Wednesday, June 3, 2026

Yendorian Tales: The Night We Brought a Horse into the Bar

"Found guilty?!" There wasn't even a trial!
         
The island of Yendor is in danger from a nebulous source. Its mines, vital to its magic-based economy for their Nuore ore, are overrun with monsters. At a recent presentation, the chief wizard, Zamora, was struck down by a shadowy figure who stole Zamora's orb. The party has agreed to help, and is following clues offered by Zamora's journal to consult with the members of the Society of Wizards. The first one, a hermit named Flagell, demanded that we slay a nearby wyvern before he would help us.
   
The wyvern was on a hill above the hermit's cave. It took me two tries to defeat him. He was capable of a freezing attack across a long distance that took my party members out of the action semi-permanently; to undo it, I had to take them to a healer. Unless I've missed a spell (which is possible—see below), I don't think there's any other way to undo it.
     
The wyvern is briefly "held."
      
He also had a powerful physical attack for characters who got into melee range. On my second attempt, I defeated him partly by lobbing flasks of flaming oil at him (again, more below on that tool) and partly by using the wizard's "Hold Monster" long enough for my melee characters to cross the distance and get into range. He still managed to freeze Alcala, who didn't get any experience from the battle. 
           
Why can't we just put her out in the sun?
       
We returned to Flagell, who said he transcribed a portion of the journal onto a scroll. We got "Flagell's Scroll" in our inventory, but I wasn't able to do anything with it (like read it). He told us to seek The Diplomat next. As we left him, we heard Zamora's voice say: "The first of last is third, and the third of first is last." That sounds like a classic word puzzle, suggesting that some ultimate keyword is going to be:
   
_ _ L _ _ R
 
Of course, we don't know how many letters are between "third" and "last," but my crossword-trained mind already started looking for possibilities: COLOR, SOLAR, BELABOR, CELLULAR, SPLATTER. I guess we need a few more letters.
     
Settle down, Costello.
       
I had no idea where to find The Diplomat, but there were at least nine cites that I hadn't explored, so I figured it was time to leave the starting area. I decided to try to gain one more level before I did, as I didn't know how long I'd be gone or how much of a pain it would be to get back. I spent a couple of hours circling one of the mines, fighting enemies and mining ore to pay for the inevitable training. I was also very low on Nuore and figured I'd have to buy some at some point.
    
When the entire party had the letter "T" next to their names again, I returned to Saccate and sold my equipment and ore. The resulting gold total—more than 25,000—seemed like a king's ransom, but in fact it was barely enough to get my characters to Level 6. 
      
When does this madness stop?
          
While in Saccate and feeling flush, I made the fateful decision to buy a horse. It only cost 200 gold pieces, and I figured it might speed our journey across the land. Ha. Let's see if you can find the problem caused by this pattern of facts:
   
  • Nothing visual changes when the party is riding a horse (I say "a horse," but of course it only makes sense if we're riding horses, but the game continually refers to it as a single beast). The party icon is the same.
  • It is illegal to ride a horse into a building in town. You have to tie the horse to the hitching post when you first enter town. It took me a while to figure out how to do this; you have to (U)se a rope on the post.
  • If you do ride a horse into a building, you're not notified of your crime until you leave town, at which point you're arrested and hauled off to the jail in Mantov, where you must pay a fine or serve a sentence.
        
You must have a helluva strong back.
      
You can see the problem. If you forget to hitch the horse—which of course I did every single time—and then save while you're in town, there's no way to avoid the subsequent arrest and transportation to Mantov. I thus spent the next few hours continually having to walk back to the starting towns from Mantov, which involves crossing a bridge where the party is almost always attacked by trolls.
   
The horse has other problems, too. It's always throwing shoes, requiring the party to visit a blacksmith to replace them. (I confess I don't really know the consequences if we don't do this.) And it's equally easy to forget to (P)ick up the horse from the hitching post when you leave town. As for the benefits . . . I think health and mana restore a bit faster. It doesn't seem to speed up actual travel, though; enemy parties chase me down at the same rate as they did before. All in all, the horse doesn't seem worth it, but I stubbornly kept retrieving it during this session.
    
All the trips to Mantov were good for something. I found a buried chest near the city that had 250 units of Nuore, saving me from having to spend money on it and allowing me to explore my growing spell options.
      
