Day 91

I run into a guard called Relk who somehow recognises me as the avatar and attacks me on the spot. Hes easy enough to beat.

However, when I try to take some of the stuff he’s dropped the whole castle turns on me. I reload at this point and don’t take anything he leaves behind. Some of the characters in the castle have hinted about secret rooms so I go in search of these instead.

I find some tunnels in the basement, including some sort of red square that teleports me to a stange place with a giant floating skull. I reload and break the teleport by moving all the candles at each corner of it.

Just behind is a small room with some headless + the gem I was looking for.

I move onto the next world which is more than a little odd. There are bouncy pads all over the place which push me towards walkways that push me to the edge of the map.

Each corner of the map has teleport pads that take me directly to any other corner.

The sentient beings here are big floating balls called Tallorids.

After talking to one for a while he gets the hang on my language. Each of the race just has one function it seem, this one is supposed to make new Talorids.

I find another who makes runes and come across more runes than I could ever want (unfortunately all the same type except one)

The amethyst rod that I need for Killorn Keep is lying around.

I meet a historian who gives me the background of this world. The guardian has talked the Talorids into become so single minded about particular task and also reduced their sexes from 3 to 1. They now manufacture stuff for the guardian to use on other worlds. He tells me to speak to Futurian.

Futurian is just down the corridor. To put things right I will need to kill the Bluy Skup Ductosnore (who makes the new talorids) and created a new one using his own machine. I need the old storage crystal which is making its way to be disposed of in the lava (at a rate of a couple of cm a year). I need a control crystal which he has ready for me and I also need a delsignator whatever that is.

He informs me that he has told the guardian I would be coming and that all the Vorz will now attack me. There had to be a snag.

I head down a level by dropped through a hole in the floor and find the crystal I need right on the edge of the lava.

There is a room heaving with Vorz down here. They only take a single hit to kill most of the time which is just as well.

Inside is the machine which creates Vorz. Its powered by the delsignator I was looking for so I grab it.

Which the help of a scroll from the dialogicans, I get the data integrator to tell me how to create a new ductosnore.

The instructions are pretty easy to follow and a new ductosnore pops up ready to try to sort out all the changes the guardian has made.

Going back to the historian, he teleports me directly to the blackrock gem.

Thats another world done. I’m none too healthy so I sleep for the first time. I get a message from the guardian telling me he met Lord Draxinusum but I’ve no idea of the outcome (or if it really happened).

I clearly need to get a move on so its onto another world, the Scintilus Training Academy. I run into a mage who has been waiting to chicken out of a test for new mages for 63 years. He isn’t much help but just gives me a bit of background on the world. To get to the academy, I’m going to have to do this test myself. The fact I have almost no magical ability as I’m playing a fighter is not going to help.

The test actually doesn’t seem to require any particular ability. Its more a collection of 3D puzzles. In the one shown I have to jump on a load of pillars each with an arrow on it. The pillar in the direction its pointing vanishes when I land on it so I have to get the route right. None of these are too hard but there are about 6 levels of these puzzles. Where I do need to cast a spell there is always a wand lying about that has the required effect.

When I get to the end the academy is deserted. I find clues and a key to point me to their vault which sounds like a good place to go (I think there may even be a Vas rune in there). This vault is in the ethereal void which is basically the world I was in right at the end of Underworld 1. There is no slasher of veils chasing me around this time so its safer but I require telekinesis to press a button out of reach and don’t have enough mana to do this. I’m going to have to build up my magic skills and come back.

The gem is sitting in the middle of a pentagram. I grab it and head for the exit.

When I go back upto the castle Charles has found an ancient key but he gives me no idea of what it opens. There are still areas of the sewers I’ve not explored so I head back down there.

On the way I grab to spider egg I need. The spiders don’t take this too well.

The key opens up a door on the first level of the sewers. There is a non-hostile ghost in here + a treasure chest. The big treasure here is a moonstone. I found another of these in the academy. Unlike Underworld you need two of these, 1 to cast the spell on and one to teleport to for the gate travel spell. Its still no use as I don’t have the magic or a Vas runestone yet.

