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CHAPTER TWO: What the hell? Are all of the
dungeons like this? That's it, I quit
You awaken in a dimly
lit stone room.
> Look.
You see an exit to the south and
a treasure chest to the east.
> E
A disembodied voice fills your mind with a
dire warning.
Damn it. Hawkwind may have taken my equipment and my
dignity, but he left me the poisonous bread. I think he's trying to tell
me something.
Let's take a quick inventory of the starting loot a Druid
gets:
- Crooked staff.
- Inventory bag.
- One map of Yew.
- 2 Healing potions.
- 1 Mana Breath potion.
- 1 Mana recovery potion.
- 1 Fireball scroll.
- 1 Light scroll.
Not a bad haul by any means. Every
single Britannian mountain climber needs two things: A crooked staff and a
bag of potion bottles. Now we're set. All we need is the Gust spell, a
sack of bread and we can go anywhere in the game.
In addition to what
we got in the chest, there is a Cure potion sitting on a table nearby and
a short sword sitting in the first hallway.
That was the good news.
The bad news? We're a Druid. We have the lowest possible strength so we
can't really kill anything. We have 30 HP, and pretty much anything in the
game will be able to rape us in a single hit.
The next item we're given is the
Spellbook.
Each circle has 4 spells. You can cast a spell from a
scroll at any time, although doing this consumes the scroll. Later on
we'll be able to bind scrolls to our Spellbook so we have them forever. In
the meantime, there are only four spells that we need to concern ourselves
with.
The Linear Spells. These spells require no mana (unless
you're wearing equipment that reduces casting costs. because of a bug).
For the most part we'll be using these spells to solve quest puzzles.
Otherwise they aren't too useful.
Right next to the bookcase is a burnt-out torch and a
magical barrier. The solution is obvious. In Flam.
With our miserable 30 HP, this large rat could very
easily kill us. You'll find that spamming Stone is something I'll be doing
a lot of for a while. Stone has zero mana cost, zero casting time and does
quite a respectable amount of damage when you stack it up against our
Avatar's feeble, anemic flailing.
Pull the switch behind the rat and the door
opens.
Now there's a jar behind a gate, sitting on a narrow
shelf above a pressure plate. The answer? Gust.
Gust generates a
small vortex of air that can be used to move small objects. Depending on
placement and angle of the spell you can get some pretty good distance.
Exploiting aside, however, there are probably only one or two other places
where you're forced to use the spell.
And now for the final puzzle:
Fire prevents you from reaching the exit.
Douse the flames on the floor so you can move
forward.
Douse the braziers and the fire goes out.
And that's the end of the Stonegate mini-dungeon. We're
finally on the surface of Britannia, way out in the middle of nowhere with
nobody to help us or save us from being one-shotted by wolves and giant
rats.
As you progress in the game, those glyphs being held by the
statues change back into the symbols of the virtues. Originally Stonegate
was supposed to be an important part of the game. In the final release
you'd never need to come back here.
The Guardian likes to talk to you over long distances.
The asshole makes collect calls too. You're not my Aunt Sophia, Guardian!
Stop tricking me into accepting the charges!
There's a Wyrmguard standing in that cave. If you get
close enough he gives you lots of about how Blackthorn is back and the Wrymguard are his personal
army, how they all follow the Guardian and how he's going to because Blackthorn ordered him to do it. You know, new stuff we
didn't just see in a cutscene. I'd love to get some screenshots of him
talking but unfortunately his threat isn't a hollow one. Druids suck and
we will die.
The prudent course of action is to use our Fireball
scroll on him at range. He drops a Scimitar, which is the starting weapon
we would have gotten had we chosen Valor.
Step onto the teleporter and we're off to see the
wizard.
I tried to include a little more detail for Stonegate
so the people who haven't played Ultima 9 can see what the dungeon
gameplay is like. I'm not sure if I would call it Zelda-like, but it's
definitely trying to do something similar. Zelda puzzles always struck me
as more movement puzzles - that is, moving yourself using powerups
to reach new areas. Ultima 9 puzzles are often more about dealing with
magical mechanisms. You'll see what I mean later on.
Let me know if
you guys would like in-depth visual walkthroughs for the rest of the
dungeons as well. I'm not opposed to it, but it would make the thread
absolutely massive (they're HUGE dungeons) and they'd probably have to be
split up into many parts.
Next time: Looting and pillaging
Britain.
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