Saturday, October 17, 2026

Pagan: Super Green

It would be nice if this door would just stay open.
         
I start this session by returning to the Upper Catacombs, which I don't think I fully explored last time. Following the rightmost wall pattern, I first come to a door to the Lower Catacombs. It's locked, but it opens with my Key of the Scion, which being a staff instead of an actual key, doesn't go on the same key ring that I can use for every other key.
    
The Lower Catacombs that I enter do not seem to be the same place I visited before (by falling down a pit). It's a maze of  columbaria and bones, cracked floors showing lava underneath, fireballs shooting constantly from hidden spouts on the walls (why?). Levers open gates as I move forward. Skeletons stand as sentinels against the walls but rarely attack.
      
This doesn't seem right.
        
Continuing to follow the right wall, I come across a door flanked by two skeletons and a fireball spitter. The door closes as I get near, but I'm able to open it again. Unfortunately, I cannot get through it. In the game's perspective, the open door blocks the passage beyond, so I cannot see whether there's actually an opening or just a blank wall. I try jumping for some reason, and it works, sending me soaring through the door and into a room with multiple treasure chests, flasks of oil, and weapons. The chests have banal things like helmets, more oil flasks, and shields—until I open one full of magical weapons, including a copy of the Slayer mace I've been carrying for multiple sessions. Is this some kind of cheat room? If so, the player ought not to be able to stumble into it so carelessly. I'm on the verge of letting myself take a magic shield when I realize I have no way out of the room. I don't want to navigate back here, so I reload from outside of the room and continue. 
    
Twenty minutes later, I'm so annoyed by the Lower Catacombs' constant fireballs, lava pools, skeletons, one-way gates, and twisty passages that I just reload from the beginning of this session, undoing all my progress. Why am I bothering to explore anyway? My character is already at max statistics and has more money than he knows what to do with.
   
I re-enter the Upper Catacombs and this time head right for the Birthplace of Moriens. When I unlock the door with the Key of the Scion and enter, it seems I've been teleported to an entirely different dungeon. An altar with some sparkly lights above it has a plaque reading: "The Birthplace of Moriens"; it seems odd to me that he was born on an altar in the catacombs.
 
His parents were into some kinky stuff.
     
I continue exploring this area and find the remains of some previous adventurer. Based on a letter and a book found in his backpack, I gather his name was Trecaste. He was sent on a mission from someone  named Drokar to find the ancient Zealan shrines to the gods of emotion, "which could be the key to freedom." The shrines were mentioned in a book written by someone named Yradan the Scholar. Drokar warned Trecaste that "the agents of the Titans, both human and otherwise, are numerous."
      
A large set of double doors exits this tomb to the east, where I enter a twisty earthenwork cavern. Encounters here:
   
  • Spiked balls rolling back and forth across the corridor in several places. I try to avoid them and of course manage to walk into them every single time.
     
Just what the dungeon needed.
       
  • Five levers surrounding a fenced-off chest. "Do not go near that, Avatar," the Guardian advises as I approach. When I pull one of the levers, the others all activate in a particular order. I watch the order, figuring I will have to replicate it. But as soon as I pull the first one, the gates lower and I have access to the chest, which has a single key to a nearby double-door. I don't know what the other levers were for. When I try a couple, it just sets off traps, so I leave them alone and continue on.
      
This was easier than it looks like it should have been.
       
  • A chest has something called the Skull of Quakes. It seems to be a usable item, as I get a targeting cursor when I double-click it. 
  • A gate that I cannot figure out how to open, so I have to approach the area from a different direction.
        
Never figured this one out.
       
  • This different direction involves a room with a maze of one-way gates. I'm able to avoid a lot of them by climbing up to a platform and just jumping over them, although that's perhaps the intended solution.
     
I feel like I should be able to leap over these fences.
         