Kintara makes me the weapon. Its not a weapon in the conventional sense but can be used to stop the guardian drawing power from a place. Each of the worlds has some location where he draws his power from (it will be where he is strongest) and I need to go there and use this weapon to cut the link.

I head back to the goblin tower first. The troll is still here in the captains old office. He gives me a note from Bishop which tells me to find a mage called Zoranthus. I use the staff in Bishops cell and there is a minor earthquake.

Its the ice world again next. I find the ruins of the lost city Anonduros. The guardian pops up with a message as I arrive “Perhaps thou seest thy future here”.

I try the rod here and sure enough it works. A ghost talks to me and thanks me for removing the guardians influence. A search around the area reveals the elusive Mani rune I need to cast healing spells.

When I get back to Britannia again the ice is gone from the gem cavern. This must be something to do with me removing the link.

Its onto world 6 next. I immediately meet a guy who wants to be my slave…. He volunteers a load of information about the world. I’m in some sort of prison called the Pits Of Carnage. Prowess in battle in the only thing that matters here and there are four arenas for duelling to the death. I learn the the gem is in the hands of the worlds greatest fighter Dorstag.

The next person I speak to challenges me to a duel. These fights aren’t too hard and after a win 3 people seem to show me a bit more respect on the whole.

Dorstag is at the NW of the level. I’m obviously going to have to defeat him so I trick him into challenging me to a duel so I get to choose the arena. The battle turns out to be very difficult indeed and I have to repeat it about 10 times before I beat him. In the end I use up some of the magic wands I’ve been carrying around and hes just too strong for me to take out with a sword.

I hear stories about Zoranthus living on the levels below the pits which are rumored to be seriously dangerous. On the whole its not too hard to make my way through although I do run into a dire reaper who is just unbeatable. I give in and will come back for this guy later.

When I sleep to recover I have another message from the guardian. He is slowly taking over Britannia if he is to be believed. We all need to get out of this giant gem asap.


Zoranthus is living behind a maze of portculis’ and buttons. He doesn’t have much to say but does give me instructions for making a bottle to house a djinn. I remember the game well enough to know that I have to make myself into a djinn bottle at the end. I’ll need some basilisk oil before I can get started on this though.

Back at the castle, Nelson has something urgent to tell me but Patterson keeps breaking in. He is just about to tell me a spell to destory blackrock when Patterson snaps and stabs him to death.

He then attacks me barehanded. Suffice to say he doesn’t survive.

Patterson dies expecting the guardian to save him but he doesn’t of course. Thats 3 of our number dead thanks to the guardian (and Patterson) but hopefully the last.

The castle is in some shock after the news but Geoffrey has some good news. He says the gem is starting to weaken as he can hear it creaking.

Its back to Killorn Keep next to try to cut off the power there. I find another secret door this time around in the guards barracks. This takes me down a level and I run into a guard who wants me to leave immediately. I’m not about to do this of course – he claims to be more than he seems….

Sure enough as soon as I kill him he turns into a giant red daemon and I have to kill him again. I can’t get through the locked door behind him although I just remembered a key I found ages back in the basement on this world that I never found a door. I’m in the right place as when I step to the door and use the rod I get the usual earthquake so I’m near enough without having to get through. I’m missing the first rune still for the open spell and could really do with finding it so I could get through some of these doors.

I presently working my way back through all the academy exam levels to get to the academy and get to the vault this time + cut off the guardians power here. That would pretty much complete 6 of the worlds with just 2 to go + the business with the djinn.

Day 90 – Ultima Underworld 2

So while I wait for the Shadowcaster CD to arrive, I changed my next game to Ultima Underworld 2 instead. I have played this before but it was a long long time back and I’d not played any of the main Ultima series to compare it to.

















The intro is reasonable – the artwork is nice but its otherwise fairly unexciting and certainly not as much fun as the UW1 intro was. There is no speech in the intro at all. The plot is that during a celebration to mark the year since the defeat of the guardian, Castle Britannia has been trapped inside a giant blackrock gem.

