Day 80 – Ultima 7 again

After finishing Forge Of Virtue its back to the main game again and exploring Britain. I pick up my first subquest straight away in LB’s castle. Miranda (a member of the council) is trying to pass a bill to unpolute Lock Lake which I need to take to the leader in Cove to get signed.

LB says he has some equipment for me somewhere in the castle but rather than tell me where it is says to think of finding it as a game. No problem, I think as the castle isn’t all that large. A lot of wondering around later I figure out there are rooms on the top floor in the corners and get my spellbook and a few other bits and pieces.

I’m well equipped now so I just want to wander round town talking to everyone I can find and see if I can find out anything about the Crown Jewel in the process. The first place of interest is the museum I pinched the lenses from for Forge Of Virtue. They have the coloured stones I used back in Ultima 4 as an exhibit which can be used to teleport around the kingdom. I’ve already got the moonstone so I don’t know how much I need them but Iolo suggests we come back and steal them when its shut so I do just that. They are technically mine anyway so its not stealing as such.

The head of the fellowship himself, Batlin is in Britain. I talk to him at length. He suggests I should take a test to see if I need to join the fellowship.

What follows is a series of 2 choice questions in which there is blatantly no right answer which he uses to show the flaws in my character and therefore the need for me to join the Fellowship. I’m really not sure I want to join anyway but he won’t let me before I deliver a parcel to Minoc and I still have to do some sort of test after that. I take his parcel for now.

One of my old companions, Sentri is running a trainers. I ask him to join and get free training to raise Dexterity/Combat whenever I want it which can’t be bad.

Patterson gives me some details on a near identical murder that happened in Britain some years back to a man called Finster. Finster was running for mayor as well as Patterson with an anti-fellowship policy and was mysteriously bumped off. Patterson was also struggling for votes before joining the fellowship. The motives look pretty obvious here but that doesn’t help me track down the offenders. Patterson claims that the fellowship has helped him be more honest but he is obviously cheating on his wife. Iolo suggests we follow him after the fellowship meeting to see what he gets up to.

I find another of my old companions, Shamino hanging around in one of the bars. I get him to join up as well. I’m just missing Dupre out of my usual companions now and will have to fetch him from Jhelom sometime.

I find the port and ask about the Crown Jewel but it never came to Britain so that was a complete dead end. This doesn’t leave me with any leads to follow up but I would guess that if it didn’t go to Britain it would probably head for Bucaneers Den as the nearest port so I may try there if I run out of side quests.

I explore everywhere else in Britain that I can find. The number of shops really is huge and I talk to a lot of people but don’t learn anything significant (at least I don’t think I do). I hang around outside the fellowship hall and wait for the meeting to start at 9pm.

Batlin comes across like an american TV evangelist and I really don’t learn much. The people there have clearly profitted by being in the fellowship but not it would seem through self achievement and more through the society looking after its own. One of the people in town mentioned a fellowship retreat somewhere near Serpents Hold if I remember right where they train recruits. I definitely should pay that a visit at some point.

Right now I’m still trying to follow Patterson. The meeting goes on for hours but sometime after midnight I catch him in the company of Candice.

So much for the fellowship improving his honesty. He vows to reform which I don’t really believe but theres nothing else to do. I don’t gain anything as far as I can tell from this quest.

Just outside of Britain is a small farming community. I’ve heard from other people in town that the farmer is a little nuts which might have something to do with the Kilrathi ship parked in his field.

He gives me a long story about the Kilrathi crashing on his planet and being about to kill him when his hoe killed it. A mage mixed up his hoe with a sword and gave it the death enchantment and left the sword just able to cut weeds. Its locked in his shed.

I can have the hoe but I need to find the key which he used for fishing at lock lake for a lure. This definitely sounds like something I want to get.

Lock Lake is truly a mess and quite large to go with it. I have a quick look around but don’t see a key. I’ll keep on searching next time I play.

Cove is not much of a walk from Britain and I run into Jaana at the healers. She joins up – my party is getting fairly large now.

I get the signature of the town leader as requested by Miranda – I need to take this back now. He also tells me about a girl called Natassia who is the only person in Cove who hasn’t found love. I can see a side quest coming on here but I have to find her first. I gather she hangs out around the Shrine of Compassion.

Rudyom the mage has a house in Cove. He puts me onto a magic carpet somewhere near the Serpents Spine. This was very very useful in Ultima 5 so I really should search this one out as soon as possible. He will sell me spells and reagents at the usual prices. He has a bit of info about blackrock which he was researching and also a wand which can cause it to blow up. This sounds potentially useful so I take the wand with me.

