Sunday 30 June 2013

Achieving Avatarhood


When I was a teenager, my parents were somewhat suspicious of computer games. Puzzle games were viewed positively for their virtues in exercising the mind. Of course one of the main reasons my parents yielded to getting a computer was so we could learn useful skills such as programming (in my case Basic) and using spreadsheets (in this case Dbase). That was how we ended up with an Apple II clone named "Dolfin" - its displayed name upon bootup. My brother and I were careful to not mention certain things about our games. Quoting the line from Ultima III Exodus, "from the depths of hell he comes for vengeance" would probably have banned us from certain types of games, as things related to Dungeons & Dragons magic and witchcraft were looked upon as corrupting influences. Learning mantras, meditating at shrines, and becoming an Avatar, might result in the same fate. We were careful not to mention these things.

At present however, I am ready to achieve avatarhood after virtuously destroying the skull of Mondain and getting my party seriously injured in the process. Nothing that LB couldn't take care of with his miraculous and "free" healing powers! I first sailed to the shrine of compassion, chanted the mantra for three cycles, and was rewarded with partial avatarhood and a vision. A moongate journey later, we traveled to the shrine of sacrifice and repeated the process (with a different mantra of course!) This was our last "eighth" of Avatarhood. The vision was similar. Now I am a full avatar, as indicated by the "full ankh" between the numerical values of my party's food and gold. I also took the opportunity to search for more nightshade and mandrake root.

It was time to go back to Paws and chat up Sir Simon and Lady Tessa because now I could honestly say I was an avatar, and they would tell me where to find mystic armor and weapons. I will need to make a trip to Empath Abbey and another to Serpent Castle to pick up the requisite items. I also still need to journey down the dungeons to obtain the three-part key. I have not decided on the best route yet. After that, I just need to get more gold for two more magic bows and the party will be ready to enter the Great Stygian Abyss to find the Codex of Ultimate Wisdom - two other things we were careful not to mention in our younger days.

40977 moves. Cumulative playing time = 22 hours.

Saturday 29 June 2013

Pirate's Cove


Today's journey started with a trip to the shrine of Spirituality. After meditating for three cycles, I was granted a vision. I am also now a three-quarter avatar. Since I was on the east side of Britannia, I replenished my stores of nightshade and mandrake root. My next goal was to buy two magic bows at 2000gp apiece. I took one of the ships docked near Britain and sailed to Buccaneer's Den. I sold two old non-magical bows and an axe to the arms shop during my visit too. Next stop, the shrine of honesty for a three-cycle meditation. I misjudged the location of the island and sailed too far east forcing me to double back, eventually arriving at the shrine. Upon completing my meditations, I was told that the second thing to do at the entrance to the Great Stygian Abyss was to read the Book of Truth.

Since I was already in the East, it made sense to sail for the isle of the abyss, not to enter, but to destroy the skull of Mondain. This would also remind me what the journey to the abyss would be like, and to smoothen the way for my next visit when I would actually enter the abyss. This requires me to clear the ships at Pirate's Cove. Perhaps it was a sign that pirates abounded in the seas as I captured another frigate off Verity Isle. I parked one ship at Moonglow and sailed the other ship south. Eventually I saw mountains to the east indicating I had arrived at the island. It was time to use the wheel of the H.M.S. cape to strengthen the hull of my ship. I can't help but think about the similarity between mountainous Mordor (from the Lord of the Rings) in the southeast of Middle Earth and the mountainous southeastern isle of the abyss in Britannia.

The entrance to the cove is on the west side of the isle. I waited for a favorable wind before sailing in as quickly as I could in an easterly direction. The pirate ships started to swarm around and surround me! There were only eight of them. For some reason, I thought there would be more.



After an exciting battle, six ships were under my control. I noticed that the pirate ships tended to be stern-heavy. I would quickly defeat the pirates at the front of the boat whereby Shamino would begin to board the pirate ship before the rogues were finally killed. It was now time to journey to the abyss.


While I remembered the lava from way back, I had forgotten about the poison. The entire party got poisoned but we doggedly made our way to the entrance of the abyss, through marsh and flame. At the entrance, I cast the evil Skull into the abyss. This was accompanied by peals of thunder!


