folks (e.g., Hote, priest) where you can't figure what what to do - you're just not at the right stage yet. As you noted in your first entry (I think), unlike U4 you can't skip ahead on quests by knowing where to go - folks won't respond as needed unless you're on the right quest (and at the right stage of the right quest). I just note their responses in red in my notes - my indicator that I'm sure I'll be back.
Lockpicking is a useful skill. You still use the skeleton keys, but you tend to be successful on the first try and don't burn them through as quickly.
I wouldn't worry too much about losing the horse. For one, you can always buy a new one. For another, I found that ultimately using the horse made things slower. The sound it generates takes ~twice as long as the walking sound so it actually takes longer to move each step in player (not character) time. Plus the horse can't cross rivers, so you're either regularly abandoning it or going far out of your way to a bridge or river end. Once I got my ship I lived on that thing, although even that was annoying since I would regularly need to go from the literally one side to the other. Eventually (once I got the spell), I began living with the Air Walk - it gets you everywhere (even islands as long as I'm willing to recast in the middle of the ocean), and it's a cheap cast for paladins.
Money does tend to be tight for a long time until those Eramel armor sets start dropping from enemies (which is never quite frequently enough). I prioritize those grabs now. (And I do love my Retribution Sword.)
I may be mis-remembering this, but I think one benefit to having a horse is that you use food slower. The idea was that you can cover more ground between having to eat since the horse travels faster. I think horses also allow you to travel over marsh without getting poisoned since you aren't in contact with the plants on the ground.
DeleteI don’t know about the food, since I use ZB, but you are probably correct there. You definitely are correct about the swamp protection. And you move twice as fast as creatures so you can outpace your enemies. I just ultimately find them overall slower because of the need to avoid rivers and bodies of water that I can swim or AW across. Not a criticism just a play style choice.
DeleteThis might be the consequence of blog entries being by nature heavily condensed, but reading through this entry really gives the impression that Excelsior has managed to put together a very lively world, with sufficient density and diversity of NPCs, locations and quests that the player can always look forward to interesting places they haven't seen yet and interesting things they haven't done yet - and aside from a lack of combat difficulty, stuff like the item economy, spell usefulness and others seem pretty well balanced. It appears to be a lot more intricate than most other games it visually resembles.
ReplyDelete3-4 NPC's per town with likely one liners is pretty meh.
DeleteI guess this page with Buck's Sandor II notes is the appropriate place to comment on them.
ReplyDeleteDid Barkos pay you? He just told me he was too poor to give a reward and that was that (the message also closed instantly and I had to reload and record a video to catch it at all). The guy back in his castle wasn't there anymore either.
There're several other armour pieces that get identified as potions. They're still wearable as armour, but I likewise never got stats high enough to drink them or whatever.
Charisma seems to reduce prices for (non-weapon?) training, but not significantly. Just being a Megrim is much better.
I didn't check properly but I felt that intelligence affected spell damage. Magic Drinks require a certain amount of Spellcasting stat to drink.
AG-Kraft just goes up per battle? I didn't pay it much attention, but based on my level 7 characters having ~520-560 and my level 6s having ~440 I thought it was level-based. Then again, your 750+ at level 7 is way higher than mine.
Traps, Cartography, Opening and G. prüfen probably don't have any benefits to going above 100, but Hunting and Negotiation both continue to scale. Hunting just gives you more goes at the minigame each time you start it which isn't really useful, but Negotiation continues to scale the prices you sell trade goods (and seemingly some equipment) at. Also lances.
Raising Hunting decreases the speed at which the targets move, up to a point, and gives you more shots. It's still unreasonably fast with the CPU set to anything higher than 8MHz, but overworld movement is too fast at 16MHz to be fully precise, so I think that's the intended speed.
Not sure if it affects passive healing rate, but Healing skill is required to use Healing Waters.
G. prüfen governs the second identifaction option (Begutachten), that tells you about spells items can cast etc. G. bewerten govers the first one (Mindestkraft), that tells you the Strength requirements of an item (that claims it's a strength requirement even when it's a Healing/Spellcasting requirement with potions)
You actually got Wildfire on the spell list? After Healing 1 showed up a second time below Feuerblitz 5 or something I assumed the spells just looped and Wildfire was an item-only spell.
Life does indeed raise a dead character. And makes the game beep annoyingly until another sound is played.
I found Haste actually pretty useful for making fights less tedious. Haste 3 gives 3 extra AP for the rest of the fight, stacking. Being able to get more attacks per turn in than the move in, attack once, move back dance was great.
Ninja 1-4 are high single target damage spells. Ninja 3 did ~250 damage IIRC.
Trade buy/sell prices seem to be randomised within a different range per-city each time you fully leave and re-enter, with the prices they buy at also being affected by the Negotiation skill. Magoa to Kassada was the route I started, though I think Magoa to Terosa was also viable, maybe only after getting some points in Negotiation. I was buying at ~23 gold and selling at ~50/~110~/600 gold at 5/300/3000 Negotiation.
Interesting, you have Horn-Panzer +4 as giving 100 armour; my testing had it giving 80, less than the regular Horn-Panzer's 110, and I'm sure I double-checked that result.
Also, I have my own set of notes though they're far more 'overly long writeup that goes into too much detail, and supplementary files' rather than Buck's nicely-formatted guide. Is there any value in me sending those in?
That is some neat information about Sandor II
ReplyDeleteChester, I love you man, but your sexlessness is a little TMI.
ReplyDeleteI read Schoenoff as Sho-enuff and amused myself greatly. Sorry, that's pretty random
ReplyDeleteSchoenoff's Forest was actually named in honor of Dan's and my Jr. High School wood shop teacher, Mr. Schoenoff. We really liked his class.
DeleteWhere you allowed to have shoes on at his lessons?
DeleteI had the same reaction, Ray. I thought it was a Last Dragon reference.
Delete