Ultima II Part 1: Circle Around
Ultima II: Revenge of the Enchantress
Part 1: Circle Around
Ultima II takes place after the previous game (whether it was 20 years after Mondain's defeat or 1020 years is not clear). Apparently Mondain was not only a villain, he was a pedophile as well. His 12 year-old lover, Minax, vowed revenge on Sosaria. She gained power and eventually took over Sosaria; only Lord British managed to escape to Earth. Minax followed and brought on an apocalypse in 2111. The player must find a way to stop her and set the timelines back in order.
Ultima II ranks up there with Ultima IX on wasted potential. The scope of this game is absolutely massive. Not only is there the standard fantasy fare, but there is so much more. The space travel has been expanded from a mini-game in the first game to a full-blown way to explore several additional planets. Instead of time traveling for one fight, Ultima II allows the player to explore five different periods of Earth's history: the Time of Legends (Minax's abode), Pangaea (9 million B.C.), 1423 B.C., 1990 A.D., and a post-apocalyptic 2112 A.D. (If you thought
Wasteland was the first post-apocalyptic RPG, you were wrong.)
The problem is that most of the potential was vastly underutilized and comes across as filler. You can explore ten planets in the solar system, but only Earth and Planet X are necessary to visit. One town, New San Antonio, has both of the required plot items, the only method for raising attributes, and one of the required vehicles. Most of the towns contain little more than in-jokes. There are several dungeons, but there is no need to visit ANY of them. Since spells can only be used in dungeons, this makes spells (and spellcasters and spellcasting attributes) useless as well. Furthermore, >95% of the game time is spent grinding for gold and (randomly-dropped) items.
Oh well, let's get this over with. BTW, I am playing with the
upgrade patch since it makes the game a lot better looking.
Part II of the best-selling role playing game by Richard Garriott
Here is the main screen. Let's watch the demo.
First, I need to create a new character. If you are playing this game, have an established character, and want to create a new one, simply delete the PLAYER file and replace it with a blank PLAYER file. On *nix systems, this can be accomplished like this.
I have 90 points to distribute among six attributes, but each attribute needs to be at least 10. Here is a run-down of the various attributes.
Strength - Affects your character's ability to equip armor.
Agility - Affects your ability to wield weapons.
Stamina - Affects your ability to withstand damage.
Charisma - Lowers prices in shops. Not that useful.
Wisdom - Affects Wizard spells. Useless.
Intelligence - Affects Cleric spells. Useless.
Since high Strength and Agility are required to wield the best weapons and armor, I put all my spare points in those two stats. In retrospect Stamina might have been useful as well. Charisma has some use since I have to buy some expensive stuff, but only a few items (weapons, armor and food) have a negotiable price. I then get to chose my race/class/gender; these just provide various bonuses to stats. Since I am trying to play these games as if the non-human races were figments of my imagination, I choose a human even though the Intelligence bonus is useless to me. I choose the thief class since I want a high Agility to wield the best weapons. Since I am a dude, I choose a dude (and get the +5 Strength bonus). Here is a chart of the various bonuses.
Races
Human - +5 Intelligence
Elf - +5 Agility
Dwarf - +5 Strength
Bobbit - +10 Wisdom
Classes
Fighter - +15 Strength
Cleric - +10 Wisdom
Wizard - +10 Intelligence
Thief - +10 Agility
Gender
Male - +5 Strength
Female - +10 Charisma
Enough of that! Let's play the main game!
Here is the overworld screen. It look a lot like the last one. The game starts in North America circa 1423 B.C. I decide to head over the Bering Strait, across Asia, into Europe.
I press
Z to bring up my Stats menu.
Here is the first monster, a goblin. Like in the last game, I attack by pressing the
A key and selecting the direction with the arrow keys. Like before, every turn I can either move one space or perform some action.
An annoying habit of monsters in this game is running away when they take damage. Pursuing them will waste food; fortunately, they will come back if I wait long enough.
When monsters are killed, the players gets between 0-5 XP and 0-20 gold; the values are assigned randomly, and the difficulty of the monster is not a factor. There is also a chance to get a random item. The only creature that always drops an item are guards, and they always drop keys that are used to unlock doors.
Here I encounter the two most annoying enemies in the game: the daemon and the thief. The daemon can cast a spell that will freeze either my arms (preventing me from attacking) or my legs (preventing me from moving). The spells can be countered if I have any magic cloaks or boots in my inventory, but one will be used-up with every cast. The thief is far more annoying. He has the potential to steal one of my items, and I do not get it back when I kill him. This can be a major irritant if a thief steals my only blue tassle in the beginning or my only ring in the end.
In Western Europe, I now see my first time gate. These will allow me to travel to various place around the game; however, the time gates are not always two-way portals. I can step through the time gate I used to enter a place and wind-up somewhere entirely different from where I was before. For those of you who can read Runic, here is a time map.
Anyway, let's see where it goes.
I am now transported to England circa 1990. Before I pay Lord British a visit, I want to see what the nearby town has to offer.
Towns have been greatly improved from the previous game. Rather than a single screen filled with merchants, towns now look more like real (at least by the standards of early 80s RPGs) places. They are sprawled across many screens, and I can now interact with the NPCs. Of course only a few NPCs in each location will say anything more than stock phrases like the following.
Since I am not a Cleric, I cannot interact with the spell merchant.
What a cryptic hint!
I have no idea what this refers to! Does the hivemind?
These are the only ships in this time period (that I ever saw). I will need to buff up a lot more to get them.
