Part 6: In which we blow up some walls, find some better armor, and play Captain Planet in more ways than one
When we left off, we were getting ready to explore the:
Exciting!
Here's the first room of the dungeon:
You might find yourself wandering, as I was - if this is the entrance, where is the door I came through? Well, surprise! There isn't one. I guess I fell down a pit, or something? Who the fuck even knows anymore. All I know is that I have to play all the way through this shitty place to get back out.
I first encounter some headlesses...
...and discover that my spear can't attack at point-blank range. I can't remember if this was a problem with the bow as well, or not. It doesn't really matter though, since I'm dual-wielding a sword for melee attacks now too.
My mind still hasn't entirely adjusted to the fact I'm dual-wielding unlimited throwing spears and a rapier in a fucking
Ultima game.
Oh, and they both use the same annoying "attack" sound effect, too. Because why the fuck not, I guess.
I reach the second room, with no obvious way out.
But, there is a crack in the wall, and what looks to be a powder keg nearby. Time to channel my inner Link.
The powder keg is a "weapon" I can equip:
I can "attack" with it to place it next to the wall:
BOOM!
I'm half-tempted to praise the game for its "interactive environments", but it's nothing Zelda didn't do on the NES almost 10 years before. Really, I'm just grateful that I wasn't given "unlimited ammo" for the powder kegs.
One thing that moderately amuses me: if the combat music is playing, and I bring up the inventory screen, the "dungeon theme" resumes playing until I unpause. Apparently when my inventory is open, the game forgets I'm in combat.
A few mongbats, trolls, spiders (everything but a CYCLOPS, apparently) later, I hit a fork in the road with a bear trap.
The bear trap unsurprisingly hurts me if I run over it.
The green things nearby appear to do absolutely nothing, but the trap "reloads" if I leave the screen, just like every-fucking-else in the game. I like to imagine little gremlins run back and replace everything and everyone as soon as you're out of sight.
More enemies - skeletons, snakes, ghosts and scorpions - still not a single cyclops. Apparently the cyclops are a very friendly people, choosing to share their lair with any and all creatures...
...including me! It seems the designers didn't think I'd enter this room from the north, since the cyclops continues to throw rocks to the west, completely ambivalent to my presence.
I murder him anyway, of course. Elzair has taught me that's the Avatar thing to do.
A rock outside his chamber seems to have a key underneath!
I wonder if the Lift spell could help me get to it?
It does! Too bad it's just a generic skeleton key and I already have 15 of them.
Why would you even
bother to hide something like that there?
I find a locked door, but none of my keys or spells seem to help me here.
Sorry for the lack of screenshots or narrative, but there really isn't that much to share in this place. It's just what it looks like - bland corridors full of even blander enemies. So, consider my blind overview to be "atmospheric."
I realize my inventory's full again so I start to look for things to ditch, when I find I have this:
"Potion of Ghosts"? Oh, I
have to know what that does.
Uh?
What the fuck? Did it turn me into
wisps? It's not just invisibility, because I
have an invisibility potion. I also can't go through walls after using it or anything, so...I really have no idea what the fuck that was for. It wears off after about 10 seconds anyway.
Eventually I stumble on the way out.
Just like in previous Ultima games, you can tell it's the dungeon exit because of the giant fucking skull on the door. It's worth noting that this exit is on the
opposite side of the cave from the
one cyclops I've fought in the:
However, it's all worth it, because:
Armor upgrade! So, this stupid single-floor 10-minute dungeon had more worthwhile loot in it the entire multi-floor Britain sewer area. Of course.
Though I've reached the exit, I'm not quite done here. On the way to the exit I passed another "destroyable" wall:
And I know that past the locked grate there are some more powder kegs. I guess I need to get past that fucking grate, somehow.
After another 10 minutes of searching the cave, I come up empty. The powder keg I found earlier doesn't even have the decency to respawn, unlike
every other object in the game. Eventually I remember I have a spell called "Explosion", and wonder if it can fill the role of a powderkeg when it comes to damaged walls?
Success! So the stupid spell
does have a purpose. I will have to remember this.
I am excited to see a single treasure chest inside the secret room! What wonders will we find inside?
On the way to the exit, I notice another destroyable wall in the exit room.
Why do I bother checking it? I have no fucking clue at this point, honestly.
Gasp! Another cyclops! That makes...two!
Not counting when the first one respawned every time I left the screen, of course. The cyclops drops a skill key, the crate behind him has a sword and some "ankhs", and a couple of powder kegs are behind that. I have no idea why, since you need the explosion spell to even get back here in the first place, but...what the fuck ever.
On the way back to try the new key on the grate, I find that the first destroyable wall has also "respawned". Seriously. Any points this game gained for having a destroyable environment are immediately taken away from its complete lack of any sort of persistent world state.
I honestly think that's the game's biggest flaw - you never feel like anything more than the screen you're on is "alive", since nothing you do has any sort of persistent effect on the rest of the game world, other than big things like solving quests. Enemies comes back, destroyable terrain comes back, loot comes back - there's no point in exploring because
nothing you do matters. It's even worse than Oblivion in that regard.