The character creation is the same as in UW1 but on starting the game a few differences are immediately obvious. First off the view window is quite a lot bigger but more significantly this is a completely different sort of location to anything in UW1. I’m in Castle Britannia with beds, log fires, etc.. Its a change from the 8 levels of dungeon in the last game.

I gather my equipment and head for the throne room. This uses a new set of textures again – the environment in this game is clearly going to be a lot more varied.

The castle is also full of people from the main Ultima series which always helps to give a game a bit of depth for the verterans who have played all the rest of the games.

Lord British sums up the situation. Something else to note here is the character portraits are much larger than any previous game to date.


The guardian puts in an appearance at this point. I’m used to hearing all his words with full speech after Ultima 7 but its just text in this game. There are new digital sound effects on the plus side so I get creaking doors and the like.

I walk around the castle talking to everyone. There are plenty of familiar faces around – in fact I don’t think any of the characters are new to the series. I can ask what they have been up to for the last year since U7 and the dialog is up to the standards of the main series, although I admittedly have fewer conversation options. Nelson hints that there should be a smaller blackrock gem somewhere in the castle in the same manner as the generators in U7.

Iolo and Dupre are in the castle (although I’m on my own this time). Iolo tells me that the sewers have become infested with monsters.

The layout of the castle is very similar to that in Ultima 7. The secret passages all around the edges are still there as well. I find a secret door in my room leading to a rune bag.

My first monster is just outside although its not hostile. The graphics for the monsters and people are a lot more detailed in this game. Some of them in UW were really low res and this is a big improvement.

Dupre gives me the key to the sewers. Going down there looking for a blackrock gem looks like my first quest but I’ll go around and talk to everyone else first.

Nanna seems to upset about being ordered around by LB. I’ll hear more about this later.

Nystul is on much better form this game now the generators are destroyed. He gives me all sort of information about the spell being so large it may effet other realities and seems quite confident he could undo it if we could get the spellbook it was cast from. I’ll have to keep an eye out for that.

After I’ve talked to everyone, its time to head for the sewers. As soon as I climb off the ladder I’m attacked by some rotworms and a bat. They aren’t too hard to beat.

Just round the corner I bump into a thief who has come through the passage from Buccaneers Den (I don’t remember this still existing in Ultima 7?) to rob the castle. He gives me my pocketwatch and I persuade him to turn himself in.

I explore the sewer a bit more. Its more familiar UW territory although there are moving platforms and a few other things I’ve not seen before. There are blatantly some areas I’m not tough enough for yet. And the two gazers above make mincemeat of me.

Avoiding the difficult areas I make my way down a few levels and find the gem. Its a bit too big to stuff in my backpack Ultima 7 style. It has 8 facets one of which is lit. I walk into that facet and find myself teleported into some sort of basement.

I appear to be in some sort of tower filled with goblin guards. I bluff my way past them with a delivery note I find.

Apart from having to put up with a little verbal abuse from some of the guards, I’m not learning much here until I find a human working as a slave in the kitchens. It seems I’m in one of those alternate worlds Nystul was talking about. In this world the goblins have enslaved humans with the help of the guardian. There is some sort of resistance leader called Bishop on the top floor who I will need to try to rescue.

I get a pair of Franzium coated gauntlets from a goblin smith for coming up with a way to make them for him (coating iron gauntlets). I’m sure these will be useful later.

On the fifth floor I meet the captain of the tower. He immediately assumes I’m some interrogator he has been waiting for. Contradicting him with all these goblins around doesn’t seem like a good idea so I play along and he sends me up to see bishop on the top floor. He gives me some more gauntlets which I need to get into his cell + the password (meander).

Bishops cell is behind this forcefield which is where the gloves come in.

Bishop has actually heard of me although I’ve no idea how. He is kind of my equivalent on this world it would seem.

He gives me a clue to a potential ally in another world who also opposes the guardian.

He also tells me about a small blackrock jewel appearing in his cell, but the captain of the guard has it now. This sounds useful so I’ll have to try to talk the captain out of it. I give Bishop my spare pair of gauntlets so he can escape.

The captain hands the gem straight over.

