Sunday, March 27, 2011

What this Blog is About

I was a member of the forum at Gone Gold, a gaming website that existed from 1998 to 2004.  One popular activity on the forum was participating in "challenge threads" in which we played through a game from start to finish and posted about our progress.  At first, these threads were competitions for finishing first.  Later, they became about sharing experiences.

One challenge thread was for Ultima IV: Quest of the Avatar, a 1985 roleplayiung game that is widely considered one of the best computer games of all time. I had never played it, so I joined the challenge to motivate myself to give this classic a chance.

Perhaps because I was getting frustrated with the game, my imagination took over and began developing an alternate story for the game. I wrote this story in my posts to the thread, giving personalities to the game characters as well as the real reason why my alter ego, Sausalito, was given the quest to become the Avatar. I altered the screenshots I posted to fit the story, which grew in length and absurdity and took over the thread. I had no intention of going so far, but writing Sausalito's “journal” became an obsession.  One hour of playing the game could mean four to five hours of writing and Photoshopping.  I played the game to the end not just to see how it would end but also how my interpretation of it would end.

People enjoyed reading the journal and suggested that I put up a website to preserve it.  Shortly after the demise of Gone Gold, I placed the journal on GeoCities.  GeoCities closed in 2009, and I have now gotten around to putting the journal here on Blogger.

Enjoy the adventures of Sausalito!  For you Gone Gold historians out there, you can read the original challenge thread by downloading this 7 MB Zip file.


The Making of "The Little Shepherd"

I played the PC version of Ultima IV: Quest of the Avatar using XU4 version 0.9 and Upgrade version 1.3. I used Photoshop 5.5 for the artwork and ImageReady 2.0 for animation.

Note that a Flash version of Ultima IV can be played online.


Characters

Sausalito

Occupation: Shepherd

Torn from today's world to become a shepherd in the virtual realm of Britannia, this young man faces the challenge of practicing the virtues to become worthy of Avatarhood.










Iolo ("Tubbs")

Occupation: Bard

An laid-back codger who's seen it all during his years as a traveling musician, Tubbs has settled down. But is there one last verse to his song before the coda?










Jaana

Occupation: Druid

A passionate servant of nature, Jaana has seen little beyond her idyllic hometown.  It may take a man like the Avatar to awaken her deep-seated sense of justice.










Mariah

Occupation: Unknown

This lady watches over a closed treasure chest and says nothing to anyone. Townspeople quietly pass her by, not knowing what to make of her. What will the Avatar make of her?









Shamino

Occupation: Ranger

This man-about-town calls himself a ranger yet seems to think himself above carrying the implements of the trade. What will the Avatar think of a ranger without a bow, or words without action?









Geoffrey

Occupation: Fighter

Belligerent and brash, there is no warrior in the land more valiant than this one. However, it will take a friendship with the Avatar to bring out the warrior within.










Lord British

Occupation: Ruler

The sovereign of Britannia looks upon his subjects with a benevolent face and directs them with a sure hand. But what is his true motivation?  Only the Avatar can discover it.

Chapter 1: Foo?



I started a new game and purposely drew a shepherd, naming him Sausalito. This should be interesting.

The gypsy placed me near Magincia. I entered the town, where some strange things seemed to be happening ...


I talked to some of the unhealthy denizens, who warned me against pride. One of them, a snake named Nate, offered to separate death from life. I politely tried to break from conversation, but he attacked me! I finished him, but not before he poisoned me. No problem, I thought, for I can mix up a cure spell. Apparently, however, Sausalito doesn't have enough MP ... dies.

I woke up before Lord British and his court, a scene I may be seeing a lot. Maybe I should restart as a tougher character. Or maybe I should keep going; after all, it's only been 700 moves.

Chapter 2: A Saucy Woman


I futzed around in King English’s castle, chatting about the eight virtues with that weird sorcerer. I guess he’s going to be my virtue scoreboard (and so far I’m batting 0-8). Later, in the tiny town of Britain, I learned from a “saucy woman” named Pepper (is she spicy as well?) that one of the runes was right in town. It didn’t take me too long to find. Progress! I’m already doing much better as a shepherd than I did as a bard. Maybe I’m just asking the right people the right questions. Now if I could just find some kid named Cricket, who knows the mantra for this rune. He’s probably trapped in a well on the other side of the world. 