The best chest so far.
       
Until this point in the game, I had mostly just cast the cleric's "Heal" (sometimes "Improved Heal") and the wizard's "Magic Missle" (sic, but an extremely common one). I had tried "Fireball" a few times, which damages a 3 x 3 radius and is duplicated by throwing flasks of flaming oil. As I mentioned, during the wyvern battle I had some success with "Hold Monster." But my spell list had been growing and growing, and I hadn't experimented with anything else to conserve Nuore.
   
Even worse, my spell list had been growing a lot more than I thought. What I had taken for the entire list of spells was in fact only the first page. You have to click the down arrow to see the rest. Instead of 14 spells I'd barely explored, my spellcasters have close to 30. (An exact count is hard because some spells are only available outside of combat, some only in combat, and some in both.) Since the small text file that serves as a "manual" has nothing to say about spells, I decided to try them all against a pack of bridge trolls.
     
The first page of cleric spells. For a while, I thought it was the only page.
      
But before I get into spells, let's talk about combat in general. As I discussed previously, it's very similar to Ultima V in that each character can really only do one thing per round (no "movement points" in this game), and many actions call up a targeting cursor. The actions include:
   
  • Moving one space, including diagonals. If the character moves off the edge of the screen, he flees. If the entire party flees, the enemy party disappears from the game map with no penalty. I've used this a lot (no loss of honor in this game!), either because the enemy party was too large or difficult or because I just didn't want to fight right now.
      
This is what we call a "hell, no" situation.
         
  • Attacking with either a melee weapon or missile weapon. Characters above a certain dexterity get two attacks. Characters cannot dual-wield like in Ultima V, though, and there are no spiked shields or spiked helms to allow extra attacks. Some melee weapons allow attacking across two spaces.
  • Cast a spell. None of the spells, even targeted ones, have range limitations. This means that clerics can heal, "Cure Poison," and so forth from anywhere on the battlefield. I often leave a cleric lingering behind for that reason.
  • Use an item. So far, the only useful items to use in combat are potions and flaming oil flasks, which function like the wizard's "Fireball" but for no Nuore cost. I love them. The distance that the character can throw them is based on his strength, which I don't think I've seen before. The flasks themselves come from Ultima, of course, but there they were a single-enemy device that kept burning after the initial toss.
    
Terrain and formation play a reasonably large role in combat. The game does a very good job mirroring the surrounding world terrain on the battle map. Characters can use it to funnel enemies and create defensible space, although rarely can the player plan for a specific terrain when an enemy approaches.
       
We're running out of room.
       
The chests dropped by slain enemies create their own terrain challenges sometimes, alternately screwing up the player's attempt to maintain a defensive line or providing cover from too many enemies at once. You cannot open chests and get rid of them until battle is over. I've had a few situations in which chests completely blocked off the battlefield, requiring me to finish enemies with ranged attacks.
     
As with many RPGs, most of the tactics found in Yendorian Tales come down to spells. This is what I can report so far:
   
Wizard spells:
    
  • "Miner's Light": There are two ranks of this spell. I haven't cast it because I have plenty of torches and don't want to waste the Nuore. 
  • "Magic Missile": Shoots a weak missile, doing about 1D4 damage. The slingshot the character starts with is equally powerful. Not worth the Nuore expenditure.
  • "Thin Skin": Reduces enemy absorption. I suppose it would be a good option at the beginning of a battle with a large number of enemies.
  • "Finger of Flame": Another single-target missile spell that does around 2D4 damage. Might have been useful earlier in the game. 
  • "Flying Rocks": A missile spell that bounces around the different enemies, doing around 1D6 or 2D4 hit points each. Not bad. 
  • "Deep Sleep": Puts every enemy on the map to sleep for a round. Worked on 3/4 bridge trolls. I don't know whether it wears off fast or whether it just wore off because I attacked them.
     
They look so adorable when they're sleeping.
      
  • "Distract Monsters": Enemies who succumb to it lose their turn. It worked on about 2/3 of the trolls. 
  • "Icy Stare": No staring involved. Just shoots an ice ball. I don't know how much damage it does since it just killed the only enemy I tried it on.
      
Cleric spells:  
    
  • "Open Chest": A non-combat spell that safely opens a chest. I hate to spend Nuore on it, but my thief is so inept at disarming them. 
  • "Heal": Heals about 2D4 points to a single ally. 
     