He’s less happy when I tell him that I couldn’t get anything out of Bishop and decides to attack me on the spot. The goblin guard outside joins in the fight but I just about manage to beat them. One of them drops a keyring which is a useful way of keeping all my keys organised. I could have done with that in U7.

There is a locked prison cell just outside. One of the keys opens it up and I talk to the troll inside.

I tell him hes free to go and he immediately takes out every single goblin in the tower on his own.

There was a locked cell on the top floor, so I go back up to see whats in there now I have some keys. He doesn’t have much to say other than something about being discovered by giant cat. There isn’t much else to do here other than raiding the armory so I make my way back to Britannia.

When I go back up to the castle Miranda immediately takes notes of what I’ve been up to so she can pass news onto everyone else and also points me in the direction of a few characters with things to tell me. This is a pattern for the game which will repeat throughout as I remember. After certain key events (usually beating a world or the like), everyone in the castle has new things to say. Its a nice touch to see people actually taking note of what I’m doing in this game. There was a bit of that in Ultima 7 but in all the others its always been the case that no one reacts to anything you do.

Nanna is something of a trade unionist and wants me to talk to LB about abolishing the class structure in Britannia. This doesn’t seem like the most appropriate time as no one will ever get the decree unless we do something about this gem but I agree to speak to LB about it. He tells me he needs time to think it over.

I give my blackrock gem to Nystul and he magically warms it and says I should take it to the larger gem and see what happens.

As soon as I do this the ground shakes and one facet of the gem lights up. Another couple of facets start lighting up alternately as well.

Stepping into one of these facets teleports me to another world. This is very different to anything I’ve seen before – its an icy cave world.

There are a new set of monsters although most of them are monsters I’ve already seen with a different colour pallette. I.e. this yeti here looks remarkably similar to the troll I saw in the last world. These guys throw snowballs however which are seriously painful.

It really does feel quite different an environment to the usual dungeons although it could be said that the graphics show their age more because of it. The ice breaks sometimes can I have to swim out – other areas of sheet ice are slippy and I bounce around like a pinball if I try to move too fast (not all that realistic unless avatars are made out of rubber).

One of the yetis get me and I die. This time instead of being dead I awake by the gem. The edges of the lake around the gem have frozen – I’m unsure what this means. Are the worlds seeping into Britannia?

I head back to the ice world and find a human inside a cave. He’s under the impression that this world is not real but his description of the real world sounds even less likely. He does tell me that the yetis are more hostile than usual as they are probably fighting over some sort of bauble. This has to be another gem.

Sure enough I find the gem near a river. There is still a lot of the level to explore so I keep looking around.

I find an ice golem guarding a door to some dam controls for the city of Anodunos. I’ve not seen any signs of a city around here but this sounds interesting. He doesn’t even give me a chance to leave but attacks straight away. I manage to kill him off and he drops the key to the door he was guarding.

Behind it is a pillar with 4 different types of switches on it + a garbled note with instructions.

With a bit of trial and error I manage to work out a combination of the switches that opens up a maze to let me get first a key then a locked door that the key opens with the dam control behind it. I pull the dam control chain but die again at this point and decide to head back up to the castle for some training before I do anything else.

LB tells me he has agreed to Nanna’s demands.

Nanna tells me that the guardian has being trying to influence her but she wisely doesn’t trust him.

I head back for the gem and this time end up in another world – Killorn Keep. This is a flying castle of some description (I only have other peoples word that its flying). It appears amazingly similar to Castle Britannia in many ways and some of the characters are even close to those in Britannia, especially the aging king.

This world has been fully conquered by the guardian and its not a good idea to go around declaring that I’m the avatar. Most people seem friendly enough if a little untrustworthy in some cases. The merchants in the main hall are especially rude and don’t seem to have anything of worth to sell for that matter. I do find a woman in the dining hall who has some dragon skin boots for sale. I know I will need these but despite offering a small fortune she is not interested in trading. I will have to find something specific she wants it seems.

An old servant wants me to find the standard of the keep which was lost during a battle. I’ll keep an eye out for this but its clearly not going to be in this castle.

Lord Thibris reminises about his days as a soldier serving the guardian. He also mentions the banner which is apparently lost in the tomb of Praceor Loth.