I bought a new sling, gave the beggar lots of money (hopefully earning some compassion points in return), and learned that an artifact from Mondain (remember when I faced him in the first Ultima game?) is still around, and that’s not good. I asked the bartender about it. He needed some money to defog his memory. I increased my offer several times, realizing too late that he was keeping the money from my previous offers! Bankrupt and without information, I set out to get some gold. I fought some things in the forest with little difficulty (allowing them to flee when they’d had enough, which I guess I’m supposed to do). I returned to the unsavory barkeep and laid 100 gold on the table, whereupon he referred me to some beggar named Jude. I see how this guy operates; he makes beggars out of all of his clients! 

I headed east and saw that the moongate was up. But at 2800 moves and one rune, I decided I’d had enough for one night (and you've probably had enough as well). Tomorrow, my sheep and I go through the gate!


Chapter 3: Firetalker


So I go through the gate and land in a clearing. It's a one-way trip, how convenient! From the map I discover that I'm not too far from the town of Yew. I get there and stumble into some druids chanting around a fire. For the heck of it, I talk to the fire, and am surprised to hear it talk back! It teaches me a bit about justice. Later, I visit the town judge who, with a wink and a smile, sentences me for any felonies I might have done. My cellmate is an alarmingly hungry Atkins diet devotee whom I keep at arms length, but in little time another rune is mine. For great justice! Having found the rune and learned the mantra from the druids, I head off in search of the shrine. I meet some orcs and skeletons along the way, showing them my adeptness with the sling and staff, but unwisely open a chest armed with an acid trap. Foops.

No problem, though, because Lord Ding-Dong has got my back, and I'm back in his court ready for another shot at the title. Two runes, a mantra, 4,000 moves ... I've got this game licked.

Chapter 4: In Which The Hero Expresses Frustration And Indignation, Part I

My current progress in Ultima IV:
Moves: 7200
Runes: 3
Mantras: 2
Shrines: 0 

So I'm talking with the scoreboard sorcerer, and he says my humility is good and I should head to the shrine. Hmm, I don't remember doing that many humiliating things. Maybe I get a humility bonus just for being a man of the sheep. It makes no difference, though, until I learn the humility mantra; without it, I assume, the trip to the shrine will be wasted. Now where is that blasted Cricket boy who knows the mantra? I'm going to go all Fallout on him when I find him. 

I leave the castle and camp outside the nearby moongate, waiting for it to open. Patiently, I watch the moons wax and wane, but the gate doesn't open before wandering beasts overwhelm me. Leaving the castle again, I decide it's time for a different approach. While I'm thinking on this, a flying cannonball opens my head and fills it with inspiration. Soon, I'm commanding my own pirate ship! 

After fighting off a treacherous sea beast and dodging intelligent tornadoes, I arrive in Paws. I buy a horse, but discover that I can't take it aboard my "frigate." So I ditch it and sail further south. Ah, here's Trinsic, the town of honor. I meet Virgil, a weirdo surrounded by a strange, shifting field. I believe he can teach me to cast poison field, but there's no point until I get someone in my party with magical ability. I leave him, passing through his field but apparently unaffected. From talking to the honor-obsessed citizens, I learn the mantra and that the rune is right by Virgil. I tiptoe up to him, snatch the rune, sneak back out the field... oh no, the jerk has poisoned me! "Is this honorable?" I cry out to the people in the streets as I clutch my spastic chest and die dramatically. I end up back at Lord Bootlick's, having lost my horse, my ship, and my dignity. Candide never suffered such misfortune.

Chapter 5: Everyone Makes Mistakes, But This One Makes Every Mistake

Okay, I got some serious questin' and avatarin' in today.

Moves: 14,000
Level: 1
Runes: 4
Mantras: 2
Shrines: 2
Deaths: 6

I foot it to Paws, where I discover that my horse is right where I left him. As a reward for his loyalty, he gets his own name: 'Orse. Within the town limits, I deftly scoop up the humility rune, but then accidentally attack someone while trying to learn the mantra. So I hightail it outta Dodge while the locals cry "Don't come back now, ya hear?" I reenter and, as bluefugue promised, everything's normal. "Welcome, stranger!"