The game follows the Ultima convention of classifying wounds as "minor," "severe," "critical," and "near death."
      
  • "Sleep": Casts on every enemy and puts them to sleep, but only works on weak targets. "Deep Sleep" is better.
  • "Thick Skin": Increases everyone's absorption by a few points. 
  • "Minor Wounds": Causes a few points of damage (1D4 maybe?) to literally every enemy on the screen. Wow. I wish I knew about this one earlier; it would have made battles with insects go a lot faster. 
  • "Undead Assault": Haven't tried it yet, but there's a more powerful version called "Vanquish Undead."
  • "Cure Poison": Does what it says. Since poison causes the player to take damage every round in combat, it's vital to cure it quickly. 
  • "Hold Monster": Holds monsters for a couple of rounds. Fails a lot. Not worth it except for single powerful enemies.
  • "Bolt of Fire": Shoots a bolt of fire at a single enemy, doing around 2D4 hit points' damage. Doesn't seem worth it. 
  • "Poison": Explodes in a 3 x 3 radius and poisons everyone. It causes some immediate damage (maybe 2D6) and then a little bit of damage every round. I like it. 
     
Either "Poison" or "Fireball" goes off amidst some goblins and hobgoblins. They look the same to me.
         
  • "Deep Sleep": Same as the wizard spell.
  • "Read Scroll": This seems to let the caster use special magical scrolls that you can find. I found one called the Scroll of Holy Rain, but I don't know whether it's a single-use item and I didn't want to waste it here.
  • "Improved Health": Heals about 4D4 hit points. A necessary upgrade from "Heal."
  • "Arms of Giants": Increases strength on a single ally, either by exactly 6 or I got lucky on a 1D6. Not really worth it in my opinion. 
          
My foes. I was so busy recording spell effects that I didn't think to take many screenshots.
         
Now, I got most of the above from a single large troll battle. When I was done, I was down to 251 Nuore from 320. I still had plenty of spell points. The real problem with spells in this game is Nuore conservation, at least until I'm richer or find a plentiful source. I went in order from lowest to highest, so I didn't get to experience some of the awesome-sounding spells like "Linked Lightning," "Ice Storm," and "Erase Monster" yet. 
        
I general like the combat system, but I wish the authors had come up with a few refinements to speed it up, including having each character auto-target the last enemy or the closest enemy, smaller overall maps (sometimes it takes forever to even get in combat), and the ability to set an "active" character like in Ultima V and VI. Battles do get a bit boring. 
 
The map of the game world suggests three basic sections: The northwest, cut off from the rest of the world by the bridges connecting the island that Helsingor is on; the southwest, including Mantov; and the northeast. Since Mantov was the next logical spot, I skipped the journey by getting myself deliberately sent there. I made the usual rounds, also feeding JOURNAL and DIPLOMAT to every NPC, just in case.
    
  • Mantov has an inn, a tavern, a map shop, a mine shop, an armor shop, and fighter training. There is no weapon shop, healer, or alchemy shop.
  • The jail takes up a decent part of the eastern quarter. The head jailer is named Floyd, whose wife, Kiri, hangs out in the tavern.
     
And there's one permanent resident.
      
  • An armorer named Ian demanded that I buy a round for everyone in the tavern. When I did, the other NPCs all commented on it.
  • Most of the NPCs in town are relatively generic miners (Calvin, Zane, Stuart, etc.). I couldn't identify any keywords that elicited anything valuable from them. 
  • The armor shop has full plate and silver shields. I'm still wary about spending too much money, particularly since:
  • An NPC named Hayes will increase our strength by 4 for 14,000 gold. Abraham will increase stamina by 3 for 12,000. 
     
We definitely have different definitions of "mere."
     
  • Gabriel (a woman despite the spelling) sells flowers. I bought one. 
  • The map shop offered six new sections of the game world for less than 1,000 gold pieces total. I bought all of them.
      
This sounds like a place where we could get rich or die trying.
         
  • I was glad to find a fighter training center. That must mean that the other classes have multiple options for training, and we don't have to wander all the way back to the northwest quadrant. 
  • In the fighter training center, a woman named Nola (my favorite name!) said that charisma determines bonus points during training. That's weird. You'd think it would be intelligence. I wish I'd put more points into charisma. 
          