We trudged our way back out to Pirate's Cove where Jaana, Iolo and myself cast cure spells on everyone. (Geoffrey had to be cured earlier because I was not sure he would make it out without dying. He managed to pass the marshes without getting re-poisoned.) After camp and rest by the ship, we were ready to exit the cove and sail back to see what Hawkwind thought of our recent acts. I had also given more gold to beggars in Moonglow and visited the healers to donate blood.


Hawkwind was pleased with our progress! He directed me to meditate for three cycles at the shrines of Compassion and Sacrifice. I should be able to achieve avatarhood in my next post. Then all that remains is the three-part key.

39785 moves. Cumulative playing time = 21.5 hours.

Friday 28 June 2013

The Last Stone

After picking up Geoffrey and arming him with a bow, the party set sail north towards Skara Brae skirting the west coast of Britannia. I passed the isles south of Spiritwood and rounded the island of Skara Brae keeping close to the coastline until finding the mouth of the river that would lead to the dungeon Shame. I had seven of the eight colored stones and had left purple for the last. The entrance to Shame is laced with poison. Seven of my party made it through but Shamino got poisoned just before we passed through the dungeon doors.

I had a vague memory that this dungeon is complicated. I thought that the stone would be on Level 8 and that perhaps I could also visit an altar room if one was nearby, since I still needed to get the three-part key. I quickly realized that the entry ladder goes all the way down to Level 7. I recall that the Apple II version had some sort of bug whereby if you X-ited a balloon without landing properly (i.e. you still have a bird's eye view over the terrain), then you could take the ladder all the way down to Level 9 and get unlimited gold! Since illegal jumping out of the balloon (with no harm) is not permitted at present, I could not explore if this bug exists in the GOG version.


The first dungeon room was interesting. Casting a "View" spell showed that I had to head east after defeating the denizens of the crypt. I actually remembered how to trigger open the secret passage. Unfortunately I had to get poisoned while stepping in the southeast corner. This moved what I think is supposed to represent a coffin or gravestone - actually I'm not sure what those two-square rectangles represent. Iolo stepped in the space of the one that opened up, and the passageway east was revealed.


I worked my way back up to Level 4 which is the crucial section of the dungeon that connects the different areas. There is a suite of five rooms arranged in a cross-shape, the center of which contains a twister, a ghost and a giant squid. I first went west and worked my way down to Level 6 where Katrina opened many treasure chests. The Gold was not unlimited, though, and I am saving up to get more magic weapons before entering the abyss. I then worked my way down to Level 8 only to find that the stone was not there.

The party backtracked to Level 4, fighting the twister, ghost and giant squid again, before exiting south. I worked my way back up to Level 2 and was rewarded with finding the purple stone. I was not sufficiently motivated to work my way back down to an altar room so I cast two "Y-up" spells to leave the dungeon. I parked my ship along a narrow section of the river, and then fought several battles on my way back to Castle Britannia.

36711 moves. Cumulative playing time = 20.5 hours.

Thursday 27 June 2013

The Word of Passage

I am on vacation today and am traveling on an express bus. This should give me a good long stretch of uninterrupted Ultima gaming. My plan was to recover the orange stone first and, if there is time, I might also attempt the purple stone. First I decided to journey to Vesper to buy some gems. Along the way we made pitstops to search for mandrake root and nightshade on dark nights. A visit to the shrine of Sacrifice was included in our tour of East Britannia. I meditated for two cycles and was told that to flee and leave my companions is a self-serving action to be avoided. I was not planning on doing this anytime soon. So much for the helpful advice. East Britannia was full of baddies so my tour included cleaning up the area and being paid in Gold. By the time I got back to civilization, I had over 5000 gp. It was time to visit Buccaneer's Den.

Taking one of the ships parked outside LB's Castle, I sailed southeast to the remote island navigating by sextant. My previous visit was a fluke and I did not have a sextant then. However my ridiculous memory for useless Ultima IV facts 27 years ago "told" me that the location was at J'O" I'I". I found the den easily enough and made straight for the Arms dealer to buy a magic wand. I also sold my lousy sling for a measly sum. I made my usual stop to the magic shop to load up on black pearl, fighting the usual balron and sea serpent along the way. My other goal was to find a survivor of the H.M.S. cape to tell me where to find the wheel but I could not find anyone I had missed in my previous visit. After exiting the den of thieves, I sailed due north to visit the shrine of Compassion to meditate for three cycles. The shrine said "Third, light the Candle of Love at the entrance to the Great Stygian Abyss." After exiting the shrine, another pirate ship appeared. This is the second one I have encountered in this area and after battling the pirates I added one more ship to my small fleet. I sailed both ships back to LB's Castle.