I’ve got a few vague ideas about where to go to try to solve the murder but nothing concrete so I’m going to concentrate on solving the definite quests which (for my benefit) are:-

Take Batlins parcel to Minoc

Take bill to Miranda

Find the key and get hoe

Find the Magic Carpet

I’ve talked to so many people that its hard to know what is relevant and what isn’t. The amount of conversation would appear to be enormous although looking at the map everywhere else is a lot smaller than Britain so it should get a bit simpler. In some ways this doesn’t feel like an RPG, I’m concentrating on talking to everyone to try to get clues and items. In other ways, however, its a pure RPG in that I can go wherever I like right from the start of the game and just explore the world. If its like the last few Ultimas all the combat will turn up later in the game I expect.

I can see why I struggled to get into the game all those years back as the freedom of choice is overwhelming and its hard to keep track of all the little quests and things people have said. Its hardly a fault but you just get used to being led around a game after a while and its disconcerting when that doesn’t happen.

I really don’t see any of that as a problem this time around and so far I’m glad to say Ultima 7 is living up to expectations, but I’ve barely scratched the surface and I don’t intend to rush.

Ultima 7 : Forge Of Virtue

Forge of Virtue was an addon pack released sometime after Ultima 7 which added on a new island and some new quests to do. It wasn’t well received critically as I remember as it didn’t add much gameplay and if you had already finished the main game was basically pointless. I gather that there are some nice items to be had there however so on that basis I want to head straight there at this point and it should make the rest of the game easier.

LB tells me that the island where I destroyed Exodus may Ultima’s ago has risen from the see (hence the earthquake). He also says that before it sunk he put three shrines to Truth, Love and Courage on the island. He gives me the deeds to his ship in Vesper + his moonstone and a crystal. The first thing to do is to head to Vesper. I try walking but just get killed off or poisened everytime.

The moonstone seems to work pretty much the same as in Ultima 6 so I use that to get to the Shrine of Sacrifice and walk the rest of the way. Vesper is quite different from the rest of the towns so far being in a desert but I’m trying to keep this addon blog seperate so I ignore it and find the ship.

Sailing the ship around is a bit odd as it takes up most of the screen. We really could have done with being zoomed out at this point. I bump into the right island immediately upon leaving Vesper and just have to sail around it until I find the entrance bay.

On the island is a small castle with a statue for each shrine.

There is also an odd mage who gives me the backstory. He tells me I didn’t kill off Exodus at all back in Ultima 3 but merely severed the interface between his two parts. The intellect/soul was used for the gargoyle shrine I saw in Ultima 6 but the dark core representing a store of all his knowledge is still here. The mage has been extracting information from this core and seems worried that I might try to destroy it.

Talking to the statue of truth again. I get teleported to another area. After a lot of aimless walking around I discover a secret passage leading to the talisman of truth. If I’d known where this was in the first place, I could have got it in 30 seconds.

The reward isn’t bad though. I get my intelligence stat maxed out to 30 after completing the quest.

I try the love quest next. I meet a golem and his dead brother. He wants me to reanimate his brother and gives me some instructions.

I get all the stuff I need in the immediate area and collect some blood from a “tree of life” using a bucket and a pickaxe.

I then splash blood on the rocks he has already prepared, read a magic scroll but we need a heart stone as well it would seem. The golem pulls out his own heart sacrificing himself for his brother.

I read the scroll to revive his brother.

His brother is a lot smarter and tells me how to make a heartstone by cutting it from the tree of life using the pickaxe. I repeat the whole process and am given the amulet of love. Again when I get back my dexterity is raised to 30.

On the way to the courage quest I find the dark core + a trapped demon in a mirror. The demon wants me to find a gem to release it.

The courage quest is by far the hardest of the lot. Its not being helped by me being such a low level character at this point. In the first room, I walk in a a man summons a liche immediately. There are skeletons and headless all over already. I just about manage to kill them off but from this point on I have to take an evasion strategy instead. I ask my companions to wait here in the meanwhile.

With a lot of saving and loading I make my way through the map. A dragon is guarding a chest containing a glass sword. I run in and retrieve this without attempting to kill the dragon. I then set it down on the floor in the little room above and the crystal ball which told me what to do in the first place changes into a key which lets me into the next section.

After running around I find a dragon at the end of the map who challenges me to fight it. I’m nearly dead as it is and don’t have a chance. I search all the bodies around the place instead and the frazzled one in the middle has a glass sword.

The glass sword defeats the dragon in one go but he still isn’t dead.