One wonders how "points" appear to the denizens of the game.
      
Miscellaneous notes:
   
  • Reasonably good water effects near the hermit's cave. Well . . . maybe not for 1994. I keep thinking of this as an earlier game.
       
Maybe I'm just easy to please.
         
  • As I noted in the first entry, weapon and armor items have minimum attribute requirements. Oddly, the requirements for armor are centered on dexterity rather than strength. I had been prioritizing strength for my fighters and dexterity for my thief; thus, my thief is the only character able to (counterintuitively) wear field plate.
      
Are you sure you're a thief?
       
  • The little character icons used in battle actually change to reflect current equipment, including a slight glow for magic items. That's a cute touch.
  • Taverns serve ale, but it doesn't seem to have any benefit. It does have a small chance of making you drunk, which is yet another crime that you can get tossed into jail for. There's an inebriate named Joseph permanently in the jail because of this law. One wonders how taverns even stay in business.
         
The jailer lays out the incarceration schedule.
      
  • I can't remember if I mentioned it before, but you can't actually "fight" in the towns (except Thieves' Guild, where there are no laws). If you try to attack an NPC, he simply says, "Don't waste your time on me!" Then you get arrested when you try to leave town. 
  • The Ultima series has me primed to look for hidden NPCs in remote places. Tales mostly eschews that trope, though. There aren't really even any remote places. If it's not an "active" part of town, it's probably blocked off by trees that the player can't get around. The hidden area of the Athaneum basement is an exception, but the only one I've found so far.
        
Shrubbery blocks access to this remote area.
       
As I wrapped up this session, I realized I was really looking forward to the next one. I'm enjoying Yendorian Tales a lot more than I expected when I started it, enough so that I'm not particularly eager to rush to the next game. It offers solid tactical combat, satisfying character development, both a main quest and side quests (if not the most compelling examples of either), and good RPG mechanics all around. It's not only a superior shareware title, but it rivals many commercial titles of the era.
   
Time so far: 13 hours 

Sunday, May 31, 2026

The Search for Freedom: To Provide New Guards

 
More of the backstory.
     
Guest post by AlphabeticalAnonymous 
     
Long before the public sphere came to seem so polarized, spoilers (sneak-peeks of the ending of a book or movie) were perhaps the most polarizing topic in my marriage. I can’t stand them; I insist on following the path of narrative discovery set out by the media’s creator, while my wife loves nothing more than to page to the end of a book before reading it, read a review of a streaming episode before watching it, and so forth. We recently finished watching the latest season of Strange New Worlds (a sad mistake for the most part, alas), and during several episodes I couldn’t shake an irrational, niggling distraction at the back of my mind, because I knew that she knew what was going to happen. 
       
I say all this only to absolve myself from feeling embarrassed about my party members’ names. Had I known that my primary adversaries had names like Macbeth—sorry, Macabath—and Camisole—sorry, Kamazol—I feel as though I might have tried harder to come up with more apposite character names. But none of the back story is presented until after party creation, so here we are. I hadn’t bothered to save during my first attempt, so I had to start the game over again. Without much information one way or another about ideal party composition, I decided to stick with the same party—as we’ll see below, that may have been something of a mistake for at least one character. We form the party, read the introductory text, and set out again.
      
Page six of nine from the game's initial exposition. None of this was mentioned in the manual.
       
Once again, we pick the door to our cell, and immediately visit our only living neighbor, the Insane Creature, a few cells down. From this I conclude that superior mental health care was not high on the list of Macabath’s or Kamazol’s priorities. I suppose it isn’t high on ours either, because we quickly batter it to death again; we would probably argue self-defense, since it attacked as soon as we opened the door. In any event, we learn something interesting: loot drops are at least somewhat randomized. Instead of dropping a leather armour, this time the Creature leaves a hammer (2D4 damage) and knife (1D3). I give them to my characters with the best to-hit stats, and we break out of jail.
         