I traveled by moongate to Skara Brae and discovered the ship I had left there (to visit the dungeon Shame later) had disappeared! Tit for tat, perhaps? I will have to move another one to the west coast of Britannia later. I popped into Skara Brae to use up my remaining gold on provisions, and for good measure I gave my LAST gold piece to a beggar as advised during an earlier shrine visit. Hopefully Hawkwind will think well of this sacrificial act. I mixed my customary magic spells and was now ready to go down a dungeon to recover the stone. The moongates brought me to Minoc and I was pleased to find that the ship I had left at the bay was still there. It was a short sail to the dungeon Covetous.



The dungeon journey was quite straightforward and lucrative. The first dungeon room was rather interesting. At first glance it had skeletons and ghosts and then they moved to reveal corpses, perhaps a portend of things to come. The ghosts and skeletons were no match for my new magic wand and my heavily armed crew. I ran into a group of ghosts on level 2 and after a quick barrage from my party, they were sent fleeing. The fact that they can pass through walls meant that one of them got away. There were several rooms that required triggering the opening of secret passages in levels 3 and 4. The one on Level 4 that was guarded by a group of Liches required stepping on two secret spots to open up a westward passageway that would lead to the lower levels. Level 5 was stocked with treasure. Level 6 had two magic balls which Katrina and Jaana touched. I cast healing spells on them after the balls sapped their strength but increased their stats. Katrina even overtook me in dexterity. I think she will be opening some treasure chests for a while. There was a very interesting room in Level 7. When the party entered everyone was on the same spot. The room was populated with Gazers and Headless. I killed a Gazer with my powerful magic wand in the opening salvo. The orange stone was on the same level and I easily recovered it and we "X-it-ed" the dungeon.



After parking my ship in the bay south of Minoc, I traveled by moongate to Verity Isle to stock up on some reagents at Moonglow and to visit the Lycaeum. The ruler, Robert Frasier, told me a third of the word of passage (or one syllable) and urged me to find the rest.


With a quick moongate back to Britain, I paid Hawkwind a visit and he seemed to think that I worthy in the virtue of Spirituality. All those shrine meditations must have paid off. I then took the moongate to the forest of Yew with the intention of visiting Empath Abbey to get the second syllable of the word of passage. Not consulting the map, I misremembered the city's location and headed northwest instead of southwest. After battling orcs and other marauding groups I finally made it to the room of R & M. Lord Robert gave me the second syllable. I headed back into the forest to find the moongate but found Yew instead. Thankfully, I have the traverse between Yew and the portal location down to a science. I took the moongate back to Britain to pick up a ship. The party sailed due south, stopping in Paws so that we could replenish our ginseng and garlic supply. It was now time to head towards Serpent Castle for the third syllable.

To test out the bug, instead of going to Sentri's throne, I was going to talk to the guard at the entrance. Sentri-guard did not disappoint and he gave me the information I needed to complete the word of passage. I decided to explore the castle anyway to see if I could find the survivor from the H.M.S. Cape. It turns out I missed the wounded sailor Lassorn in a room where I thought he was just someone sleeping. He told me that the ship went down in the deep waters of the Bay of Heroes. I then decided to head to the Healers to donate blood so that Hawkwind would think me sufficiently sacrificial, but then I encountered my second bug in Serpent's Hold. I could not talk to the healer!


Consulting my beautiful map, I pinpointed the bay, made sail, and after a systematic search of the deep waters, found the wheel. 27 years ago sans map, we had no idea where the Bay of Heroes was located. It turns out that because the bay was not too far from Serpents Hold, we were were able to find it relatively quickly. There was an odd distortion in the waters captured by my snapshot. On my way to the bay, I also spotted a waterspout, which I carefully avoided this time around. Way back during our first outing, I did not know what it was and fired on it. Then we got too close and our ship took horrific damage.



I then sailed due west towards the Valerian isles where I meditated at the shrine of Valor for three cycles. The message: "First, ring the Bell of Courage at the entrance to the Great Stygian Abyss!" I parked the ship by Jhelom and took the moongate back to Castle Britannia so that I could be raised to Level 8. As you can see the jesters crowded around to celebrate me reaching my highest level. My next goal is to pick up Geoffrey and then retrieve the last stone.