  • The maze dead-ends in a gravestone that reads "AMRAZHAR. BY THE ANCIENT ONES, HE IS MET." I'm about to turn around and go back (to where?) when I realize that a nearby table has a vial of blood, a pile of blackmoor on it, and an empty pouch. These are the two reagents needed for "Open Ground," the spell that opens passages in stone walls. Figuring that's too specific to be a coincidence, I mix the spell and cast it. Instead of a hole opening in the wall, a pit opens in the ground. It then takes me longer to figure out how to finagle the game into actually letting me jump into the pit than it took to solve the puzzle in the first place. 
  • A bunch of locked doors that none of my keys open. 
        
The Avatar can see that this pit goes straight through to the next floor, but I cannot.
         
I arrive at a room with a table and a bunch of colored "rolling spheres," like billiard balls, some on the table and some on the floor. There's also a skull on the floor. A closed gate is shut nearby. I spend a good half an hour in this room, trying to figure out what to do. Double-clicking on the balls causes them to skitter away from the player, and if they hit another ball, they carom in a predictable direction. The physics are fun, but to what end? What do the colors mean? Can I even see all of them?
      
I spent forever trying to bonk the balls into the skull, trying each color, then trying each color off of a different color. I try shooting the balls under the gate, which doesn't work. Finally, I'm at my wit's end. I open my browser to search for a hint, then I figured if I'm going to do this, I might as well do it right. I download the official cluebook and search for a hint there. Do you know what the answer is? To throw one of the balls (which the book calls "marbles") onto the raised platform beyond the gate. That's it. None of the colors or physics or the number of balls has anything to do with it. Meanwhile, there's nothing about the platform that says "throw something up here." This may be one of the worst CRPG anti-puzzles ever designed.
         
Someone needs to suffer for this.
      
The area beyond has chests and barrels with a bunch of reagents, almost 250 obsidian coins, and two keys. One of the keys opens one of the doors in my backpath, but there's nothing behind it but bones and trash.
   
I next come to a puzzle involving three stairways with three pressure plates in front of them. In contrast to the "rolling ball" puzzle, this one I ultimately find tough but fair. Some experimentation shows that:
   
  • Each stairway has four steps. 
  • The rearmost step can be up to four steps high. The third step can be up to three steps high, and so forth. 
  • Stepping on each plate affects the stairway in front of it. 
  • The first time the Avatar steps on a plate, it lowers the forwardmost step in the associated staircase by its current height.
  • The second time he steps on a plate (whether the same one or a different one), it raises the rearmost step that is not currently raised by the same height.
  • However, no step can be higher than the step behind it. Nothing happens in that case.
   
I hope that makes sense. The overall goal is to slowly transfer the stairs from the rightmost staircase to the middle staircase, using the leftmost staircase as a kind of holding place. Solving the puzzle felt very familiar. At first, I thought it was like playing solitaire and transferring cards between stacks so you can put the cards you want in the correct order. It is a bit like that, but my memory was more atavistic than that. Suddenly, I recalled a toy I had when I was a kid—maybe when I was four or five years old—involving three pegs with fat plastic rings around them, with the goal to transfer the rings from one peg to another. I did some Googling, and it turns out that this puzzle is called the "Tower of Hanoi" and was invented in 1883. It works with any number of disks (or stairs) and only three pegs, but the total number of moves needed to complete the transformation is 2^n-1 with n being the number of disks. With four stairs, I needed 15 moves to solve the puzzle, not accounting for any errors, which sounds right.
             
In the midst of the puzzle. I started by walking on the tiles, but there was a handy clock nearby, and it seemed easier just to stand in one place and transfer the clock between plates.
           
At the top of the stairs are a couple of beams of light that kill me when I try to cross them. I can't find any way to turn them off, and throwing things through them doesn't accomplish anything. I can't climb the walls around them. At first, I think this is the moment for the "Withstand Death" spell, but something tells me to try "Rock Flesh" first, and that works. Nearly put myself in a walking dead position there, since "Withstand Death" apparently works only once, and you need it in a very specific place.
      
On the other side, I come to a temple with three statues, two male, one female, and I gather these are the old gods of emotion worshiped by the Zealans. I seem to have gone far afield from Moriens' Birthplace. The door behind the statues is locked. I find a key beneath a skeleton, but it doesn't open the door. I turn around to try the key in the doors in my backpath, and of course I forget about the lasers and blunder right into them, forcing me to reload from before I even solved the rolling ball puzzle. What's wrong with me?
        
