Ultima IV Part 7: Dungeons Are Not Spiritual Places
Ultima IV: Quest of the Avatar
Part 7: Dungeons Are Not Spiritual Places
It is now time to become an eight-parts avatar, recruit all seven companions, find the stones, and assemble the three-parts key.
First, here is a little introduction to the dungeons. With the exception of humility, all the virtues have a dungeon opposing them. Here is a list of the dungeons, their opposing virtue, and the stone that
should be found in them.
Code:
Covetous Sacrifice Orange
Deceit Honesty Blue
Despise Compassion Yellow
Destard Valor Red
Hythloth Spirituality White
Shame Honor Purple
Wrong Justice Green
First I let Geoffrey kill some monsters. Like in the last game, XP is only awarded to the person who delivers the killing blow to a monster.
Here is a pack of Hydra, the two-headed monster from Greek mythology. They are not too tough.
This is a pack of Lava Lizards. Their attacks can sometimes create a lava tile, which causes a character to take damage while s/he is on it.
After levelling-up a while, I head for the Shrine of Honesty on Dagger Isle.
As you might have guessed, the correct mantra is AHM.
This is another runic symbol for "I". This is beginning to feel like an episode of
Wheel of Fortune.
Sweet! I now decide to track down Jude, the poor beggar who knows of the skull of Mondain.
Like I thought, he resides in the poor house in Minoc.
Skull.
Yes, I swear.
He must mean that both moons must be new. I then head for the Folley Tavern in Paws to find some mandrake roots.
I now need to find Calumny. He lives in Yew. Before I do that, I give a bunch of gold to beggars to increase my Compassion. As usual, the amount does not seem to matter; it only matters that I give it often.
Finally!
Here is a liche and a daemon. Neither of them are too tough.
I head back to the Shrine of Compassion on Lock Lake.
I think this is another "N".
I then head for Yew to find Calumny.
Mandrake.
The Fens of the Dead is the marsh located between Paws and Trinsic. The Bloody Plains, named because it was the site of the last battle with the remnants of Exodus's army that I never knew he/she/it had, are located northwest of Vesper. Since the Bloody Plains are closer, I head there.
This one tile of marsh has to hold something.
I search during new moons and find what I am looking for. However I only get 2-9 mandrake roots per find, and then I have to leave the world map and re-enter before I can find more. One trick for speeding-up the process is to stand in the non-poisonous square(s) adjacent to the mandrake root, save, and reload the game. It always defaults to new moons, and if I am fast enough, I can move in, pick-up the mandrake and move out. If I was poisoned or I did not pick-up enough, I reload.
I now head for the Axe-and-Ale tavern in Vesper.
Nightshade.
This is a balron. Since it can fly, I cannot just lose it by sailing away.
Shit! These guys are tough because they have a tendency to put the party to sleep and because they pack a punch.
Since Paws is on the way to Trinsic, I stop in.
I never noticed this secret door before. I wonder where it leads?
Holy shit! There is a secret reagent shop behind this door! I bet business is pretty bad, though. They offer the best deals on garlic and ginseng. I now head for Trinsic to meet Virgil. He is the guy that likes poison fields.
Since not that many useful spells require nightshade, I will probably not bother picking it up.
Instead I will pick up some mandrake in the Fens of the Dead. When I combine the reload trick and sail for Paws and back, gathering enough mandrake is not too tedious. Now I can cast spells like Resurrect and Tremor!
Since the reagents shop in Buccaneer's Den has the best deals on black pearls, I head there. It is kind of hidden, though.
To get to the secret door I have to have a Dispel spell ready.
I now mix up a bunch of spells: Heal, Cure, Exit, Ladder Up, Ladder Down, Resurrect, Fireball, and Tremor. I then head for Yew to recruit Jaana.
Now there are three! Before I descend into the dungeons, I decide to check-up with Hawkwind on how I am doing with Valor and Spirituality.
I have now defeated enough enemies without fleeing from battles to ascend.