That's right: Ultima VII is a worse game than Oblivion,
especially when it comes to exploration. Feel free to use that quote out of context anywhere else you'd find it appropriate to do so.
It really just proves how incredibly out-of-touch the developers of the console port were, though. Clearly they had absolutely no clue what made the PC version a classic in the first place.
Anyway, back to the show. The key doesn't work on the door, but it's also not needed to get out of the dungeon - the exit door works just fine with or without it. So, yeah. I get the fuck out of this place.
Logically, I'm right back where I started, despite having left the dungeon nowhere near where I went in.
And yes, if I go back through the dungeon entrance, I end up where I originally started - not the exit I just came through. Would you expect anything else, really?
After selling all the random shit I found in my dungeon crawl, I decide to take Chuckles' advice, which as you may remember, was:
Since we're playing a game created by dumbfucks, it only seems right that we follow the direction of the Chief Dumbfuck of the entire Ultima series. So, let's go meet with Batlin again.
YES I WILL JOIN YOUR
CULT GROUP PLEASE LET ME IN.
Same "joining" quest as in the original game, though in the PC verson, Batlin requests that you not open the package.
Do you think the SNES version will let us open it up to read the scroll inside?
I promise, none of you are more surprised than I was. So what does the scroll say?
The Trinsic blacksmith! The one who was
murdered kidnapped! And a stone pedestal - could that have something to do with all the Blackrock I've been fiding in the Fellowship basements?
I would go in and confront Batlin, but of course, I can't. So I guess the only choice is to head to Minoc via Cove. I suppose theoretically I'm still tracking down the
murderers kidnappers, but I wasn't given an option to ask anyone in Britain about Hook, so the most we can do is work to join the Fellowship and follow Eliza
beth and Abraham.
To Cove!
A 30 second walk later...
And this is the "populuted" Lock Lake. I'm supposed to deliver a bill to the mayor of Cove to get it all cleaned up. Because that's how politics works, apparently. I imagine that's supposed to be a "dead fish", but like every other piece of food in the game, I can walk over it to get health.
In the PC version, one of the dead fish corpses has a key to open a shed that contains the Hoe of Destruction, one of the best games and part of an amusing Wing Commander in-joke. Unsurprisingly, it appears this side-quest is not the SNES version.
Apparently the "pollution" consists of a dozen broken bottles, apple cores, and random bones spread along the banks of the lake.
Someone would be
very angry with you, Cove:
For reference, this is what Lock Lake looks like in the PC version:
Oh, and some of the rats around the Lake are dropping Blackrock as loot, for some reason:
Fantastic.
Time to visit the local tavern, The Emerald:
WHY DOES EVERYONE KNOW THAT.
Actually, they already have, but apparently laws in Britannia don't take effect until they're delivered in person by an adventurer from another world.
Everyone else in the tavern just bitches about how they can't drink the water because trash is being dumped into it. Who exactly is dumping the trash, anyway? Are the townspeople actually complaining because they're dumping their own trash into the lake and can't stop until someone passes a law telling you not to?
Here's the local inn.
I think the female actually uses a new character sprite! Shocking.
Really? "The town" has been dumping its garbage and needs a law - or a cult - to tell it to stop? The town consists of...what...a dozen people at most?
All of whom are complaining about the pollution? HOW ABOUT YOU JUST STOP DUMPING YOUR GARBAGE IN THE FUCKING LAKE?!?
The other fellow is apparently Lord Heather. I have no idea why he's at the inn.
You see I have the law? Really? Is it stapled to my Goddamn forehead? And how is it going to stop the pollution?
MAGIC LIBERAL POWER? I fucking hate all of you so much.
Blargh. Finally I ask about the mage, Rudyom.
Great.
Of course, like every good RPG, everyone's already heard the good news about the lake.
I hope you all fucking die. By the way, as far as I can tell, including Lord Heather, this is literally everyone in town. Less than half a dozen fuckers can't keep their own lake clean.
I guess:
=
?
Randomly, I decide to search the town well.
...a magic Water Sword. Of course. Obviously this is a clever reference to the Magic Axe hidden in the tree truck in Jhelom in Ultima V--no wait I'm pretty sure it's just retarded.
For those keeping track, I now have a Wind Sword and a Water Sword. Will I eventually find a Fire and Earth sword? What about a Heart sword?
I pay a visit to Rudyom:
Oh God fucking damnit another dungeon crawl. This is definitely
not in the PC version - in the original, Rudyom just
gives you the wand. I guess I should just be happy I didn't have to kill a Pollution Demon in the Swamp Cave to clear up Lock Lake.
I find the notebook he was talking about:
Looks like Rudyom knows too much! Good thing he's gone crazy or he might be headed for a good
murder kidnapping.
In Rudyom's basement I find a classic piece of Ultima apparel:
Was wondering if the game had these. Could it be that Swamp Booats will prove useful in the Swamp Cave!?
Time to pay a visit to the:
...next time, that is.
I think I've had about enough of this game for one update.