35579 moves. Cumulative playing time = 19.5 hours

Wednesday 26 June 2013

A Quick Trip into Destard


The problem with busy and tiring work weekdays is that I do not have as much time and energy to go adventuring. Today I decided to take a quick trip down the dungeon Destard to get the red stone. I did not quite remember the location of the dungeon although I had a rough idea as to its whereabouts. There were a few run-ins with the denizens of the realm but the evil creatures were easily dispatched. The dungeon itself was not too difficult. On Level 4 there is a long and windy corridor full of treasure chests. One has to go through a room with Phantoms twice to get the Gold. I did not remember what Phantoms looked like but the moment I saw the "Energy Fields", I started firing at them.

Back when we first started playing, I'm not sure I noticed the flickering of the energy fields in monochrome. This is quite obvious in color where the phantoms flicker between pink and red. In the first battle, I did not use any spells. However in the second battle, Jaana cast the party's first Tremor spell. It was very effective and eliminated 8 of the 13 Phantoms giving her 80 experience points in one go. The party also obtained 1225 Gold on that level at the cost of Kiboko losing hit points to acid traps. I did run out of gems in Level 5 and had to mix some View spells.

There were no tricky secret passage rooms and I quickly made it down to Level 7 to get the red stone. This was followed by a quick X-it spell. I took the Trinsic portal back to Castle Britannia to see Lord British who raised Julia and Shamino to Levels 5 and 4 respectively.

30442 moves. Cumulative playing time = 16.5 hours

Monday 24 June 2013

Cove at Last!


With no good way of getting into Lock Lake, I decided I would have to try the lighter-than-air-device approach. I went back into Castle Britannia and, after a quick visit to Hawkwind (with no progress made), I took the secret passages leading to the dungeon entrance below the castle. Sure enough as warned by the shepherd, after I descended the ladder, there was no way back up. I took the ladder all the way down to Level 8 and peered at a gem. It looked like Hythloth. I cast an X-it spell, and sure enough we were back up at its entrance on the isle of the abyss.

When this first happened 27 years ago, we did not know we were at Hythloth. I don’t remember at what point we decided to cast the X-it spell then, perhaps after fighting through several dungeon rooms on Level 8. In any case, we thought we were completely stuck, having saved the game just after exiting the dungeon. I suspect that we did not have any mandrake root then and so would not have been able to mix and cast a Gate spell. In monochrome, I could not identify the balloon at first. (It looks much clearer in color.) Once we realized what it was, we boarded the balloon, but then did not know how to get it flying. This actually stumped us for a few days. Had we forgotten something? Was there an item we needed to use? Was there a spell to be cast? Finally in desperation we just started hitting every key and when we hit “K” for Klimb, suddenly the balloon took flight. The view was amazing! We even saw part of the entranceway to the abyss!

This time around I knew what to do and the balloon was soon aloft. I had mixed several wind spells to guide us to the mainland. We landed near the Bloody Plains and I tried to figure out a way into Cove (the village in Lock Lake). I tried several approaches flying south but constant wind changes wreaked havoc on my plans. Finally I got off the balloon and walked as far as I could to my best guess of Cove’s location. Then I peered at a gem. Based on my location, I counted squares on the gem view and estimated that Cove would be at F’K” I’I”. I turned out to be dead right! (Thanks, sextant!)

My approach was to take short flights in the balloon until I reached a grassy area not too far from the shrine of compassion. I wasn’t exactly sure how I would maneuver my way in, but in my very first attempt, I got very, very lucky! As you can see I started out from G’E” E’P”. I waited until the wind started blowing from the west and then Klimbed. Several wind changes later, and without a single spell from me, I hit the touchdown spot outside of Cove. Is there a virtue of Luck? Certainly no skill was involved in my part other than Descending at exactly the right moment. The whole affair took place in a matter of seconds.