This time we manage to explore a good chunk of the town—just about all of it, really—without blundering into the midst of a nigh-unwinnable battle with guards. The Majik Shoppe sells several +1 weapons and armor, along with Speed Potions; all of these cost ¤150 or more and so seem too extravagant given our current status as fugitives from local justice. On the other hand, unlike in some other CRPGs, none of the items costs thousands of gold. The vendor also sells Level 1 Spellbooks for mages, but at $200 each, I decide to skip those as well. There are also fortune cookies for sale: the manual intriguingly notes that “no one knows for sure the story behind these strange items” and that “[t]hey are addictive.” I suspect the latter comment is meant figuratively, but the last thing I need is a party of cookie-junkies. We move on.
      
Only magic could keep such a small, narrow hat standing upright.
         
Nearby we find the Training Hall, where we can pay to level up once we have sufficient experience. Two other doors provide quick encounters presented entirely in text: in one, a friendly old lady tells us about Macabath's attack; in the other, a young man mocks our ability to fulfill the prophecy of Smythetown. That’s fair enough; probably he heard how our predecessors broke out of jail and were immediately destroyed by the city guard. 
           
We find a tavern called the Red Oyster Bar & Grill (a reference to the Red Lobster chain, perhaps?) and go in. Here we can buy food to heal, buy a drink, tip the barkeep, or mingle. We feel cheap so we just mingle, which allows us to hear what seem to be short hints. Mingling takes no time and costs nothing, so we do this over a dozen times before we start to see duplicates. Examples include:
  • "The more powerful an undead is, the harder it is to turn."
  • "Paralysis usually wears off at the end of combat"
  • "Hawkslayer's tomb lies in the deepest chambers of Blusfor, where he must guard the blade of Soulseeker in his undeath, for eternity."
  • "Silver can harm some undead which normal steel cannot."
  • "Boats are a rarity in this land"
  • "Luckily, lycanthropy is not contagious"
  • "Always set a watch, to wake the party in case of trouble."
         
We don’t need food, so we try to leave, only to be told that we must first buy a drink! I didn’t see anything about that on the sign out front, but we knuckle under and pay.

We find the town’s Market Square on the eastern edge of town. This features Fred’s General Store (selling torches and lanterns), Ted’s Armory (selling four kinds of armor, and shields), a street vendor selling suspiciously cheap shields at half of Ted’s prices; and the Blacksmith’s Shop which sells weapons. The town may be rather inbred, because to our eyes all the vendors look identical:
       
But we've only just met.
       
After considering the prices and the manual’s detailed description of item statistics, we buy three leather and three cloth armours, and two short swords and two hammers. Between the armor and our dexterity bonuses, this gives everyone but Elphaba two points of armor protection. As for weapons, the mages have the short swords and everyone else has hammers—except poor Becket. As a cleric, he can’t use bladed weapons (or bows), and his strength of only 7 makes him too weak to wield the only non-bladed weapons available for sale (mace or hammer). I’ll have to prioritize getting his magic capabilities online.

Just north of the Market Square is the Temple of Good Faith, where characters can pay to be healed and where clerics can donate gold. In this case, the donations serve a very special purpose: the manual says that “once a sufficient donation has been given … [one can] learn the new spell level.” There’s no indication how much of a donation is sufficient, but our careful accounting has left only two gold coins in our purse—probably not enough to earn new magical capabilities. 
      
The game is filled with music and little sound effects. I haven’t sampled them all yet by any means, but entering most establishments seems to cause a specific, characteristic MIDI-style tune to play. Combat combines two themes, one of which is almost certainly the thematically debatable “Ghost Riders in the Sky.” (Why are there so few CRPGs set in the old west? Ghost miner forty-niner, cursed cowboys, etc…) The Armorer’s shop plays a tune that I definitely recognize but can’t immediately place; the Temple recognizably plays the first verse of “Adeste Fidelis.”
        
Is it just me, or does this priest look extremely sketchy?
       
Decked out in what gear we could afford, we head back to the Sentries. With only two gold left, we could technically afford a single torch and try to go down and explore the catacombs. But I worry that it might run out only after a short (and unknown) length of time, leaving me stranded in a dangerous situation. Our choice is justified by what we find: this time not four, but only three Sentries stand before us. Thus, both rewards and enemies are randomized, at least to some degree. Things go better with our new loadout: they rid me of my troublesome priest, but the rest of them go down. The survivors earn . . . 15 XP each. It could be a long time before leveling up! They also leave behind a chest: Ruxpin goes to pick it but instead sets off the trap, knocking himself out as well. Inside we find 81 gold and a torch.
     