Every. Damned. Time.
          
One of the doors the key opens takes me to a room with a Zealan Ceremonial Shield, with three icons that appear to be a sword, a hand, and scales of justice. The game won't let me equip it as a shield, but I'm so over-encumbered that I have to leave my regular shield behind to take it. 
   
Back in the temple, I put the shield on the shrine. Nothing happens at first, but then I walk into the area between the three statutes, and they begin speaking to me.
   
  • Male: Greetings, Avatar. We are aware of you and from where you come. We also know of what you seek.
  • Female: And we wish to help you! You must become your destiny.
  • Avatar: What is my destiny?
  • Female: That is not important now. Know that we wish to help you in your quest. Behind us lies the tomb of Khumash-Gor.
  • Avatar: Who is Khumash-Gor?
  • Other Male: Only the most fearsome warrior who ever lived! Eons ago, he was a great chieftain to our worshipers. But now he lies forever entombed in honor of his valor.
  • Female: With him rests an artifact that is the key to tremendous power. It is made of Blackrock, a substance with which you have considerable familiarity. The small object is shaped like a pyramid. But be warned!
  • Other Male: For even in death, Khumash-Gor has kept the fighting spirit to which he held so tenaciously in life. He will not part readily with his possessions.
  • Female: Good luck, Avatar.
      
Assuming that the three ancient gods named in the Chronicle of Pagan are the only emotional gods, I suspect the first male is Apathas, god of impartiality. He delivers his lines in an indifferent monotone. That means the female god is Amoras, the goddess of love and joy, and the other male is Odion, god of hate and grief.
     
Alas, the gods spoke only on audio, no subtitles.
         
Khumash-Gor is mentioned in the Chronicle of Pagan as the warleader who united the Zealans into a single society, although his empire did not survive his death. He seems to be based on Genghis Khan. 
    
The problem is, the door behind them still doesn't open. I waste a lot of time running around the level, shifting every pile of bones and piece of junk, looking for the key. Eventually, I head back to the cluebook (boy, is that dam broken now) and discover that I have to use one of Mythran's Scrolls of Dispelling Magic Portals on the door. And that's what the scrolls are called, cluebook, not "Opening Scrolls" like you have it. So apparently they work on both illusory walls and regular doors—two completely different things. What makes this door magical, even? How many other locked doors could have been opened with this spell? How did players ever win this game back in the day?
    
"Who is foolish enough to disturb the sanctity of Khumash-Gor!" a corpse in a throne demands as I enter. A phantom appears, but it dies after a few swings of Slayer, leaving the Scepter of Khumash Gor. A chest behind him has Blackrock pendant. 
     
Khumash-Gor is just a regular ghost.
       
Back outside, the gods congratulate me, saying the Blackrock pendant is the key to unlocking a great power. Then they lay out the rest of their plan: I will become the fifth elemental titan, the Titan of Ether. I will then steal the powers, and the worshipers, from the other titans. "The greater the abilities you can accrue, the better chance you have of weakening the other four and eventually standing with them as more than just equal." They recommend that I somehow deal with Hydros in her underground temple next, even though I haven't exactly stolen Lithos's power or worshipers yet.
     
To me, this sounds like a plan for the gods of the Zealans to get revenge on the elemental titans who usurped them, not a plan for me to get home. I go back through the screenshots to recall what Mythran told me: "It is the power of the Titans that makes [interplanetary] travel impossible . . . Therefore, it is reasonable to assume that to depart from Pagan, one must master the powers of all four of the Titans." This whole time, I've been assuming that an extra-dimensional portal will somehow require me to channel Air, Earth, Fire, and Water together like an Aes Sedai in The Wheel of Time or something. But a reread of Mythran's text suggests that he means the Titans are somehow blocking inter-dimensional transport, and I'll thus need their powers to defeat them and destroy this blockade. That's the only way I can come up with to reconcile Mythran's suggestion with the Zealan gods' plans, anyway.
        