Cove is a nice village with plenty of waterways. The first person I talked to was Brother Zair. He told me that the kings of the three castles each know a syllable of the word of passage. I guess Sentri isn’t useless after all. Allen, a child hidden in a mountainous nook, told me that the abyss can only be approached by ship, that a magically strengthened hull would be needed, and that I should ask Blissful more about the abyss. Blissful, the seahorse, told me to ask the ankh and to meditate for three cycles at the shrines of Honesty, Compassion and Valor. A group of four magi in the forest to the south were contemplating the secrets of the codex. They made cryptic statements such as “the one pure axiom is more endless than the changing tides, more eternal than day and night.” Another said “one must know the combination of the three principles of virtue; it equals the measure of time and space.”

I did find Mentorian who told me how to mix the Gate Travel spell. More than half the party got poisoned so I could talk to Sloven who told me where to find more information about the white stone. Merlin was more direct and told me exactly how to obtain the black stone: “Stand where the gate of both moons dark shall appear. Search when the moons go dark.” The talking Ankh was located on the east side of Cove. It said: “To enter the codex chamber, one must be 8 parts avatar, have the 3 parts, the word of passage and know the pure axiom.” You can’t get any clearer than that. After talking to the ankh, I noticed the secret passage in the northwest corner that led to a short empty passageway. As with any odd location such as this, one should search the area. Sure enough, I found the Candle of Love.

Now that I had searched Cove thoroughly, I decided to pursue the white and black stones. First I took the balloon to Castle Britannia and managed to park it in a nice spot. I took the moongates to Skara Brae and visited the inn. They apparently only had a dingy one-bed-room for just 5gp. Amazingly the whole party was refreshed from the first night’s sleep. But nothing else extraordinary happened. I stayed a second night. Still nothing. On the third night, Isaac the Ghost appeared. He told me that the “white stone sits atop the Serpent's Spine. It can only be reached by one who floats within the clouds.”





Back during our original quest 27 years ago, we did not know the names of places because we did not have an inscribed map. Any names we learned came from townsfolk and guesswork. You can imagine our trying to figure out where on earth (I mean Britannia!) the Fens of the Dead and the Bloody Plains were located. That reminds me, I have not been back to Yew to ask Calumny about the location of mandrake. And I have no desire to search the fens of the dead. While we were successful that first time around, it was a real (poisonous) pain. We only had to search in the fens once, though, as we figured out the “better” location to obtain mandrake root and proceeded to use it exclusively.


A second oddity about playing on the original Apple II version back then was a bug in the program that allowed one to X-it the balloon anywhere without using the Descend command. This immediately stopped the balloon, but it also had the added effect of retaining the bird’s eye view. This makes it much easier to navigate because you can stop anywhere and still see god-like past mountains and forests, cast a wind spell, and then “Klimb altitude”. Iterate this process a few times and you are in your desired location. Back then, I easily used this method to obtain the white stone and navigate into other hard-to-get places. The current version does not allow this “cheat”. While I was very lucky getting to Cove this time around, I did not want to waste a bunch of Wind spells trying to hit a single square of grass. I also did not want to move my nicely parked balloon. First things first, however, I travelled by moongate back to Verity Isle to pick up the black stone. Then I took the moongate back to Britain and proceeded towards the Serpent’s spine.

As I did around Lock Lake, I went as close as I could to my desired location and peered at a gem. You can see the single square of grass in the mountains on the northern edge of the gem view. (In the southwest quadrant lies the dungeon Shame.) I positioned myself exactly south of the spot by the mountain range, took three steps back, and “Blinked” right next to the Ankh on my first attempt. I am getting quite lucky today!

In the span of an hour’s play, I was able to find the balloon at Hythloth, visit Cove, find the Candle of Love, pick up more mandrake root (on a side trip), visit Isaac the Ghost in Skara Brae, find the black stone, and find the white stone. Back then, all these journeys were separated from each other by days if not weeks. Finally here’s a view of my nicely parked balloon and two ships outside LB’s Castle.


29424 moves. Cumulative playing time = 16 hours.

Sunday 23 June 2013

"Wrong" on several counts

The opening scene after exiting the forest with my clump of nightshade - I found the area swarming with orcs, rogues and skeletons. I fought my way to the Trinsic portal, and with a hop, skip and jump, used the moongates to arrive at Skara Brae. Shamino was delighted to join the party. I remembered that Shamino started out at a lower level so I thought he should join the party before Geoffrey. At first I thought of sailing the ship near Skara Brae to the dungeon Shame to obtain the purple stone. "Isn't this one of those where the stone is on Level 8 and I will have to seriously fight my way down?" I thought. I wanted to opt for an easier dungeon so that Shamino would not be too surprised. I decided to pick Wrong, the dungeon with the green stone. If I thought it was going to be easy, I was wrong.