He offers me a gem from out of his mouth. Against my better judgement I grab it.

I then have to run back past all the monsters again to get back out and use the gem on the mirror. The demon is still trapped but is now in the gem instead and I can carry him with me for what its worth.

I talk to the mage and he tells me about a sword he was trying to make but was not strong enough. He sets me the task of completing it for him.

Its a bit time consuming but not too difficult. I just have to heat it and then beat the thing with a hammer until its sharp.

I finish the sword but its too unwieldy to use. The demon volunteers to stabilise the sword but the mage doesn’t think its a good idea.

A demon powered sword sounds good to me though so I bind the two together.

The new blade hacks its way through monsters a lot better than anything else I’ve used to date. I use its death power on the dragon to kill it in one go.

The amulet of courage is just to the north. I grab this and teleport back to the castle to receive my stat boost.

This time I get another quest to find the talisman of infinity.

The scroll I’m pointed towards makes little sense.

The mage translates it all for me but then goes quiet when he realises I will be sending the dark core into the void. The demon sword helps me out here.

First I have to go to the royal museum and fetch the two lenses I used at the end of Ultima 6.

I place these either side of the core and put the talismans on the core itself.

The void opens up and the core is sent to the void. The mage tries to stop me but his spell goes wrong and he is killed.

I head back to report to LB and he gives me some sort of unspecified reward.

This reward turns out to be another stat boost. My strength is now double the maximum possible at 60. As far as I know thats it for the addon. Its a pretty minor addition to the game, theres nothing wrong with it but it kind of feels like the money was more for the chance to up your stats than anything else. Its kind of like an official cheat pack, I now get to play the game with all my stats maxed, double the maximum strength + an impossibly powerful sword.

Forge of Virtue also included a fix for the bugs that plagued the game which is as good a reason to have it as any. If you look at added gameplay, it really isn’t good value for money and has kind of removed the role playing element for me now as I can presumably slash my way through any monster the game will throw at me with ease from here on out. Its a strange idea for an addon as if anything this would appeal to the less keen Ultima players rather than the fans. 

I’ll get back to the main game next and explore Britain next which could take a while.

Day 79 – Ultima 7

Ultima 7 marked the start of a new trilogy and for me at this point on I’m pretty unfamiliar with all the Ultima games remaining. I’ve attempted to start Ultima 7 a few times but the sheer size and complexity of the game is quite daunting and I’ve never made it very far at all. Having played through the whole of the series to get to this point I’m feeling much better prepared this time but I’ve noticed similar problems with the other Ultima’s in that it usually takes a few hours for me to get into them.

At the start of this game the guardian introduces himself by popping out of my screen. For once the voice acting isn’t actually too bad as its not being done by Origin employees. He doesn’t exactly threaten anything but seems to want to be in charge of Britannia & me which can’t be a good thing for a scary looking giant red head.


A moongate is ready and waiting to take me to Britannia without me using my orb. and I step through. This is actually a pretty brief intro, nice enough but shorter than I’ve been getting used to. I expect the disk space was needed for the game itself.

The character creation/import has gone completely. I just choose a name and sex and jump straight into the game.

I pop through the red moongate and bump straight into Iolo. He is investigating a murder but since I’m here I get to take over. Its been 200 years since I was last in Britannia because of the timeline difference so hes looking a bit older.

Theres also an earthquake and Iolo suggests going to see LB. This is to do with the Forge of Virtue expansion which is already installed. More on that later.

The Mayor shows up and also asks me to look into the murder. I agree to do so.

I walk in the building and the roof pops off to reveal a grisly sight. There is a key on the human body and also a wingless gargoyle pitchforked to the back wall.

I walk round town talking to everyone about the murder. Not everyone believes I’m the avatar it seems. There is also a new philosophical society called the fellowship who seem a bit overkeen to recruit new members. The murdered man had a son who I find at the NW of town.

He joins the party so he can help find the murderer.

I should talk a bit about the new engine/interface. There is no visible interface to the game and the entire screen shows the map. This is certainly more immersive and the improvement in graphics is huge to go with it. The view feels quite zoomed in compared to other games and I’m not sure I wouldn’t prefer to be a bit further away but it still works really well.

The inventory screens pop up when I double click on myself and then other characters. I can double click on stuff in the world to use it also. It all works well but can be a bit slow to navigate through at times. There are no slots in the packs either so I end up having to move stuff around to find things which is a bit of a pain.

To move round the world I move the cursor and hold the right mouse button. The other recent Ultimas has this feature but I was still using the keyboard. I use pretty much nothing but the mouse here.

