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About time I found some undead... |
Now that I have a decent handle on the game's commands and mechanics,
I figured my next step in Ultima III was plying the general populace
for clues and information. Since I had a ship as well by this point,
I figured that with the added mobility and the ability to reach the
towns overseas, it would be a good position for me to start finding
out what hints I could obtain.
I'd already run around Yew, Devil Guard, Britain and Lord British's
Castle to see what the townsfolk there had to say, but with my new
ship I thought I'd explore the islands, so Fawn was my next stop.
There I was told a bit about an invocation I need to learn, and that
I'd need to 'pray' in order to find it. From there I headed over to
Death Gulch, and learned that guards could be bribed - a fact I'd
later learn in Moon, but when a guard tells me he can be bribed, what
else am I going to do? (Sheesh, no wonder I need to work at becoming
the Avatar. Bribing guards, killing clerics for experience in Yew...
got a lot of guilt to work off by this point.)
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That can't be comfortable. |
Anyway, the Montors revealed to me that seeking the Jester in castle
fire might be a good idea - I took this to mean the Castle on the
isle of Fire, as in Exodus' home, which meant that I probably
wouldn't get to follow up on this for a while, but when I got my
hands on some keys and started poking around Lord British's prison in
his castle, what did I find but a jester in the middle of a field of
fire! I can only imagine what jokes he told to deserve such a
punishment. But he told me where Dawn was located, which was very
useful information to know, so I thanked him and winced as I burned
my party again on the way back from talking to him.
I was told in Grey that only exotics would protect me from great
evil, and that I could find information about them in Dawn - so with
the clues that I got about when and where I could find this legendary
city, I made my way into the dark forest at the specified location,
waited for the new moons, and entered.
Dawn allowed me a broader range of weaponry to choose from, and some
solid clues to find exotic weapons and armor to boot. I didn't have
anywhere enough money to buy fancy ranged weapons for Ivan and
Olivia, so I satisfied myself with some dungeoneering equipment and
headed off in search of exotics.
I was told that I needed to dig on islands to find them, and with so
few of them around, it didn't take very long before my entire party
was equipped with exotic armor, and Trevor and Aric readied their
newfound exotic weapons as well - they couldn't use any ranged
weaponry themselves, so might as well equip the big guns from the
get-go. Ivan and Olivia have theirs in reserve, but their ranged
weapons are more useful at the moment, so I'm keeping them equipped
as is.
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Sure, I'll touch the red hot AUUUGAGHGH |
With my party well armored, I decided to act on what I learned about
marks in Devil Guard. My front-line fighters had gained a few levels,
and even my cleric had managed a level by this point (man did that
take work, I mostly got that by getting lucky with a Pontori spell),
so I felt I could afford to peek into a dungeon. The Perinian Depths
was close by, so I explored in there for a while, and when I came
back out, I had both the Mark of Kings and the Mark of Fire, the
latter of which would have come in handy when I was wandering through
fire to talk to a convicted jester. Ah well!
I enjoyed this part of the game a lot, running from town to town
trying to find all the little nooks and crannies to make sure I
wrested every possible clue out of the townsfolk. I remember bribing
the guards in Grey so I could cut through all the thieves in the
tavern because I expected there to be something behind them all and
that it'd be easier to just fight them rather than try to manuever
around them - only to find it was just the guild behind them. But
this feels a lot more interesting than the same thing did in Ultima
II, partly because there's more "dialogue" that's actually
relevent to the game rather than just throwaway gags, and partly
because the clues are less... oblique. Some of them are obscure
enough to leave me guessing somewhat (like the jester in fire), but
not so much that I just roll my eyes in frustration. It's a good
balance, and I think at this point I can definitively say this is the
game where the series hit its stride. Now that I've actually taken
the time to start exploring the game in depth, I can easily see why
it's a favorite that holds fond memories for many. It's putting me in
mind of my first run of Ultima IV all those years ago, and in a good
way.
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Time for a bar fight... |
I think my next step is amassing cash for a trip to Ambrosia to bump
my stats. That might involve a few dungeon runs, so we'll see what
happens next. But I'm definitely hooked now, moreso than I thought
I'd be with Ultima III, and the game is surprising me in very
pleasing ways.
Now pardon me while I let Trevor practice his Lorum spells.
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