Things were smooth until I got to Level 3 where I found a magic orb. I figured that Dupre could do with additional dexterity and intelligence and that he could withstand the orb with 400 hit points. I was wrong. Dupre died. First, I thought of restarting the game. Then I thought of just exiting the dungeon, resurrecting Dupre, and going back down since I was not sure what would happen in a dungeon room with the dead Dupre. (I had never had a party member die in a dungeon before.) I got myself into a battle to assess the situation. Dupre did not show up in the battle. This meant that I could safely navigate the dungeon rooms. I figured Dupre would not miss much and I would be in and out in a jiffy with the stone. I was wrong.

There was a lot of treasure in Wrong on the fourth and seventh levels. I'm not sure if the latter was worth as much as I thought because I had to battle a large group of rogues on level 6 to get in and out of the treasure area. They stole a lot of gold because I did not have mandrake root to cast a tremor spell or resurrect Dupre. There was also a nasty fight with a couple of reapers and a large group of Headless where a tremor would have been useful. I actually used the Kill spells I had mixed to finally dispatch the reapers when they were in my line of sight.

Eventually we made it down to Level 8. There were some tricky secret passage rooms. The one just outside the altar where I would find the stone had a Zorn and a group of slime. Peering at a gem had told me that I needed to head west after entering the room, but as you can see, only a south exit was apparent. With the Zorn negating magic, I had to blast my way through the slime and then take the Zorn down the old-fashioned way without magic. After clearing the room of its denizens, I proceeded to search for the trigger that would open a passage westwards. I figured that it was in one of the corners underneath the electric fields. Jaana was sent to the southeast corner first. My first guess was wrong. I decided to try the northwest corner, and sure enough when I stepped on the corner square, a narrow passageway opened westwards. We were able to find the green stone and then I made a quick magical "X-it".

While in the dungeon, I had already made up my mind what to do next. I was going to get some mandrake root even though I had not visited Lock Lake. My rationale: The strange single square of marsh (that I had now left a treasure chest to mark the spot) would have been searched by me anyway on the darkest night with the manual as my guide and my recent experience finding the bell of courage. I blinked myself south towards the moongate near Britain and teleported outside Minoc. I made a quick stop in Minoc to buy Julia a Magic Axe. This was very appropriate since Minoc was Julia's home towne and the Iron Works was happy to sell me one for 1500gp. (It's expensive!)


Where "treasure" marked the spot, my first night's search of mandrake root yielded 11 roots. I mixed a Resurrect spell, having learned the reagent list from Nigel, and brought Dupre back to life. A heal spell then raised his health to 82 hit points. That should be enough until I get to Lord British. I fought a band of orcs before staying a second dark night to find more mandrake root. This second night brought a bountiful harvest. I made my way back to the moongate to get to Castle Britannia.

Lord British seemed pleased with the experience gained in my most recent exploits. My "Wrong" choice was not too bad after all. Iolo, Dupre, Katrina and Shamino all made it up a level. Julia is actually quite close but I will need to do a little more adventuring. I only have 9 gems left so I can either buy some more at a guildshop or mix my own View spells. I might opt for the latter.


26388 moves. Cumulative playing time = 15 hours.

Saturday 22 June 2013

Shrine Visiting and Artifact Collecting

I boarded the other ship I had left on the mainland close to the islands where I found the horn. It was time to go on a shrine tour. I sailed south until hitting the north coast of Britannia. First stop, the shrine of Justice. I docked as close as I could before stepping out into the marshes. No one was poisoned on the way in, but Julia and Dupre were poisoned on the way out. I did, however, achieve partial avatarhood in Justice after meditating for three cycles. I was granted a vision similar to the one I had seen at the shrines of Honesty and Honor.