The elemental titans suck, no argument, and I suspect that they're either creations of the Guardian or somehow in league with him. They don't seem to be very good for the Pagans, and thus worthy of toppling, although I'm not sure the God of Apathy or the God of Hate are better options. Plus, the damage seems to have already been done. There are about a dozen people left on Pagan. The best I can do is open a portal and lead them all to a different place, not restore their ancient gods.
   
There is an extent to which these conversations re-contextualize the events to which I objected during the previous session. If the Avatar already suspected all of this, and was just playing Lithos for a fool, his behavior is a bit more defensible, although I still feel bad about lying to Vividos and the other necromancers. I think the bigger problem with Pagan is the Avatar himself. Commenters are right that previous Ultimas didn't give a lot of role-playing options, but it still felt to me that the Avatar was more of a real person. His dialogue occasionally had a bit of wit. He had friends. The Avatar of Pagan is a featureless marionette, helmeted even when he isn't wearing a helmet, constantly repeating the last thing that an NPC said, as if he recently read a pop psychology book about mirroring. I don't know what's going through his mind. It's not the same thing going through my mind. There's no relationship between player and Avatar.
     
As I head back to Vividos—goddamn it, I walked through the lasers again—I have to wonder what his big spiritual experience was at the Birthplace of Moriens. Was it the shiny lights? Or did he make it all the way to the Zealan gods? When I return to Vividos, I tell him I've completed the quest, but all he has to say is, "I hope that your experience was as wonderful as my own." He has no more dialogue options or quests. I guess I've finished the Lithos questline, then? I don't really feel like I've defeated him or stolen his followers, not that there are many left.
      
Well . . . I now have a quest to steal your power and kill your god, so probably not.
        
So where do I even go to learn Tempestry, Sorcery, or Theurgy? The theurgists supposedly live on Argentrock Isle, reachable by a bridge, but I don't believe I've found this bridge. The sorcerers live at Sorcerer's Enclave, but I don't know how to reach that, either. As for the tempests—well, Devon is the Tempest, thanks to me, but the Zealan gods mentioned something about an underground temple. Devon, wandering around the palace still in his fisherman's clothes, has nothing to offer.
          
A different Ultima might let me help with that kind of thing.
        
I end up doing a full follow-the-right-wall loop around Tenebrae again, looking for anything I missed, re-talking to everyone I see, discovering nothing new. I end up back in the cemetery again, then the Catacombs, not actually believing that the path to anyplace can run through the Catacombs, especially given that you need an earth magic spell to enter in the first place. But I continue following the right wall, eventually coming back to the Lower Catacombs entrance where I began this session. I sigh, enter, and spend a half hour dealing with lava, fireballs, skeletons, ghosts, one-way gates, levers, innumerable dead-ends, and equally innumerable reloads before finally emerging in a new area with a plaque reading: "NOW ENTERING THE PIT OF DEATH." I explore this area for a little while, then accidentally jump into some lava, then quit.
      
Just before tragedy.
          
Time so far: 33 hours 
    
****
   
   
Next entry in this series 
10/16/2026 

40 comments:

  1. That was a cheat room and there was a way out, but you don't really need anything from it.
    Those bloody marbles are annoying as hell. Even when you know what to do, it's a pain to throw them correctly.
    Don't forget about the teleporters. You'll save a lot of needless wandering.

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  2. >The Avatar of Pagan is a featureless marionette, helmeted even when he isn't wearing a helmet

    I wonder if this was intended to avoid the issue in Ultima VII (and the Worlds of Ultima games) in which the players had no choice in the Avatar's appearance and couldn't make him anything but a specific blond guy. (Did players complain about that?) Maybe the idea was that this way the players could imagine the Avatar looked like anything they want under the helmet. If so, I agree that was a problem that kind of needed solving, but I don't think this was the best way to solve it.

    Although glancing at an earlier post I'm reminded the Ultima VIII Avatar is still shown as a blond guy on the equipment screen, so I guess that's not it after all and they just made him look like he's always wearing a helmet for no reason at all.