I find a mage and remembering Bishops clue mention his name to her.

She tells me that a servent of the guardian will be spying on us somewhere in Britannia and gives me a dagger which will a) open the entrance to his hiding place and b) allow me to kill him.

She tells me he will be hiding near lava and water. I hadn’t seem any lava in the castle but once I explore some new areas I soon find it. The listener dies easily.

While I’m exploring new areas I also run into a reaper who nearly kills me off but I prevail. The thief at the entrance to the sewers mentioned losing the key to the armory when fighting a reaper and I find a key hidden in a recess behind the dead reaper. There isn’t too much I need in the armoury but I grab a broadsword.

When I get back up to the main level I discover that Lady Tory has been murdered! No one knows who did it and many of the people don’t believe it could be a traitor but since she was stabbed it obviously wasn’t done by a monster from the sewers. Some people blame Feridwyn but he doesn’t seem like too obvious a suspect. Patterson had been behaving a bit strangely and would be the more likely suspect but with no proof there is nothing I can do for now so I head back to the keep.

I go and tell Altara I have killed the listener. She now wants me to fetch her a spiders egg + an amethyst rod. I’ve seen spiders eggs in the sewers. I definitely haven’t seen an amethyst rod anywhere though. These she can use to make some sort of weapon but I’ve no idea what it will do.

Taking the hint from the goblin prisoner, I talk to some of the cats wandering around the keep. They are kept as some sort of beasts of burden/hunting but are actually telepathic. They tell me something about a myth about them flying and throwing fireballs in the past and want me to get some information about this.

I’m starting to remember UW2 a bit more now so I have a reasonable idea of whats coming but I don’t remember much of the detail. It feels a little disjointed compared to the last game if I’m honest with the swapping between worlds but the scale of the game is impressive. I don’t much care for the soundtrack, its the worst music of any ultima to date (except ROV). None of it is awful but its all a little dull and frankly depressing. This is a real issue with a game this large as you hear the music over and over – I may give in on it yet and just put some mp3’s on instead. Its quite a downbeat game in general as it is and the worlds I’ve visited so far are not exactly cheery places.

Day 89 – Wing Commander Academy

It seems like a long time since I started a new game. Ultima 7 took a while but I continue alternating between Ultimas and Wing Commanders with the first spin-off game from the Wing Comander series.

Wing Commander Academy was an attempt to fill the gap between SO2 and Wing Commander 3. Its basically an engine to design your own wing commander missions.

All in all, that doesn’t sound too promising to me I have to say. The wing commander missions can be repetitive at the best of times. With no story to drive you forward it could be a little dull but I give it a go.

The intro is brief to say the least, we get a scrolling backdrop, a ship blows up another ship and the logo appears.

This dumps me straight into the options screen which shows the inside of a simulator. There isn’t much to do here other than create a mission or quit to dos.

The mission creation screen is full of buttons but fairly straightforward to use. I can create nav points and place objects or ships around it.

There are a couple of new ships to fly, a new wingman, some new weapons (including leech missiles which drain shields).

Theres also a gauntlet mode where you get 15 levels (each in 3 waves) of increasing difficulty.


Apart from the new ships which aren’t all that exciting there isn’t really anything new here. The engine is all but identical to WC2. Some of the planets rotate and the suns move a bit. The new ships are kind of interesting but ultimately this game seems pretty pointless. There just aren’t enough options available to make designing a mission all that interesting and we’ve already had 6 games out of this engine anyway which feature just about every mission you could conceive of.

Since there isn’t a way to win the game as such I figured I could call this one done as soon as I got bored with it, which was within about 15 minutes. It has to be the most pointless game Origin have ever released. Why they didn’t just add a short campaign of some description I’ll never know. At least the WC2 engine got put to better use with Privateer later the same year.

Years after this game there was a Wing Commander Academy cartoon series. I downloaded it from wcnews.com and worked my way through them a few weeks back – they even have the cast from WC3 & 4 doing the voices! Its not exactly intellectual as its obviously aimed at a young audience but its a lot more fun than the game was.