Port Boniface also has a McDonall's, get it?! HAHAha......
"Try our new ridethrough." LOLol...
Anyway, it is just a food merchant.
However, since I have a high Agility (I think that helps), McDonall's becomes a nice place to steal food from. Whenever the human is by the counter, I can steal as much food as I want. This means I never have to buy food again.
I now head for LB's castle. Here are some more stock phrases.
I wonder if Garriott knows, when a Catholic parishioner calls his preacher 'father', that doesn't necessarily mean he fucked their mother on that fateful day. Anyway, this is kind of a hint.
Huh?!
Too bad I don't have any keys! That looks like a nice cache of stuff.
What a corrupt court! I wonder if it works?
For every donation of 50 gold, LB will raise my HP by 300. Like in the last game, giving tributes to kings (and probably killing monsters in dungeons) is the only way to gain HP, but there is no limit (up to 9999) to how much I can gain.
Since there is nowhere else to go, I head through the time portal.
I end up back in Western Europe circa 1990.
I head south to Towne Linda to buy a decent weapon and suit of armor.
I have no idea what this is a reference to.
It must be another damn in-joke! This game is full of them!
Horses just allow you to move faster on the overland. I don't really need it.
Since I went through the last game without getting hints from the pub, I will not make the same mistake this time. In this game, I can offer the bartender from 0-9 gold, and each level reveals a different hint.
This means skull keys are needed to board planes.
Magic helms allow me to get an overland view of the map.
This means that I need a blue tassle before I can pilot a boat.
Like I said before, guards are the only creatures that carry keys that are needed to unlock doors.
This must be another damn in-joke!
When I look at my stats menu, I find that I already have a blue tassle. Now I just need to find a ship.
Anyway, I buy a great sword and some leather armor and head to South America to visit Le Jester.
Here is another clue.
I guess this is why they call it Le Jester!
Anyway, I head for the nearest time gate . . .
. . . and enter the Time of Legends. This is where the final showdown takes place. At the bottom is a row of time gates that lead to various destinations.
Before going through one, I want to see more of this place.
HOLY SHIT!! I take it back. Get me outta here!
I run for the bottom-left time gate.
I now arrive in Pangaea. For some reason, all the dinosaurs have been replaced by orcs, demons, devils, balrons, and unfriendly humans.
Here is a magic helm view of the place.
Finally, I find a ship! Some people have said that Ultima II is basically over once you get a ship. Those people are lying their asses off!
To be fair, the ship has very powerful cannons (although all weapons have the same range of one square on the world map) that can cut down a horde of monsters in no time, and very little food is consumed while travelling by ship (not that that matters much).
I discover that the easiest way to gather a lot of money and items is just to circle around the continent of Pangaea killing anything that moves. I must have spent several hours at least doing that.
I wonder what this sign says.
It just tells me the date.
I now head for the only town in this pre-historic world, Baradin's town.
Can anyone decipher this?
I now learn there is another planet.
It must be located at coordinates 9-9-9.
How the hell can they know where a priest nine million years in the future will be? Did Garriott waste even a second of brainpower on the absurdity of this plot? I think I know the answer.
Anyway, I will now show you the dungeons. I said they were useless, but I feel I should one to you anyway.
As we can see, there is some color now. What is that green blob in the distance?
Oh! It's an orc!
Anyway, that is enough dungeon-crawling for one game.
I now take the northern time gate out of here.
I now arrive in the Americas circa 1990.
Here is a magic helm view of the place.
Here are my stats again.
I head for the nearest town, New San Antonio.
Since I was told to visit the Hotel California (gee, I wonder what that refers to...), I do just that. As it turns out, the hotel clerk is the only person that can raise my attributes.
If I
Offer the clerk a gift of 100 gold, he will either thank me for it (which means I get nothing in return) or he will say "Alakazam" and raise a random attribute by 4 (or 4*x where x00 is the amount of gold offered).
In this case, I offered him 100 gold, and he raised my Charisma by four. That is alright, but since I need to get >41 Strength and >49 Agility to wield the best equipment, I would prefer he raised those attributes. Apparently, the number of steps a player takes has some impact on what attribute he raises (if any). Honestly, this is another very tedious portion of the game.
Hanging around San Antonio are Iolo and Gwen (later lengthened to Gwenno). I think Dupre also makes an appearance on one of the planets, but I never saw him.
I then head for a time gate and wind up in the post-apocalyptic future where the Bering Strait is now finally submerged.
As usual, here is a magic helm view of this place.
I then head back to Pangaea to earn enough gold to buy some more HP and the best weapon and armor money can buy.
I now encounter the devil, another daemon like creature. This one has a spell that will put me to sleep (waste several turns) unless I have some magic idols.
Anyway, I finally have enough money to get some good stuff. I head back to 1423 B.C. Towne Linda.
I first buy a phaser. They are rather affordable at ~500 gold.
As you can see, power armor is more expensive . . .
. . . but it is worth it!
I then stock up on some HP. Now, it is finally time to get some keys. I take the West European time gate to 1990 England and head for Port Bonifice, since I think that is the easiest place to kill guards.
Guards in this game are tough! Their hits take away 100-200 HP; they also take a beating with the phaser before they go down. It is wise not to attack people in town because everyone there deals a lot of damage.
After getting a few keys, I unlock the upper-left door to where the ships are stored and steal one.
Hoorah! I now have a ship in two time zones!
Alright, that is enough Ultima II for one day.