Hot damn! I have all the virtues down pat now! Since I will soon be an eight-parts avatar, I now head for Paws to speak with Sir Simon and Lady Tessa about the location of the mystics.
First I speak with Lady Tessa.
Mystics.
Yes.
Next I speak with Lord Simon.
Simon: Hast thou attained enlightenment in all eight virtues?
Yes.
I now head for the Shrine of Valor in the Valorian Isles.
This is the runic symbol for "F".
I now head for Minoc and enter the moongate when both moons are full.
Hot damn! I am now an eight-parts avatar!
This is the runic symbol for "T". Let's see, we have three Is, two Ns, one T, one Y, and one F. I wonder what that spells?
BTW, Did you notice the little ankh symbol that has appeared where the dash used to be? That symbol means I have what it takes to enter the Codex Chamber in the Abyss (provided I have the keys and passwords, etc). However, I still have to follow the eight virtues; if I commit an unvirtuous act (steal from a chest in town, attack a non-evil creature, talk proudly, cheat the reagent woman, flee from battle, etc), I will become unelevated in the related virtue, and I will have to raise it and make the pilgrimage to the shrine all over again.
Since I am now an eight-parts avatar, I head for Empath Abbey to pick up the Mystic Armor.
Hot damn! Let's head for Serpent's Hold!
On the way I notice this patch of islands. It looks like Mondain's skull is buried here.
Sweet! While Mystic Swords do pretty good damage, I am still better off with ranged weapons, so I sell a few for 3500 gold a pop to buy Jaana and me a pair of magic wands. Don't worry; I can find another pair of eight if I sell all of them.
I finally buy a sextant and stock up on keys and magic gems. Since sulfurous ash, the sole ingredient of the Light spell, is much cheaper than torches, I don't buy them.
I now head for Shame, the dungeon opposing Honor, which is located on the shores of the Lost Lake west of Britain.
It sure is dark down here!
After casting Light, I notice a ladder. This ladder will lead down to level 7.
This dungeon room is full of undead. Since the stone is located on level two, I take the ladder back up and cast Ladder Down, which teleports me to a random location on the next level. This is useful for exploring the dungeons, since parts of a dungeon level are sometimes cut-off from others.
One down; seven to go!
I now descend to level 8 and view it with a magic gem. The red marker indicates my position. The white boxes indicate rooms, which could be combat rooms or could lead to the various altars. The rooms in the north and west lead to the altars of Truth and Courage, since Honor is composed of Truth and Courage. However, I explore a bit.
Fortunately, the game does not consider leaving this dungeon room a cowardly act; especially since I cannot even reach the enemies.
Here I cast Tremor, which does a lot of damage to all enemies, to give the monsters a really bad day.
This is the altar room of Truth. Random monsters will appear whenever I enter it. Shame is back east; Wrong is to the west; Deceit is to the north, and Hythloth is to the south. I head for Deceit.
I explore this level and then head up to the next one.
The blue stone is in a corner a little ways below the screen. Those Ts represent traps.
Here is a pack of gremlins. As usual, they do no damage, but they steal some food with every attack. I use ranged weapons and Tremor to keep them at bay.
Like in the last game, a sudden gust of wind will extinguish any light source I have.
I now come across another field that I have to dispel.
If my HP or MP is running low, I can rest in the dungeons.
Hot damn! Two down; six to go!
I now head back to the altar room and head west to Wrong.
Fortunately, the stone, represented on the map by the ankh symbol, is on the eighth floor. Stones are mostly on the lower floors, so the altar rooms make it quite convenient to search for them. I then head for the room just east of the stone.
Holy shit that is a bunch of slimes! Fortunately, Tremor makes quick work of them. However, it does not look like there is any way to go west. There is not even a secret door.
To find it, I first have to dispel the two fields in the northwest corner of the room.
When I step on the northwest tile, the way is revealed.
Three down; five to go! I now head for the altar room of Courage.
I head north to the dungeon Destard.
Since the stone is not on this level, I head for the northernmost ladder up to the next level.