Next: Shadowcaster Ultima Underworld 2

Day 88

I headed straight for Bucaneers Den. The effect of the cube was immediately evident from the first guy I talk to who tells me that the Crown Jewel makes regular trips here and has just gone to the Isle of the Avatar.




Danag at the fellowship hall is just full of information now. The fellowships special project at the moment is building the black gate for the guardian to come through. I will need Hooks key to get it which I can find in the caverns behind the house of games.

Hook is nowhere to be seen but inside a locked chest I find a list of murder victims with myself and LB next up. I also get the key to the black gate caverns here.

While I’m here I have a look around these caverns in Bucanneers Den. Considering the item I actually needed was right at the start they are pretty extensive and connect to all the main fellowship buildings in town.

The fellowship even have a torture room down here complete with a few prisoners and a troll/orc torturer.

After following the caverns for long enough I get to the back of the baths. There is enough money here to supply me for the whole game but I really don’t need it. There doesn’t seem to be anything to accomplish here so I leave for the Isle of the Avatar.

I find the altar easily enough, the codex isn’t here any more of course and there is just a note explaining how to view it now.

Off to the side I find a giant stone throne the guardian is planning on using.

Flicking a switch behind a secret wall to the NW gets me into another dungeon. The whole of the island is pretty much taken up with this place so it takes a bit of navigating.


The trickiest of the puzzles in here involves sitting on a “throne of change” which appears to do nothing but actually teleports me to one of several identical locations. Its simple enough once you realise its teleporting you.

I find another throne which makes the throne of change teleport me to the final location.

So days after starting out I finally find the black gate.



All the main protagonists are here so I finally catch up with Elizabeth and Abraham after chasing them around the whole game.


After a few brief words the final battle starts and is pretty easy. A couple of my companions die but I resurrect them after its over. Batlin runs away to no doubt show up again in Serpent Isle. I place the three prisms on the pedastels around the gate, use the wand on it and it triggers the end cut scene.












The last cutscene is superb. It doesn’t last long but the music, acting and graphics are probably better than the introduction. Its a fitting end and while blatantly plugging the sequel it doesn’t leave me feeling short changed.

 Now I’ve finished the game I thought I’d put a few thoughts about it up here. I won’t attempt a detailed review as there have been plenty of them already.

For some reason I never really got sucked into this game in the same way as the previous Ultima’s. I never got bored but somehow there didn’t seem to be too much incentive to push on. Its hard to say why this was but my guess would be that the overall plot of the game just doesn’t play that big a part in things. You spend far more time just talking to people who have a lot to say, none of which really affects the game overall. This isn’t a bad thing as such but the actual story in this game is probably more basic than some of the older games like Ultima 5. For me this is a game to play over a long period of time and just slowly explore the world rather than just concentrating on trying to get to the end. I do like my story based games so its perhaps not the best suited to my temperament of the series so far.

As good as the new engine is, there were quite a few minor annoyances which probably contributed to me not playing it for all these years. The inventory system almost seems like a step backwards. Rooting around for items in backpacks is just a pain in the neck and the contents shift around by themselves all the time so I can’t attempt to organise them. I really struggled with being able to carry enough also – its hard to know what could be important so I don’t like to leave stuff behind. A couple of other minor things – to attempt to go into a situation with 1 character I have to ask every party member to leave one by one. There is a similar problem getting LB to heal the party one member at a time. These are steps backwards from Ultima 6.

Ultima 5 was too combat intensive for my liking. The Ultima 6 engine games got this about right offering full control of the avatar with the other characters sorting themselves out. Here, I think it went too far the other way. Combat was just a case of hit ‘C’ and hope for the best with little feeling for what was going on. The fights tend to be dead quick as everything (my party included) seems to die in no time. When I played the forge of virtue pack right at the start of the game, I complained that it was essentially an authorised cheat to make the combat easier. With hindsight now, the combat just gets in the way in Ultima 7 and something that makes it easier is definitely a good thing.

