![]() If your experience has increased enough, he will raise your level, giving you greater hit points and increasing your basic attributes, such as strength and dexterity. This may mean either the use of a heal spell or a visit to the healers. Let the monsters get too close and they will damage you. There is a reasonable choice of weapons, but in the early stages I found the missile weapons, sling, bow or crossbow to be most effective. You may then manoeuvre them in turn to place them in the most effective position. Normal travel out in the open or in a town is shown as a plan view with your party represented by a single figure.Įnter battle and a larger scale plan view is displayed showing the position of each of your party members. The graphics are similar to those of Ultima III - simple and explicit. ULTIMA IV is great to play and will take you a long time to solve. Make sure you have prepared plenty of spells before you enter the deepest levels. Needless to say the creatures found on these trips are powerful. There are a number of objects to find and some lie in the dungeons deep below the surface. As you gain information you will learn that becoming an Avatar is not all that is required of you. Persevere and make careful notes of who you meet where, and what they have to tell you. Some lines of enquiry will lead you to many different places scattered around Britannia. When you meet his master you can ask him about this spell. If you throw "magic" back at him he will tell you who and where his master is, and he knows the "gate" spell. For example, a young mage met in an out of the way village may say "I seek the wisdom of magic". The replies may encourage you to pursue an additional subject. TALKING to people is simple, there are three main questions that may be posed to all you meet - their name, job and health. ![]() The more powerful will need research, and the gathering of two ingredients not on sale in any shop. In your spell book you will find how to prepare many of the simpler spells. Gold is necessary to buy food, weapons, armour, the ingredients to prepare magical spells and a few special items from the Guild. Many carry traps - beware of acid, bombs and poison. If you fight them and win, they will leave behind a chest which you must open to get the gold. However, some may not join straight away if they think you are not yet worthy of their friendship. One person will join you in each of the other towns. The questions you answered for the old gypsy will have determined your class, and you will arrive in Britannia near the appropriate town. Each of the main towns of Britannia is the home of a specific class - paladin, fighter, ranger, druid, tinker, bard, mage and shepherd. You will need some help to stay alive long enough to reach this first goal. You then visit the eight shrines, carrying the correct rune and meditate, intoning the correct mantra, to attain Avatarhood. You must show by your actions and deeds that you are worthy in eight attributes - compassion, honesty, honour, humility, justice, sacrifice, spirituality and valour. You must first become an Avatar - from the Sanskrit, it literally means a god come down to earth in bodily form. YOUR ability to reach a solution and destroy the evil force found in the Abyss depends on a number of things, some material, others spiritual. Many will have something useful to tell you and seven are willing to join you. There are more than 200 people or creatures to interrogate. In each of the castles, towns and villages of Britannia you must talk to the people and thread together the information they give you. There are plenty of monsters to fight but there are also the underlying quests to solve. This role playing adventure is vast in its scope. Ultima IV - Quest of the Avatar has begun. You open your eyes and find yourself somewhere in Britannia. After the final question the fabric of your universe seems to wrench, split and meld back together. Each has two answers and you reach deep into your heart to give a honest response. An old gypsy, also wearing an ankh, welcomes you and asks you a number of questions. The music leads you to a gypsy caravan set apart from the rest. Fascinated, you settle down to read about the realm of Britannia.įinished reading, you become aware of music, and following its haunted melody find what appears to be a Renaissance Fair. The cloth is an ancient map and one of the books is The History of Britannia by Kyle the Younger. The amulet is an ankh, a cross with a loop at the top. Lasting for seconds only, it disappears, leaving behind an amulet and two books wrapped in thick cloth. A pillar of blue light appears before you. The world has been treating you badly, but the peace and quiet under a clear blue sky clears your mind and gives you a real sense of wellbeing.
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