The interface works well all-in-all. It has a few quirks but is well ahead of anything else I can think of from this era and graphically scaled up with the HQ3x driver this still looks pretty decent by todays standards.

In Sparks house I find a chest which opens using the key on his fathers body. There isn’t much in it, a scroll, a fellowship medallion and a bit of money.

The murdered blacksmiths smithy is down at the SW of town. When I go in stuff starts moving around and I hear the guardian laughing.  I didn’t find anything useful which can’t help but make me think I missed something.

There is a guard at the healers who got hit on the head after the murder. It appears the murderers fled to Britain.

After loads more questions, it seems the murderers were a man + gargoyle and the man had a hook on one hand. They fled on a ship called the Crown Jewel to Britain. I report all this to the mayor and he suggests going go Britain. Until now, I’ve been locked inside the walls at Trinsic but after answering some annoying copy protection questions he gives me the password to get out again.

I think this is probably about as far as I ever got on Ultima 7 before now. I may have had a look around Britain, been put off by the sheer size of it and never gone further. If anything this game has been easier to get into than any of the ones before it so I’m not sure what the problem was but I haven’t looked at this game in a long long time.

Just outside Trinsic is a stage where we watch a really poor play on the virtues of the fellowship. At the end they use the same words as the guardian clearly suggesting a link somewhere.

I carry on walking to Paws through a swamp complete with a giant skeleton. These swamps are fairly garish colours to say the least.

When I get to Paws there is another crime to clear up. Some serpent venom which can be used to increase strength temporarily has been stolen from the man at the slaughterhouse. I agree to clear up the crime if I can, so Britain will just have to wait for now.

I ask all around town. The fellowship runs a shelter here and they all seem to suspect the son of the farmer (Tobias). The morals of these fellowship types seem pretty questionable. They are running a shelter but won’t actually help people who aren’t members. One of them tells me they have caught Tobias with evidence.

The man at the slaughterhouse thinks its more likely to be the son of the fellowship hall owners who is the culprit as he has been showing symptoms of using the venom. He gives me a key and I search the chest at the end of his bed. Sure enough I find the venom. 

I confront him with the evidence and he confesses to framing Tobias.

His Dad still blames the corrupting influence of Tobias. These fellowship people are definitely bugging me now – they seem to operate like some sort of masonic society where they help out their own members at the expense of everyone else. They definitely aren’t following the virtues as far as I can tell. They all give the exact same speech and ask me to join all the time as well. At least with the murder solved I can get out of here and find LB.

Britain is fairly huge to say the least. I ignore everything and head for LB’s castle. At this point I take a sidetrack to have a go at the Forge Of Virtue addon before going back to the main quest.

Day 78

I completed the mission I failed on last night without any major problems and we make it to the Ayer’s System 



Paladins mole in the Mandarins is still on Ayers Rock and contacts us to update us on the situation. Apparently we have been spotted and they are sending ships to investigate. We go out to eliminate these fighters before they can report back.

We get information that all the Mandarin leaders are on Ayers Rock at the moment and destroying it would take out the whole movement. We have other problems first though. The next mission involves dogfighting with wings of 4 Sabres + a couple of Fralthra complete with the same super accurate giant gun that we saw at the end of SO1. This is the hardest mission of the game without a doubt but mainly due to the Sabre’s rather than the Fralthra. The mace nuke weapon takes out anything in a single hit so I can take one of the cap ships out just by afterburning in to get close, firing it off then getting out asap. My rear shields take a hit but build back up fast enough. It only takes a few attempts, most of the missions in SO1 were probably this hard.

The Concordia is tied up with Kilrathi of its own leaving just us to attempt to take out Ayers Rock if we are going to do it before the leaders are all gone.

This is the obligatory “impossible” mission for the end of the game it seems but it really isn’t hard and I complete it first attempt. There are a load of Sabres to deal with once more but I got the hang of fighting these in the last mission.

That just leaves Ayers Rock itself. I use the mace and it goes down in a single hit.


There is a quite nice cutscene showing the Concordia taking out a cap ship with its main gun after the mission although this does seem a bit superfluous to the main plot.


We get a message from Minx. Jazz is still alive and I get another mission after all trying to track him down.

Maniac’s drive fails after takeoff and I get left to fly the mission on my own.

Jazz is in a morningstar himself but this sort of 1 on 1 combat is easier than flying against 4 sabres anyday.

He soon blows up and this time doesn’t eject in time. I land and we get the final cutscene.


