I don’t know if its the easy combat or smaller dungeons but Ultima 7 didn’t have the epic feeling that the earlier games did. Making your way through the abyss at the end of Ultima 4 or 2 dungeons in a row in Ultima 5 at the end of the game feels like a major achievement requiring preparation, tactics, learning the dungeon and quite a bit of luck. There is a real forboding feeling about taking on some of these dungeons and its just not there in Ultima 7.

This isn’t really an RPG as I understand the definition. Tangled Tales was described as an adventure/lite RPG and I would class that game as having a similar degree of RPG-ness to this. It is definitely closer to an adventure game where walking around the world, talking to everyone and using the right items in the right places are the most important aspects. Each Ultima has been an incremental change from the one before it but after so many games this is simply miles away from the series roots.

Despite my minor gripes, Ultima 7 was definitely an amazing achievement. The size and detail of the world is just incredible and I’m sure I’ll go back to pick up some of the bits I missed at some point. I know some long term fans didn’t like the game much.  Its curious how some people can regard this as one of the greatest games of all time and others see Ultima 6 or even Ultima 5 as the last one thats worth playing. I can understand this point of view but the fact that the series changed along the way is probably what kept it alive for so long.

I’m hoping that Serpent Isle which was headed by Warren Spector will be more story led (in the manner of his last game Martian Dreams) and if thats the case it has the potential to be my favorite of the lot. I remember the reviews at the time seemed to rank Serpent Isle as the better of the two games but I never even got started playing it.

Next: Wing Commander Academy

Days 86 & 87

I set out to find Despise. The description NW of Britain was quite vague to say the least. I end up going all the way through the Serpent Spine mountains and around the top of them and do find a dungeon entrance after a while. Shamino doesn’t give  me a name for this dungeon when we get near which isn’t promising but I have a look anyway. This dungeon turns out to be pretty huge so I assume I’ve got the right place but after a lot of walking around I get to a locked door I don’t have a key for. There is a mage behind this door who is lost and wants to know the way out. I tell him, he disappears and I still can’t get through the door. With nothing left to do I make my way out and look for another dungeon. What makes me think this may not be the right one is the mention of the magic carpet from earlier being at the entrance to Despise and I haven’t seen it.

I find a really narrow path by the side of a river nearby and follow this along.

Sure enough there is a magic carpet at the end of it. Its not quite what I expected I have to say – its a little big to carry around unlike the Ultima 5 one. There is also the entrance to Despise at last. It took me about 1-2 hours to play to here in this session without really achieving much so I held off on posting until I had more to say.

Despise turns out to be smaller than the dungeon I was just in if anything. I stumble across some sort of invasion party intending to attack LB’s castle but we wipe them out pretty easily. They have some nice equipment including a complete set of magic armour.

After a bit of walking around I come across a red moongate which looks highly suspicious. If I walk into it I get teleported back a few steps so I cast mark here. (The first time I actually walk straight through in an obvious bug!)

Walking round the side, I can see the sphere so this is definitely the right place. I exit the dungeon via a convenient teleport.

This brings me back to Britain. I mention the guardian to LB but he doesn’t seem to believe me.

As instructed I go back to ask the time lord how to get to the sphere. I need to get an enchanted hourglass from Nicodemus it seems.

Nicodemus has sold his hourglass but I can buy it in Paws cheaply so this is easily solved. Getting it enchanted is another matter.

The moongate from the timelords drops me in Moonglow this time. I’ve not been here before so I take the time to look around.

There is an animated model of the planets here which doesn’t seem to serve any purpose that I can see.

The lycaeum is full of books each of which can be read although I’ve pretty much skipped reading the books while playing this.

Penumbra the mage is still around having put herself into a sleep for 200 years to await my return. I need to solve a series of clues to get into her house though. These are just a series of objects to find. The first clue above “Hammer here to enter” means I have to find a hammer and drop it on the ground. I don’t have one with me so I carry on looking around Moonglow.

Nelson in the observatory says he can make a viewer for me if I fetch him a crystal. I’ve no idea why I need this but the guy in the pub has already offered to sell me a crystal so I know how to get it if I want it.

I find a hammer in one of the house and take it back. The plaque changes to a different object which I have to find.