Haha! It is here! I guess this place wraps around which is why the gem is acting funky.
I am at the halfway point now! I now head back to the altar room and into the dungeon Covetous.
It looks like there is no way to go but up!
This is my lucky day! The stone is behind a hidden door which is not blocked by any combat rooms.
Five down; three to go! Since two stones are located on the overworld, this means that I have only one dungeon left to plumb.
These are just two weird dungeon room I wanted to share with you. Notice the cyclone? I make sure it does not touch any of my party.
I then make my way to the altar room of Love.
I head north to the dungeon Despise. The stone is located on the fifth floor, and since I am feeling adventurous, I take the long way.
Here is a map of the eight level.
After dispelling the field, I head to the nearest ladder.
On the way I find a magic orb. Touching it will subtract two hundred hitpoints.
However it also increases my dexterity. There are more orbs, but they only regenerate when I reenter the dungeon.
This is a reaper. It cannot move, but it has a nasty ranged attack, and it can put my entire party to sleep. A pack of these creatures puts up a nasty fight.
On level six I find a healing fountain. I have not encountered many fountains in these dungeons.
Besides the combat rooms, there are also some monsters lurking the hallways. This fight took place on the square containing the ladder to level five, so it is featured in the fight. That is a nice touch.
I forgot to take a picture of the map view of level five. The gem is north of a row of three rooms.
This room just contains some sea serpents. However, there is no way to head north!
Do you see the hidden room just north of where Geoffrey is?
When he moves there, a wall tile in the south turns into a hidden door.
I now step there and do a Moses impersonation. This is the second Moses allusion (that I found) in this game.
I now have six of the stones. I cast Exit to get out of here.
I make my way back to LB and am rewarded for all my troubles. Since Britain is nearby, I head there to find out the location of the black stone.
NOTE: I actually forgot about this step and did it later. This is why I have all the party members.
I remember seeing a Merlin in Cove. I head there.
Stone.
Gate.
Moonglow's moongate is the one that opens on the new moons, so I head to Verity Isle and wait.
I search the ground during new moons, and I find it. There is just one left! While the white stone is no longer in the dungeon Hythloth, I still need to explore it to find what I need to get it. Since Hythloth can be entered from LB's castle, I head back there.
Since Britain is nearby, I recruit Iolo the bard. The jester is his wife, Gwenno. She will become a companion in the next game.
I head for the northeast corner of LB's castle and notice a hidden door I have not noticed before.
I head out it and encounter a sheperd.
Name.
Landri: I am Landri.
Job.
Landri: I am here to warn thee!
Warn.
Yeah, yeah. Tell me something I don't know. What is so perilous about it?
Thanks for some useful advice for once.
Landri: Wilt thou go on?
Yes.
Well fuck you too!
Once I jimmy open the lock, I take the ladder down into Hythloth. This is another weird dungeon since the ladder takes me all the way down to level eight, and I have to work my way back up.
Instead, I just cast Exit.
This must be the lighter-than-air device some people have mentioned. It is one of two ways to pick up the white stone.
Since I have the sextant, I can
Locate the coordinates of the balloon: P'C'' O'J''. The map is divided into 16x16 sectors, and each sector is comprised of 16x16 tiles. My current location can be kept with four numbers that each range from zero to fifteen; this means the location can be stored in two bytes. These coordinates represent the 16th sector, third tile in the y-direction and the fifteenth sector, tenth tile in the x-direction as measured from the northwest corner of the map.
I
Board the balloon, but nothing happens. I don't know how to lift off! I then start pressing a bunch of random keys.
Klimb?! The correct command is
KLIMB?! I guess it make sense, but WTF?!
Of the six flying devices in the Ultima series (this one, the magic carpet, the shuttle car, the two space shuttles, and the airplane), this one is BY FAR the most annoying. Like the ones in Ultima II, the balloon travels in "real-time", and I have to slow down DOSBOX to have a prayer of landing safely. Unlike those two, I have pretty much NO control over the balloon. It travels in the direction opposite the wind, and the wind changes randomly. What I am supposed to do is use a bunch of Wind Change spells to navigate it to the single patch of grass in the Serpent Spine mountains, but fuck that! I will show you a far easier way of doing things.
