Showing posts with label Ultima III. Show all posts
Showing posts with label Ultima III. Show all posts

Friday, March 12, 2010

Ultima III: Won!

   
Exodus: Ultima III
United States
ORIGIN Systems (developer and publisher)
Released in 1983 for Apple II, Atari 800, and Commodore 64; 1985 for DOS, Macintosh, PC-88, and PC-98; 1986 for FM-7, Amiga, and Atari ST; 1987 for NES; 1989 for Sharp X1
Date Started: 7 March 2010
Date Ended: 10 March 2010
Total Hours: 10
Difficulty: Easy-Moderate (2.5/5)
Final Rating: 51
Ranking at Time of Posting: 9/9 (100%)
Ranking at Game #420: 396/420 (94%)
     
Exodus has fallen. I won Ultima III in about 10 hours of total gameplay.
    
I should have been saying this all along in previous entries, but ***spoilers follow!*** If you're planning on playing Ultima III you might read my first entry on the game but leave this one until you finish.
   
Ultima III is not a terribly difficult game if you don't push your luck with the dungeons until you're ready. As I think I said in my first post, I don't believe in saving and reloading games just because you don't like a certain outcome, like a character dying during a battle. Instead, I force myself to haul my character to the healer and get him or her raised or resurrected. It makes the game more challenging. The only time I reload is when my entire party is wiped out. Even with this restriction, though, my characters only died a few times.
   
A commenter pointed out to me that another blogger has already done a fantastic job with the Ultima series: Zac Bond's "Blogging Ultima." Over a one-year period from 2007-2008, he played every Ultima game, including the little-known Escape from Mt. Drash and the Nintendo Gameboy Runes of Virtue. I'm trying to avoid spoilers, but I read his commentaries for I, II, and III. We had a lot of the same impressions--I even took the same "Copy Protect!" screen shot as him, and he also commented on the rampant evil of your character in Ultima II. Anyway, if you like my blog, his is definitely worth reading through (he still posts now and then with new material).
  
As far as I know, no one has blogged Wizardry, so I still have a corner on part of this market.
   
Although the gameplay was occasionally a little repetitious, I found Ultima III to be authentically fun. There are hints of the greatness that would soon follow in Ultima IV. The storyline is much more sensible than in previous Ultimas, the magic system much more developed, and the combat more tactical. If you're really interested in getting in to the Ultima series but don't want to slog through some of the nonsense in Ultima I and Ultima II, I recommend starting here.

The towns of Fawn and Monitor/Montor, first introduced in Ultima I, are here--I think for the last time until Ultima VII. You also run in to both Dupre and Shamino, soon to be your close companions in Ultima IV, in a couple of bars. As I said last time, Iolo and Gwenno are both in Lord British's castle. You practically have the whole gang here.

Finishing the game involves visiting every town and talking to each person to obtain a series of clues. By piecing these clues together, you discover that the main steps are:

  • Visit the dungeons and find each of four "marks"--hot iron brands on the walls that I guess permanently imprint on your characters. The Mark of Kings allows you to advance to higher levels; the Mark of Fire allows you to cross lava without damage; the Mark of Force allows you to walk through force fields; and the Mark of Snakes allows you to bypass the silver snake guarding Exodus's castle.
The things I do for Sosaria...

  • Take a ship through the whirlpool and into the land called Ambrosius. Within this land there are four shrines, and at each shrine you find a "card." The are called love, sol, moons, and death. You need these to defeat Exodus.
  • Find exotic arms and armor, which are the only weapons and armor that work in Exodus's castle.
  • Build up your characters until they're strong enough to make it through Exodus's castle.

Exodus's castle, beyond the silver snake. Anything to do with the later Serpent Isle?

Of these steps, the last is the most time-consuming. I discovered fairly early in the game that your spell points do not increase as you level up. They are dependent upon your ability scores and stay fixed based on those scores, so I realized if I was ever going to get my cleric to cast "greater heal" or "raise dead," I'd have to increase her wisdom. Fortunately, the shrines in Ambrosia that hold the cards also allow you to raise your stats--for a price of 100 gold per single stat increase.

For hours, therefore, I spelunked the dungeons, collecting both gold and experience, and made repeat trips to Ambrosia to increase my numbers, focusing on wisdom for my cleric and intelligence for my wizard. Some of the dungeons have fountains that heal you to your max hit points, and I found that a good strategy was to stand near one and wait until attacked, then heal after battle. I also found a town that contained a large cache of treasure chests I could plunder. They refreshed each time I left and re-entered, so it was an easy if time-consuming way to build up my gold.


This town made life a little easier.