'Orse and I head to Trinsic, trampling over all that stand in our way and taking their loot. My ship is still docked off the shore there, surely a sign of destiny! I christen it the S.S. Rainz. Before stepping into town, I see that a skeleton still dares to pursue me. Hubris takes hold as I pause to rip him bone from bone and open his treasure chest. Acid trap. Idiot! Will I never learn? Once again I must endure the humiliation of being resurrected by Lord British, the most conceited, delusional, and appalling computer game character I've ever met.

Having made a complete fool out of myself twice in the South, I head back up north to Yew. From there, I decide it's time to attempt my first shrine. I hike northeast and discover that the justice shrine is surrounded by poisonous marsh. That's fair! I hole up to get full health, and awaken to the sight of two slavering sea creatures arguing over whether I should be sautéed or fricasseed.


I fight them, but they whittle down my health. Desperate, I duck into the shrine and hope things work out. Wow, pretty cool! I meditate for three cycles, repeating the mantra when prompted. It's a neat, suspenseful sequence. I'm rewarded with a vision that instructs me not to kill non-evil beasts, even while they're trying to eat me.

Feeling cleansed, I trek southwest, sidestepping moronic rogues who couldn't steal a glance. I find myself in an unusual place named Empath Abbey. People here are really into love, it seems. While there, I learn that I need to fetch the Candle of Love and two other pieces of the key that will open the Chamber of the Codex. A secret passage takes me to a treasure room. Seeing no guards or closed circuit cameras, I help myself to the Abbey's wealth (catching a quick nap in the process since one of the chests is sleep-trapped).

The map website isn't working, so I stumble across the land for something, anything to do. I attract all sorts of terrors and threats along the way...


but somehow make it back to Britain in one piece. With my amassed wealth, I buy a new sword and make another fruitless attempt to find Cricket. I huff it to Trinsic (hmm, where'd I leave 'Orse?), board the S.S. Rainz, and set sail for the nearest shrine. Maritime travel proves to be even more dangerous, and not necessarily faster, than walking. A rival captain matches speed and launches a shell that rips open one of my cargo holds. There go the pickled sardines! Angrily, I turn my port bow toward the enemy and let one fly. THOOM! His vessel splinters into a million pieces. Score one naval victory for the Rainz!

I then have to fight a pair of nixies and some rogues who try to board the vessel. Deciding that the sailor's life is not for me, I run the boat ashore and landlub the rest of the way to the shrine. It, too, is surrounded by poisonous marsh. I enter and pray, but am kicked out for being unable to concentrate. Whoa, what went wrong? I catch a fatal dose of poison on the way out. There's a moongate nearby, but it closes just before I can reach it. In my final two seconds of life, I read my notes to see where I screwed up. Oops... I meditated on the wrong virtue.


I run back to the shrine and get it right this time. Unfortunately, I got poisoned on the way in, and am still sick on the way out. Fortunately, with only 2 hit points remaining, I'm spared the indignity of another poisoning death by the decapitating grace of a stray cannonball.

Chapter 6: Birth of a Law Firm

Sausalito's progress:

Moves: 17,600
Level: 4
Runes: 4
Mantras: 3
Shrines: 3
Pals: 2
Deaths: 6

My new sword started picking up radio signals of mysterious voices suggesting that I talk to Lord British in order to get promoted. Odd, thought I, for the silly man never offered to promote me while bragging of how he saved me from death! Without appointment, I barged into his throne room and demanded an explanation, lest I blow the lid on his LB Snacks™ anticompetitive practices. Without hesitation, he zapped me straight from Level 1 to Level 4. And I thought I just needed to get a lot more experience points.

Now that I had become a Level 4 Warrior-Sherpa, people might actually join me rather than just saying "I would join thee!" In Britain, I picked up Iolo "Tubbs." In Yew, the druid Jaana joined. Now we had a law firm!

I visited the Empath Abbey, but there was nothing new there. I have to get into that oak grove somehow. Back in Britain, I tipped the bartender extra for some information on Cricket, but he claimed ignorance. I turned my head and noticed a bard sitting on a nearby stool, playing "The Riddle Song." I was about to smash his guitar against the wall when it occurred to me to ask his name. CRICKET! He tells me the compassion mantra: "PLAY LINEAGE II." The three of us headed east to the compassion shrine.