I then sailed east until I reached the Bay of Minoc. I passed the entrance to the dungeon Covetous but decided to save that for another trip. Instead I docked in the bay and entered the moongate when the moons were full to enter the shrine of Spirituality. The advice I got was: "Seek ye to know thyself. Visit the seer often for he can see into thy inner being." My plan was to head south, but when I neared the strange single patch of marsh, a band of skeletons showed up from the East. I repositioned myself to battle the skeletons so that they would be standing on the patch of marsh when we did battle. In the meantime a band of ettins showed up from the west and I did battle with them before engaging the skeletons. After defeating both groups I picked up the gold left by the ettins but left the chest from the skeletons. This was the strategy I used 27 years ago so I could search for mandrake root on this spot without getting poisoned. But since I have not visited Lock Lake and learned the location of mandrake root, I refrained from searching the space during a black night. In the meantime a group of cyclops approached from the north. Britannia seems to be getting wilder. At least it helps me accumulate treasure to pay for better weapons.

I went to Vesper to visit the guild so that I could finally buy a sextant. It cost 900gp! My memory served me poorly. I thought it would be 600gp. Thankfully, I had enough gold, and I only need one of these. While I was in the vicinity I also made a pitstop at the shrine of Sacrifice and meditated for one cycle. The advice: "To give thy last gold piece unto the needy shows good measure of self-sacrifice." Okay, I will need to do that at some point. (I remembered this from way back but had not gotten around to trying it yet because I hadn't been "told" yet.) The party made its way back to the Minoc moongate and I took the opportunity to visit the shrine of Spirituality again, this time meditating for two cycles. Hopefully all this meditating will put me in Hawkwind's good books where this virtue is concerned. I paid him a quick visit and although he didn't think I had "made it" in Spirituality, he did think I had shown sufficient valor.



After the usual visit with Lord British, the party traveled by moongate to the Valerian Isles. Since I had conveniently parked a frigate near Jhelom, it was easy to visit the shrine and achieve partial avatarhood. I am now a half-avatar, having partial avatarhood in four areas! I was granted a vision that looked different from the first three. I remember being confused when I first saw these visions 27 years ago. I thought this was some sort of a candelabra, and had not realized it was a (written) rune.

The plan was now to sail west until I reached the island of the Great Stygian Abyss. Since I would be approaching from the west, I should not run into Pirate's Cove which I remembered had an eastern opening. Nearing the island I decided to peer at a gem so I would know where the entrance was located. This was at M'P" P'E". It is useful to have the sextant. I sailed around the northern tip before approaching the entrance. I then carefully blew the silver horn. It sounded an eerie tone!

After three meditative cycles, I achieved partial avatarhood in Humility and was granted another vision. As I exited the shrine I noticed that the red circle between my Food and Gold values was no longer present and I quickly blew the horn again before the endless daemon horde showed up. 27 years ago when we first found the shrine of humility, we did not know about the horn nor did we know there was an endless daemon horde. In fact, we thought the game had a bug and we had to restart. We almost gave up on the game thinking it could not be won because of a bug in our version of the game. It was very frustrating. However in due time, we did learn the secret of the horn.

Since I had a sextant, we decided to pick up the Bell of Courage and the Skull of Mondain given that the latitudes and longitudes had been provided by the appropriate townsfolk. Even without a sextant, the strange waters surrounding the bell would have given it away as a place to search. Our first time through, we never did run across this patch of sea until we knew the location of the bell specifically.

As to the skull however, we had previously sailed near its location without knowing of its presence. I did enjoy seeing this in color. The monochrome does not quite do this justice. It will be really neat to see the great Stygian Abyss in color when I eventually get there.


It was time to see Lord British. My experience had gone up with the finding of these artifacts and several battles along the way. As we arrived, a pirate ship sailed right up the coast outside Castle Britannia. The party easily defeated the rogues and now I have a fourth ship. Hopefully I will find a whirlpool soon so I can get to Lock Lake. Oddly enough I haven't yet found the person who will tell me this information. Perhaps I need to go through my notes again more carefully before the next outing.

Lord British raised me to Level 7 so I can now look for another companion, either Shamino or Geoffrey. In the meantime, now that I had a sextant, it was time to acquire some nightshade. I made my way to the exact spot and waited for a dark night before searching as much as possible. We stayed three nights and were constantly interrupted by bands of orcs and trolls during our search. We did, however, manage to harvest 33 clumps of nightshade. Now that I have searched at the "official" spot, I think I will go ahead and use the easier and more convenient "unofficial" spot the next time around. Actually I don't know if this version has that feature - I will have to check. My old Apple II version certainly did.

24436 moves. Cumulative playing time = 13 hours.