The dungeons, I should mention, are a lot more interesting than in Ultima I or Ultima II. First, you have to use them--they're the only way to get marks. Second, they have a lot more perils, including traps, gremlins that steal your food (God, I hate those little buggers), strange winds that blow out your torches, fountains both foul and refreshing, and occasionally treasure rooms. You really do have to map them so you can avoid running in to the same traps over and over. Fortunately, you can buy gems that, when peered at, give you a map. I took screen shots of these maps and then annotated them in Word. Also, unlike previous Ultimas, in the Ultima III dungeons you can't see the monsters coming. One second you're walking down the hall and the next you're in battle.

This is for Gandalf!

Now, I did break my rule about saving and reloading once. Look, I'm not an evil man, but at least once every Ultima game, you simply have to try to kill Lord British. Well, it was surprisingly easy in this one. Lord British's castle holds a frigate which you can steal and use to blast guards, jesters, and other castle denizens--including our revered sovereign:


    
If you leave the castle and return, he's back on his throne, acting like nothing has happened. Still, I figured I'd better not press my luck and I reloaded.

When my characters all had 2150 hit points and reasonably high attributes, I decided to try my luck with Exodus. It was a little easier than I expected and I won on the first try. The monsters were fairly difficult, and just before the end you face a battle with--this is definitely an Ultima III original--the floor itself. Wave after wave of floor tiles, which you cannot see, attack you.

Ah, that dastardly floor! Quick, Ur-Emp, cast PINE-SOL!

After that, it's a simple matter of inserting the four cards in to Exodus, who seems to be a computer.

The heroes destroy Skynet...uh, Exodus

I recorded the ending as usual, including some audio this time. I'm going to see if I can find someone to whom to "report my feat." After that, it's on to Wizardry III if I can get it to work or Alternate Reality: the City if I can't.


  
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Further reading: My posts on the entire Ultima series: Akalabeth (1980), Ultima (1981), Ultima II (1982), Ultima III (1983), Ultima IV (1985), Ultima V (1988), Ultima VI (1990), Ultima VII (1992), Ultima Underworld (1992), and somewhere in there we have the dreadful Ultima: Escape from Mount Drash (1983).

Monday, March 8, 2010

Game 8: Exodus: Ultima III (1983)

      
Exodus: Ultima III
United States
ORIGIN Systems (developer and publisher)
Released in 1983 for Apple II, Atari 800, and Commodore 64; 1985 for DOS, Macintosh, PC-88, and PC-98; 1986 for FM-7, Amiga, and Atari ST; 1987 for NES; 1989 for Sharp X1
Date Started: 7 March 2010
        
My first impressions of Ultima III are that it redeems Ultima II. It feels like a real game instead of Richard Garriott screwing around. It (at least so far) keeps the game grounded in more standard fantasy conventions without involving light swords and rocketships. Combat is more tactical and interesting (if longer), equipment and items are more varied, the magic system is more sophisticated, dungeons have a reason to exist, and the overall gameplay, to me, is a lot more satisfying. This is the first game from Origin Systems, Richard Garriott's company; his first two games were published by established game producers.

Ultima III was released in 1983 for the Apple II, the Atari, and the Commodore 64. I'm playing a DOS port from two years later. In fairness, I should mention that I also downloaded and installed a graphics and sound upgrade package designed by some cool programmers over a decade ago. Compare the screen shot above to the original below, and you'll see why.



Ultima III begins an era of games in which it really pays to read the manually carefully first. The manual and its accoutrements are one of the things that Garriott and Origin really excelled at. Each game in the original series came with a hand-drawn cloth map (I read somewhere that it took Garriott a long time to find a publisher for Ultima II because he insisted that they produce the cloth map with every game) and an ornately-decorated, magniloquently-written game manual. Consider the opening paragraphs of the manual:

Welcome back, oh illustrious adventurers! Long has been thy sojourn in this strange realm, though 'tis a fitting respite for great heroes. Glorious are the names of those adventurers who slew the mighty Wizard Mondain and his evil consort Minax. Lord British's minstrels still sing thy praises for the epic battles waged in the overthrowing of those two crimson necromancers. The chronicles of Ultima I and Ultima II bear witness to thine effects on behalf of the good subjects of the realm of Sosaria.

"The time of thy rest is now o'er. Thou wouldst not be here if thou hadst not heard the distant braying of the war horns, or felt in thy blood the cry of kinsmen in dire peril. Thou art Called, and from such a Calling none of the People may turn aside. It is thy duty and thy destiny.