I’ve not been overly impressed if I’m honest with this mission pack. It’s way too short and easy to have been good value for money. The storyline isn’t great either. Jazz wasn’t worth bringing back as a villain and the idea that the Mandarins are now a huge organisation with fleets of Sabres and their own bases is just daft. Also, I don’t like cliffhanger endings on the whole and this isn’t any different. They don’t bother me in hindsight if we get a sequel and I can go and play it but if you have to wait years its a different matter. I’ve seen too many games end with a cliffhanger never to get a sequel – it almost seems to be the best way to kill off a franchise. Thankfully that didn’t happen here and I’ve got a whole string of Wing Commanders still to go.

That brings me to the halfway point of this blog – 30 games gone and 30 to go. Next: Ultima 7

Day 77 – Wing Commander 2 : Special Operations 2

This is the second and last mission pack for Wing Commander 2. It starts out with a new intro sequence recapping the capturing of Jazz from the end of WC2.

This then switches into a courtroom with another full speech scene. If you thought the acting in the original Wing Commander was bad believe me this is worse. The court is court-marshalling Jazz and finds him guilty.

Jazz chipes in about how history will judge him and history will be written by the Kilrathi.

We then cut to some other anonymous traitor discussing the Morningstar project with the Kilrathi.


The first mission starts with my leave being interupted to escort Jazz’s prison ship to his execution.

Before I get there the ship gets hijacked by traitors and in the ensuing battle escapes. The first thing to note is the game runs much more smoothly than any of its predecessors. The annoying autopilot lag has gone also. I can hike the speed up in Dosbox and it translates into smoother rather than faster gameplay so there were clearly some engine improvements in this pack.

Jazz escapes and sends me a personal message. He wasn’t really the best villain and I’m unconvinced it was worth bringing him back but he looks like he will be the baddie for this set of missions.


Amid rumours about a new confed fighter Maniac shows up for the first time since SM2. He’s now in charge of a test group called the Wild Eagles of pilots he has taught to fly like him. They are here to test out the new fighter called the Morningstar.

There are still problems with the morningstar jump drive and I have to go and rescue one of the pilots, Captain Grimaldi (Minx).  

We get a brief introduction after I rescue her.


I get my first look at the morningstar in the next mission, just watching Maniac test jump. It looks very much like a typical jet fighter.

Paladin shows up again with some news of the Mandarins leaking the morningstar details to the Kilrathi.

The Mandarins have a base called Ayers Rock which we are trying to track down.

I get introduced to the rest of the Wild Eagles. There is just Maniac, the guy above (whos name I forget!) who speaks Kilrathi, Minx & a maniac clone called Crossbones.

Next mission, there is a booby trap at the final nav point. I have to turn round and afterburn out to avoid being blown to bits.

While I was gone, the Mandarins broadcast some propaganda showing Jazz hijacking some freighters.

Everyone seems to blame me for letting Jazz go except for Minx who seizes the opportunity.

She does, however, leave Angel alone in space and the next mission I have to go and help her get back again.

A trade is set up with the Mandarins, 3 of their prisoners in return for the crews of the freighters. I fly escort for this mission.

While I’m gone another bomb goes off on the flight deck and Minx disappears with the Morningstar.


Next mission I get to fly the morningstar for myself at last as we go out to try to get Minx back again.

It has the most unusual weapon to date (a tactical nuke). I’ve not found too much use for this yet. It doesn’t lock on and travels very very slowly. You can set it off with cannons however. It seems like it will be most use against cap ships.

The broadsword is pretty must the best fighter of the game at any rate. It has 3 particle cannons mounted very close together in the middle so you can hit with all 3 at once + very strong shields. The armor is useless on the downside.


We don’t track Minx down as she got lucky and her jump drive worked. Paladin has located Ayers rock however and I’m finally back in Special Ops again.

Crossbones died in the bomb blast + Talon was injured. With Minx gone also Maniacs squadron is gone and he is recruited to join the Special Ops alongside me and Paladin.


We fly out to join Paladin in his new ship. It has some sort of cloaking to hide the morningstars. The overall mission is basically to get to Ayers Rock and blow it up. I got this far and the next mission we have to jump into position nearer Ayers rock but I got blown up and called it a night.

I’m about 3/4 of the way through this game and that was the first mission which I haven’t completed on my first attempt. I expect its going to get harder for the last few missions but its just been far too easy up to now. Anyone who completed SM1 will breeze through this in no time.  Even the mission I failed was more down to bad luck and I don’t expect any problems with it next time. It only took around an hour to get this far and if it doesn’t get harder I’ll need about another 20-30 mins to finish.