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    1. Probably not, seeing as Serpent Isle and both Underworld games let the player pick from a handful of appearances.
      I'm inclined to think it was a simple time and money saver, because EA sucks like that.

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    2. Maybe? The thing is that adding a screen to select one of ten or so portraits is not exactly hard, programming-wise, nor would it add substantial size to a game that's already this many megabytes. I suppose executive decision made the Avatar a blond male.

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    3. It definitely was frustrating at the time that you were stuck with the default avatar. Especially when you have a good variety of options in Ultima 7 and Ultima Underworld.

      I know from a game development point of view, restricting this probably helps with not having to make additional art, animations, etc., but it's still disappointing.

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    4. I think the Crusader always wears a helmet, too. Maybe it's an engine limitation :P ;)

      Personally, I prefer helmet Avatar over the look in previous games.

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    5. Speaking of which: I miss the NPC portraits of earlier Ultimas. I'm not sure why they were left out (although not having to make additional art, that's plausible).

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    6. I believe in theory every unique NPC has a unique sprite (which wasn't true in U7) which is probably how they justified it? Although I agree they are definitely still needed since you can't really make out anyone's face.

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  3. I think the people of Pagan would like to be rid of the Titans, including some of their representatives. I mean, does Devon really seem to care about the Lurker? shamhat gives some good advice.

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  4. This seems like half of the game was left on the cuttingroom floor and they left the levels and quest empty and boring.

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  5. I had completely forgotten the section after “The Birthplace of Moriens” and had never found the cheatroom in 2 complete playthrough.

    Don’t forget you are a necromancer now. A lot of the traps that plagued your session could easily have been overcome with a specific spell. As I said, U8 is one of the few games where you will want to heavily rely on spells.

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    1. True. And I guess there's no particular reason to be stingy with reagents.

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  6. You're lost.

    Getting to the thaumaturgists is unfortunately much easier than what you've experienced. Pit of Death is some backroom dungeon, an optional hidden corridor connecting the main locations.

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  7. My sleepy brain probably wrote thaumaturgists instead of theurgists, but it was the theurgists I had in mind. I notice that you're also not using teleport pads the way you are supposed to. Once you've unlocked some teleport pads, you don't really need to open the door to the catacombs manually anymore.

    I believe you've must have unlocked the teleport pad in the Mountain King's place. The sanest way to reach your destinations would be to teleport there from the palace, use the runic pad that transports you back to the entrance, exit to Stone Cove, (rkcyber vg gubebhtuyl vs lbh jnag gb svaq fbzr bcgvbany gernfher), gura tb onpx guebhtu gur fznyy pnir ragenapr sebz jurer lbh ragrerq Fgbar Pbir va gur svefg cynpr (vg'f gurfr pnireaf orlbaq gur Hccre Pngnpbzof) naq gura gel gb svaq lbhe jnl gb jrfg for Argentrock Isle.

    Nyy gur bgure ybpngvbaf ner pbaarpgrq jvgu gurfr pnireaf nyfb, that's the central junction of the entire game.

    And that's it.

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    1. The idea that the Mountain King's place is somehow the center of anything doesn't reconcile with my mental map of the game world. I'll clearly have to adjust it.

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  8. It's funny that I have so little memory of this game, a lot of these puzzles are a mystery after so many years since I last played it.

    That said, I do remember the towers of hanoi, mostly because it's quite a common thing that gets added to games and I know a few people who are quite annoyed that it is so regularly used!

    The last time I played I definitely made heavy use of that cheat room, although I recall it having more to it, a bit like the Ultima 7 one, but that could be my memory playing tricks on me.

    It's quite amusing to think of the other necromancers having to go through some of these traps and puzzles. Perhaps that's why there are so many undead down there, the restless spirits of failed initiates from years gone by.

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    1. Indeed, Hanoi is one of those stock puzzles that gets a groan from me for being overused. And boring to solve if you recognize it.