Aside from the fact that Ultima II has nothing to do with Sosaria, it's beautiful prose. Sometimes, they go a bit campy with their metaphors. Nothing beats: "With the fall of Mondain and Minax, peace had flowed like molten honey around all of Sosaria." Yes, there's nothing like the molten honey of peace.

The basic setup is that a new evil, called Exodus, the "child" (either metaphorically or actually) of Mondain and Minax has appeared on an island of lava in the middle of the ocean. None know whether Exodus is "man, monster, or daemon." The only way we know its name is that the word "EXODUS" was found written in blood on the deck of a ship from which all crew had vanished, "as if plucked by some evil force." Also, a "shattered man found wandering the groves" outside Lord British's castle had this to say: "from the depths of Hell, he comes for vengeance." I tell you, I just eat this stuff up. In a modern game, this would all be handled with a cut scene, but I almost find the manual more fun.

Nothing compares to the spell manuals, though. Ultima III follows Wizardry's (and, for that matter, Dungeons & Dragons's) example of dividing spells into priest spells and wizard spells (or holy magic and arcane magic, if you prefer). In-game, you cast a spell by specifying the character and the spell letter. There are 16 spells on each side, each with a letter from A to P. Cleric A is turn undead while wizard C is light. But, God, how the spell book describes them!

I didn't put this much effort into my wedding vows.

To cast a light spell--or "Lorum," as the book has it--you don't just type (c)ast and "c": you chant "obrey uricum obla sum" while casting into the air a small portion of lorum dust, collected from "a spider's bath, which has been warmed by strong sun for many hours." This is art, people. I almost feel bad that I created a little text file as a reference. There are a couple wizard spells so thickly described that I still have no idea what they actually do.

Ultima III is the first game in the series to allow multiple party members, and the classes and races have been expanded to include some that will not only never occur in any other Ultima game but as far as I can tell never occur in any game. For instance, one race is a "fuzzy"--literally little furry creatures--that I suppose could become the emps of Ultima VII but are never a player race again. In addition to fighters, thieves, wizards, and clerics, classes include paladins, barbarians, larks (basically a synonym for bard), illusionists, druids, alchemists, and rangers. Each has a different combination of combat and magic skills, so you have to choose carefully.



Gameplay is in some ways very similar to the previous Ultimas, with a top-down perspective and with actions tied to single keyboard letters. There is more depth to the game world, though, including an early type of "fog of war": you can't see around corners or through dense wooded areas or across mountains. There's also a mysterious (o)ther action command that allows you to do special things you have to discover along the way.

Combat is what makes this Ultima stand out from the others. During the main part of the game, your party of four is represented by a single icon, but when you enter combat, you become four distinct party members, each of which performs an action in turn, including fighting or casting. There are both ranged and melee weapons, plus a wide variety of offensive and defensive spells (although limited spell points), so battle is far more tactical than in many other games of the era. One annoying thing is that monsters can attack diagonally but you cannot. Different icons represent different character types so it's easy to figure out whose turn it is. I'm pretty sure this style of combat remains all the way through Ultima V.



As with previous Ultimas, dungeons are first-person, although a little more interesting in color and items. But the series continues its obsession with food, and keeping from starving is just as difficult as it was in Ultima II--more so, in some cases, because in the dungeons you keep running into gremlins which steal it.



Hit points are dependent upon leveling, not upon bribing the nearest sovereign. You increase in levels by visiting Lord British, who as usual provides no helpful information. I note that Iolo, Gwino, and--making an appearance for the first time--Chuckles are all found in Lord British's castle, and it doesn't look like I'm going to have to kill them this time.

You're not going to demand a tribute from me?

In the early stages of the game, I've been exploring and mapping Sosaria--which isn't all that large--visiting towns, and getting clues from the locals. As with Ultima II, each person gives you exactly one line of dialog and most of them offer stock responds (although not as dumb or annoying as in Ultima II). From those that have something original to say, I've learned that Exodus lies beyond the silver snake, and I'll need to find exotic arms to defeat him, as only they will protect me from great evil. Other clues--and I'm not sure how they relate yet--tell me to seek a place called Ambrosia, seek the Shrines of Truth, journey through a whirlpool (I have a feeling these are all related), seek the jester in the Castle of Fire, and to find "marks" and "cards." There are apparently four of the latter, and I need to use the command to stick them into panels somewhere.

I haven't gotten a ship yet, and I can see towns and dungeons off shore, so I need to find a frigate next.

One word on the mapping: the game isn't conducive to graph paper, so I imported the cloth map as a raster image into a geographic information system (GIS) program called MapInfo Professional. I then created a vector layer to draw on top of the map, so I can note the locations of towns and their names. Overkill? Perhaps. But fun.