The fellowship here is about as trustworthy as ever. The leader here is being usurped by his assistant and gets me to unwittingly deliver some poisoned wine. I don’t know if there is any way to catch him out in this crime but he gets away with it for now by denying knowledge.

A lot of objects later I get into Penumbra’s house. I wake her using a potion lying on the table.

She can’t think straight presumably for the same reason as all the other mages and wants me to fetch some blackrock to make a shield.

There is blackrock aplenty in Cove. I get four pieces and put them on each pedastle.


Shes not done with sending me on errands yet. The generator causing the problems with magic is in the nearby dungeon but I can’t do anything about it without some ring I need to fetch from Terfin.

The gargoyles have embraced the fellowship like everyone else it seems although they also still have their old shrines. I pretty much ignore any side quests here and head straight for Lord Draxinusum.

Nothing in Britannia is ever simple and he has sold the ring to the Sultan of Spectran. That is a new island just to the NW. I sail over to take a look.

The Sultan is quite mad and talks to an invisible harem. He will let me take what I want on the bright side but seems a bit too jovial about that.

Sure enough a “rock hard” stone harpy attacks as soon as I approach his vault. This thing is tough. I try a few strategies after getting my party wiped out several times. The one that seems to work is just giving Iolo a magic bow + magic arrows. As soon as I did that we took the harpy down in no time. I take the ring from the vault.


Penumbra enchants the ring and I set off to the dungeon to shut down the generator.

The dungeon is quite brief really and not too hard. I have to instruct my companions to wait when I get close. The generator sends constant lightning bolts against me but they don’t hurt whilst wearing the ring.

Inside the generator is a big red monster. I use the death power of the sword to take it out in one hit. Using the little box destroys the generator.

I regather my party and we head back to Yew to get the hourglass enchanted. I recall straight back to the sphere. Inside this one is a series of moongates where I have to pick one of 2 each time in the correct order to reach the end. This is really easy and I make it in a couple of attempts (although I’m possibly just lucky here).



After destroying the sphere the time lord chimes in with a load of new information. I need something to destroy blackrock – I’m still carrying rudyoms wand around so thats not a problem. There is another generator to destroy at the fellowship retreat – this is the one that transmits the guardians voice.

After that I need to head for Bucaneers Den it would seem. Before any of this I decide to head for Jhelom. I’ve gone through most of the game here and still not picked Dupre up.

I’ve missed Elizabeth and Abraham yet again in Jhelom. I’ve pretty much stopped trying to find them anyway – it seems like a wild goose chase.

Dupre is hanging around the pub as ever on a survey of Britannias pubs. I get him to join up.

The obligatory local crisis I have to solve in Jhelom this time involves the owner of the pub who has managed to steal the standard of honor, hand it to a thief and accepted three duels with the hardest fighters in Jhelom.

I find an old fighter who suggests we make a fake flag to get around this problem. Unfortunately he takes forever to finish it by which point I’ve been attacked by the duellists and had to wipe them out. It solved the problem at any rate….

Why he didn’t tell me this at the time I don’t know but I can’t get to the generator without a caddelite helmet. Caddelite comes from meteors so I need to find one of these. The observatory has to be the place to go.


Nelson is pretty helpful and points me in the right direction.

The meteor landed on Ambrosia (is this the place from Ultima 3?). Its somewhere in the NE of the map apparently so I go looking for it.

It doesn’t take much finding. There is an over-friendly sprite called Kissme here who confirms I’m in the right place.

The cadellite is guarded by a fearsom looking hydra..

It dies in about 1 second and isn’t half as tough as I expected. The corpse contains its last 2 meals.

The caddellite meteor is just to the south. I take a few lumps of the rock.

Zorn in Minoc makes me some helmets free of charge so its back to the fellowship retreat.

Inside the final generator is a strange maze. Paths or traps pop up when I step in certain places. The path through is complicated but there is pretty much only ever one option so its not that hard to get to the middle.


After destroying this final generator the time lord pipes up again. The small cube I get by destroying this big one will work on fellowship members to make them tell me the truth. This sounds seriously useful – I should really head from Britain and try this out on Batlin but he advises me to go to Bucaneers Den which is what I’m going to do next.