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    2. Towers of Hanoi, sliding puzzles, the one where something flows along a pipe and you have to redirect it to the exit. All classics of video games puzzles.

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    3. My rule for puzzles is “if they can be quickly solved through a classic algorithm please remove them”. As a guy who loves adventure games you can hear my groans from the other side of the globe every time I face another [censored] slider puzzle or Hanoi tower. Kind regards to Reah, the game which decided that a 7 level Hanoi was a good ide

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  9. On finding the next areas, which can be a bit hard (not too specific, but a little bit spoilery of course):

    Gur rnfvrfg jnl gb svaq lbhe jnl gb gur bgure zntvpny pbzzhavgvrf vf ol fgnegvat ng Yvgubf unyyf naq onpxgenpxvat vagb gur qverpgvba bs gur pngnpbzof. Ol guvf V zrna yrnivat gur nern va juvpu gur ragenpr gb gur unyyf vf ol gur jnl lbh bevtvanyyl pnzr va.

    Gung ragver nern orgjrra pngnpbzof naq Yvgubf'f unyyf vf onfvpnyyl gur prageny geniry uho sbe gur erfg bs gur tnzr. Rirelguvat oenapurf bss gung.

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  10. I've managed to beat Berania, not all by myself I'm afraid. As expected I was ready for the finale at the "mountain of the gods" but had no idea how to get to the island it was on. The ferryman's house was empty and I had heard hints that he had gone missing. I searched the house for hidden stairs and didn't find anything. Not wanting to search the entire game world for clues, I went to disk file analysis again, and it turns out I had to search the floortiles, too. This is explicitly given as a hint by a priest in a different location, which I must have missed. I guess I would have eventually found it, but I didn't have the nerve for long clue searches anymore. There was a fight against a death angel (the last combat of the game) and I found the boat I needed.

    The developers thankfully kept the last dungeon combat-free and didn't make it too large. I'm afraid I failed at both "riddle mouths" though and had to check the disks. One asked me if I had passed the test ("Die Prüfung", ha) and Yes or No didn't work. The answer was "Fallenlos" (trapless) - because the test was taking the corridors without traps. I thought that was pretty unfair, but I later noticed a text in the game files that would have given me a chance. I must have missed it. The second one had me combine the hints "the number without corners" and "Asturs (the god) last". There was a corridor where a text with the word "round" 5 times appeared three times, and there was a rhyme about Astur in an early section. So the answer was "15gabe" (gabe being the last word in the rhyme). I don't think I would have gotten that.

    That lead to the ending, which filled in the final questions about the story and the whole plan. I really liked the story so far, but the ending had me think "what the heck, are you serious?". I took from it that people are idiots, and god are, too. The game ended with giving a score and an overview of all the quests I had achieved or failed to achieve, though, which was nice.

    Overall I found it a very competent game, with nice tactical combat and character development, an interesting story and game world to explore. Stores are mostly wasted - there is no reason to buy anything (it's better to search stuff, you find enough) and selling becomes unneccesary after about a third of the game. The haggling interface is also the very worst part of the game. Some dungeons suffer from being too large without much interesting in them, though the game generally does a good job of mixing it up with small and large dungeons, combat-heavy, story-heavy and riddle-heavy.

    I've uploaded the ending text (https://www.youtube.com/watch?v=JBjxYMOHlgw) and my score/achievements (https://www.youtube.com/watch?v=traSj-AL_m8) to Youtube (both in German, both obviously spoiler-heavy).

    I've also got a badly written walkthrough, lots of notes and quite a few maps for the game. Needs some time to finish up but I don't have the energy for that right now. If anyone has a suggestion for walkthrough pages where I can upload my stuff easily to get this game finally documented properly, I'm open for tips.

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    1. ...What does this have to do with Ultima VIII?

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    2. (Almost) nothing. But it has even less to do with Citadel where the original discussion originated, and I grew tired of searching the right Citadel post where that thread lived.

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    3. It's fine. There's no rule that comments have to be limited to the game in question. This sounds like a game I perhaps should have added to my 1994 list.

