Part 4: Compassion - Part I
Compassion - Part I
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The Moongate drops me off east of Britain. I always forget this and go west, because the Moongates for most towns are usually kind of westish. I'm inattentive that way, sorry.
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So anyway I accidentally start go east instead of west. A rogue assails me. Human enemies count as evil, I think, so it's okay to kill them, but they like to run off when slightly wounded.
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After correcting my dimensional mixup, I find myself before the gates of Lord British's Castle, with Britain to the west. In later Ultimas Britain is west of the inlet and British's castle is north of Britain, but whatever, it's decades to centuries between games, they can always build new castles.
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You see a stern guard.
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You meet a bouncing jester.
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Here's a character that's kind of familiar, Chuckles the Jester. He's cooler in the later games, especially VII. Pretty much any NPC of any importance shows up again in the series, but this is the big debut for most of them.
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For some reason, this room is full of purple fields, which are sleep. Green is poison, blue is force (which is impassable without a Dispel). The sleep fields are harmless though since nobody is going to hurt me in Lord British's Castle (well, sort of). As the convenient SEER on the counter suggests, this is Hawkwind the Seer.
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Hawkwind is obviously pretty important. He mysteriously knows how much of a jerk you are. Talking to Hawkwind is a great insight into your Spirituality; in fact, talking to Hawkwind actually raises your Spirituality!
We can exploit this. But not now. Later. Always later. First, we've got to be bad.
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Secret wall in the guard quarters? Tons of Honesty-crashing treasure chests? Can it get any better!
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Apparently so. I loot the chests too, mind you. Then leave the castle, because they repop when you leave and come back.
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Oh, by the way, this is what can happen when you go east instead of west. Cute, huh? Trolls aren't really a problem, fearsome though they may appear, except for the fact that I somehow lost my starting dagger at some point and am fighting unarmed.
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Fortunately, a princely 200g can fully heal me at Lord British's personal healer. That's still a bit expensive for now, but don't worry, I've got a plan.
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And that plan, to rob the chests over and over, goes horribly wrong. Chests are often trapped, either with acid (which does damage), or poison, the results of which are obvious. Every turn that passes when poisoned knocks off 2HP, and with guards blocking the exit (not because I'm a thief, they don't care, but because they felt like moving there). But death is no big deal. In fact, it takes us where we needed to go anyway.
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As always, dying just takes you...
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Right to Lord British's throne room. Note that it doesn't take you to Lord British necessarily; that's kind of part of the plot of Ultima V. Anyway, British has a lot to say.
You also lose all your money and food except 200 of each, and any gear in your inventory (but not gear that's equipped). We won't be needing to die again though. Anyway, let's see what the old coot's got going on.
Lord British rises and says:
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Lord British sits and says:
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That's roughly as useful as British is in this game. Not that he's all that useful in most games. He's not even the healbot that he normally would be in later games, but I guess technically you're already the Avatar in those games so he owes you one.
The castle has a few "interesting" characters.
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You meet a person with a white hat.
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Thanks, asshole. This is worse than the oak grove dweeb.
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Screw that, let's roll on Britain, City of Compassion.
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You meet a small child.
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You meet a tired shepherd.
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The children are being taught "Compassion" by various adutls, and the guards do not care. Let's meet some of these other perverts.
Wait a minute, who is this?
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You meet a charming jester.
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And where there's Gwenno, there must be...
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You meet charming bard.
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When you're beat up, a good way to avoid spending money is the inn. You can also hole up and camp outside, but you risk getting attacked.
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Oh wait, you risk getting attacked in town too! This is why I prefer spells and healers, despite the cost.
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You meet a drunken fighter.
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Buyin' rations. They're pretty cheap in Britain, but slightly cheaper altogether in Moonglow. You consume more food with more party members, so it's good to keep stocked.
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You meet a spicy woman.
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Leather armor and Slings for Steve and Iolo give me ranged power and a little extra beefing up. Nice and handy, but I'll still need better.
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You meet an injured person.
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You see a druid.
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And there's the rune, at the obvious end of the only obvious hallway in town. Now I just need the mantra. And to be compassionate, I guess.
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You meet a wise shepherd.
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Just to test out the new weaponry, I fight some guards in Britain. Note that they give about as much experience as a dragon. So do beggars.
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And they pop right back up like nothing ever happened when you leave and return.
As much exp as a dragon.
Pop right back up when you leave.
Nothing ever happened.
HMMMMMMM.
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So off I go to putz around the coast for a bit, but this just isn't getting me where I want to go. And where I want to go is totally unvirtuous and awesome.
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So it's back to the Moongate to get there the hard way.
This is going to be fun.