We return to the Wayfarer’s Inn, pay seven gold for a room, and rest. The game has an interesting resting mechanic that I haven’t fully explored yet: it seems that one can potentially pitch camp anywhere, but the manual warns that at least one character should always be left to stand watch. It cautions that if everyone rests all at once, enemies can potentially ambush the party. Since we’re close to the inn (and feeling flush with our winnings), we all rest at the inn. The two characters who were knocked out recover at the same rate as everyone else, one HP per hour. Full death occurs when HP reaches minus nine. It can apparently be reversed at the temple, but only at considerable cost.
        
In short order we take out the Sentries in each of the three remaining towers. Each time we lose one character but otherwise triumph to receive 20-25 XP per character, roughly 100 gold, and an occasional weapon or armor that we can sell for a few paltry coins. After the third victory we finally have enough gold to buy Becket the right to his spells. By process of elimination (and a reload), I learn that a cleric must donate around 200 gold to learn their first level of spells. That makes some sense; it’s the same cost as the Mage's spellbooks. I almost decide to also just pay 21 gold to heal Tyrion's seven remaining HP, trading gold for time, before recalling that Becket must anyway rest for 12 hours to fully learn his new spells. After another seven-gold-piece stay at the Inn I finally have a functioning magic user. He only has 13 magic points, but this is enough for six castings of Light, four of Magic Compass (provides a compass while underground), three of Fear or Cure Light Wounds, or two of Sleep; the last three spells seem to be the only potentially-useful combat spells.

We head to the final turret and find five Sentries. In combat we try to use some narrow gaps in the walls as cover. At an opportune moment, Becket dives into the fray to cast Sleep (at Level 1, he can only cast it on adjacent enemies). All three targeted Sentries resist the spell. Uh-oh. The following round I’m told that he manages to successfully instill Fear in two of them... but it must not be enough fear, because those same two immediately slay him. I decide that when the rest of the party realizes that one of their clerics won’t touch most weapons, can’t lift the weapons he might touch, and can’t even cast useful combat spells, they decide they’ve had enough and head for the hills. Routed, they try to escape over the border of the combat map—only to be told that we can't even flee the battlefield, because of a "magical barrier." In the resulting chaos, we suffer our second full-party death and are forced to reload again.

I still haven’t said much about combat yet because I continue to hope for it to really prove the worth of its tactical grid. No question that the potential is there: much like the gold box, the party starts together with enemies at least one round's movement away. I’ve neither seen nor inflicted any ranged attacks, so everything happens at close quarters. The main strategy seems to be surrounding an enemy from all sides and hammering away, then moving on to the next one. When an enemy attacks a party member or is attacked by one (or vice versa!), both usually turn to face each other. After someone has been attacked once in a round, any character can attempt to backstab (for extra damage, with a bonus to hit) by attacking directly from behind. Enemies can backstab the party members too, but their AI seems poor enough so far that this rarely happens; whoever does it, it’s not always successful. A high degree of randomness seems to be involved in all aspects of combat, since in our second time against this group of five we lose only Elphaba before we triumph (Becket’s spells again proved ineffective). Past them is a storage room with our first set of high-quality loot: a Long Sword +1 and Chain Armor +1.
      
Tyrion's statistics after equipping our first +1 magic items.
      
As you see above, we give both magic items to Tyrion, who has our highest to-hit statistic. I think 15 means a roughly 25% chance to hit; I should start keeping track of hits and misses, like at a baseball game, to see if that’s correct. We give Tyrion’s hammer and leather armor to Elphaba, who even with a short sword (and despite being a mage!) has been surprisingly useful in melee combat due to her high strength. Leaving her to continue in that role for the time being, we use our gold to buy our other mage, Kizke, a spellbook. He has to rest for 12 hours without interruption in order to learn the spells in his new book (Becket had to do this, too, after donating to learn his first-level spells). Kizke has 30 magic points and now has access to all nine first-level mage spells. Besides the always-popular "Magic Missile," these include "Detect Traps," "Trap Zap" (disarm), "Open," "Light," "Locate" (get coordinates), "Armor Enhance," "Clumsiness," and the previously-disappointing "Sleep." With nothing left to do in the city, we head down into the catacombs to begin the hunt for Macabath in earnest.

Time played: 5 hours. 2 deaths. 1 reload.
 
*****