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  11. I remember being introduced to the "Tower of Hanoi" puzzle in college in a computer science course to illustrate the concept of exponential increase in complexity. It's definitely a very accessible introduction to this concept to all ages.

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    1. "Tower of Hanoi" is very commonly used in computer science courses, though I know it more in the context of teaching recursion. Haven't some across it so far in complexity theory, which more often focuses on decision problems.

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    2. I thought it was more an example of recursive solutions programming (though I never did it in college). Of course it can be both.

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    3. It is exponential in that adding one extra layer to Hanoi roughly doubles the steps required to solve.

      It is recursive in that you move N disks from A to B by moving (N - 1) disks from A to C, then moving the Nth disk to B, then moving those (N - 1) disks to B as well.

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    4. By "complexity" I mean time complexity as described by Big O notation. The "wheat and chessboard" problem may be more common than the "Tower of Hanoi" for illustrating this, but the "Tower of Hanoi" does do a good job of showing how solving a problem with a very low problem size may be feasible, but as the size increases it becomes practically impossible at a certain point.

      This does have a practical application when a programmer writes an algorithm that they test with a small sample size and they think it's OK, but in a live scenario it collapses with a larger problem size.

      AI has a good understanding of this concept, and nowadays with it writing so much code this type of issue is less common (at least from what I've observed).

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  12. I remember when this came out a friend of mine was griping about what a terrible game it was and I had a hard time believing him because it's *Ultima*. How could an Ultima game be bad? I'm glad I'm not the one finding out, yeesh.

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  13. I'm amazed that in all these years of RPG's, this is the first time you've encountered the Tower of Hanoi puzzle. I remember it being famously overused. But maybe U8 is where it STARTED to crop up everywhere.

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    1. I distinctly recall a Towers of Hanoi puzzle in Zork Zero (1988), six years before Pagan - and I remember it being derided as a hoary old chestnut *then*.

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    2. I don’t recall it being used in many RPGs, but it’s an adventure game staple. I quite enjoy it, unlike sliding puzzles.

      Delete
    3. The problem is that once you're familiar with it and know how to solve it, it's no longer a puzzle; it's just a rote procedure you have to go through.

      Which is also kind of how I feel about "twisty little paths"-type mazes in adventure games. When Colossal Cave had a maze like that, it was a novel puzzle; it wasn't obvious how you could get through it. But now that every adventure-game-player knows you drop items in the rooms to tell them apart and map the maze that way, it's no longer really a puzzle; it just adds length and tedium to the game. (Some adventure games do do something different and have a maze that looks like a traditional twisty-little-paths maze at first but turns out to have a different solution, and that I'm fine with, but far too many adventure game creators have seemed to feel obligated to drop in a bog-standard twisty-little-paths maze apparently for no better reason than because they think it's something adventure games are supposed to have.)

      Delete
    4. It did feel familiar, so perhaps it appeared in an earlier game that I'm misremembering. I thought it was well-done here because it's a variant of the traditional puzzle and takes even an experienced player a few beats to recognize it.

      Delete
  14. I love the Fifth Element reference in the title!

    ReplyDelete
    Replies
    1. Corbin Dallas would approve.

      And now I am thinking about Bruce Willis’ tragic health decline.

      Delete
    2. AlphabeticalAnonymousOctober 17, 2026 at 9:48 PM

      That is one of my favorite movies, and the reference went completely over my head. Clearly I need to re-watch it again sometime soon!

      Delete
  15. The "birthplace of Moriens" did not exist in the original release version of the game. Vividos's dialog telling you to go on a pilgrimage to it still existed! But there was no such place in the actual game content. The devs seemed to expect you to take that as a hint to start wandering around the world and then pick up the next plot thread once you inevitably stumbled on it, given the finiteness of the game area. Naturally this was a topic of a great deal of negative user feedback so in a patch they slapped that plaque and sparkling lights on a random altar in the catacombs near the Zealan temple area so people would shut up about it.

    ReplyDelete
    Replies
    1. Given that, it's even more mysterious what kind of mind-blowing experience Vividos could have had, and where he had it.

      Delete

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