First, I
Land the balloon near Yew.
Next, I stand at coordinates F'J'', E'A''.
Then, I cast Blink and select north as my direction.
Last, I pick up the white stone. That is a lot easier than the other method.
I now have all eight stones! Whoopie!
Now I need to recruit the four remaining companions. First I head south to Trinsic.
Uh oh, I ran out of food! When this happens, all characters take damage every step as if they were poisoned.
Fortunately, a food store is nearby.
I recruit Dupre, the paladin, who was busy drinking in the Tap. I then head for Magincia.
The sheperdess Katrina is located due south of the entrance.
As you can guess, she is pretty useless. I only recruit her because I have to.
I then recruit Julia the tinker from the poorhouse in Minoc.
Lastly, I recruit Shamino the ranger in Skara Brae. I now have all eight companions.
They are helpful in combat, but they are eating me out of house and home. I go through food
very quickly now.
I equip everyone with mystic robes, and I sell some more mystic swords for gold. Next, I buy a magic wand for Iolo, and three magic bows for Dupre, Julia and Shamino. Geoffrey and Katrina are stuck with the Mystic Swords. I then buy/find enough reagents to make 99 Cure spells, 99 Heal spells, several Ladder UP/Downs, a few Exits, 99 Fireballs, 50 Tremors, and 10 Resurrects. I probably need more Tremors and Resurrects (not to mention back-up reagents), so I should get more.
Besides getting those, I still need to find the three part key and get the three parts of the word of passage. Then I should be ready to enter the Stygian Abyss.
I make my way to Hythloth again. All the three altar rooms can be reached from the eighth level of this dungeon.
I first make my way to the altar of Love. After defeating the daemons, I stand on the altar and use the stones.
I insert all the stones representing an aspect of love. They are the yellow, orange, green and white stones.
One down; two to go!
I then make my way to the altar of Truth.
These are all the stones representing an aspect of Truth: blue, green, purple and white.
Hot damn! One left! Since a lot of combat rooms lie between me and the door to the altar of Courage, I head back to the altar of Love and go through Covetous to get there.
Once again, I stand on the altar and plant all the stones representing an aspect of Courage: red, orange, purple and white.
The key has been assembled!
I now head west to Shame and cast exit.
My old ship is still waiting for me.
LB rewards me with some well-deserve level-ups.
Since I want Dupre and Jaana to be able to cast Tremor without having to go through the very tedious process of levelling them up (apparently, MP is determined by a character's intelligence, and characters gain some attributes when they level-up), I head for Deceit to find some magic orbs that give bonuses to Intelligence.
Two of them reside on level three. I make my way through level one to the ladder, cast Ladder Down to get to level three, have Dupre and Jaana both touch one orb, cast Exit and repeat.
Oh yeah! I now gather enough mandrake to be able to cast 99 Tremors and have enough left over to mix some more. I also make sure I have 99 of every buyable reagent for any emergencies.
Here is another neat trick. Let a daemon or dragon attack you on the square with the mandrake root and do not pick up the chest it leaves behind. If a chest is on a marshland tile, it can be stood on and crossed without any risk of being poisoned. This makes gathering reagents even more convenient.
Since I still need the word of passage, I head for the Lycaeum to get the first part.
Word.
Yes.
'Ver' is derived from the latin word for 'truth':
veritas.
I now make my way to Empath Abbey.
Word.
Yes.
'Amo' is derived from the latin noun
amor, which means 'love.'
I now make way to Serpent's Hold to get the last part of the word from Sentri.
'Cor' seems to be just short for courage.
I now have everything I need to enter the Stygian Abyss. Since the number eight is a recurring motif in this game, it is fitting that my LP will have eight parts.
Until next time!