The monster encounters became more challenging in response to my new entourage, and on the troll bridge I fought my first demon. The way to the shrine was paved with poisonous marsh. We rolled up our pants and crossed it, and two of us got sick. Using his magical powers, Tubbs mixed up some Cure drinks and got rid of the poison. We entered the shrine, meditated, and found out how lighting the Candle of Love would come into play at the Stygian Abyss.

Heading back through the marsh, both Tubbs and Jaana got poisoned. We were out of reagents for Cure spells. We raced back to the Castle, running away from all encounters, but my companions succumbed to marsh rot. I inquired about resurrection services at the healer's desk. Three hundred gold per corpse. I have only 200. I'm looking at a long day of hunting and ice cream delivery to get the money needed to bring back my friends.

Chapter 7: Bones in the Brush

Well, the law firm of Sausalito, Jaana and Tubbs hasn't made much progress. After 45 minutes of hunting and selling Orc Scout Cookies, I had enough dough to resurrect and heal Jaana and Tubbs. Their gratitude for being brought back from death was tempered by their suspicion that it wouldn't be the first time.

(On edit: Erm, that should have read "it wouldn't be the last time." Don't drink and write, kids.)

The scoreboard sorcerer said that my Humility and Spirituality levels were elevated, so I decided to seek out the shrines for those virtues. The respective towns were Magincia (where Sausalito's adventures had inauspiciously begun) and Skara Brae. Both destinations demanded sea travel. Magincia was farther out to sea, but closer to where I was, so I chose to go there first. I headed toward where I had anchored the S.S. Rainz, making a pit stop in Trinsic.

In the town of honor, I came across an odd site: a skeleton skulking in the bushes! He told me his name was Skitle, and that he was from a dungeon named "Shame." That was all he had to say, so I left him to his boning. A creepy, unshaven magician hanging out in back of a shop told me that I could find out about mandrake root, a powerful reagent, at the Folley Tavern. That place was in Paws, so I went there. At the tavern, an embarrassingly large tip revealed that a magician named Calumny could sell me mandrake root. The name rang a bell, but not the place where I met him. I'm sure to come across him again in my travels.

With three people in my party, food supplies were dwindling and would be a challenge to maintain. At the market, I purchased some microwaveable shepherd's pies and Philly cheesesteaks, trying not to notice that they all carried the LB Snacks™ brand. My guilt for supporting Lord Bilgepan's avarice would have to take a backseat to my companions' hunger.

Heading south (and keeping an eye out for 'Orse, my neglected steed), I located the Rainz and boarded her. On my way to Magincia, I quickly realized how ill-equipped I was as a ship's captain...


After three such daunting battles and a ship-to-ship skirmish in which the enemy nearly rammed me before capsizing, we sped back to the mainland and ran, hearts still pounding, to Trinsic. There, I will collect my thoughts. Magincia will have to wait until I have a stronger crew, or until they have a stouter captain. Skara Brae, while farther away, requires much less time out on the deadly seas; I will go there next.

Chapter 8: Everyone Was Dead at My Homecoming

Sausalito's Progress:

Moves: 24,700
Level: 5
Runes: 4
Mantras: 4
Shrines: 3
Pals: 2
Party deaths: 7

We camped outside of Trinsic. I was about feed the fire with the History of Britannia when by chance I noticed that it explained how to tell when a moongate will pop up and where it will take you. From the map website (the cloth map was not very helpful), I found out that the Trinsic moongate could take us to Magincia! That nearly disastrous boat excursion was unnecessary, a point I didn't belabor to the others given how shook up we still were from the ordeal.

Actually, only Tubbs and I were shaken; Jaana was stirred. When the young druid had joined our party, she was meek, tending to cower behind Tubbs and myself during battle. When our ship was surrounded by the sea beasts on the way to Magincia, however, each of us had to fight alone for survival. Jaana, armed with nothing but her dagger and her will to live, prevailed. The experience had changed her; you could see it in her eyes. The druid's world of sun and moon, flora and fauna had gotten bigger. And so had she.

We moved to the moongate area and waited for it to open, making a detour to Paws to stock up on Gelatinous Pudding Packs and dragon jerky. When the gate appeared, we went through and found ourselves near Magincia. It was impossible to enter the dilapidated town without wading through some caustic muckity-muck, and I ended up getting poisoned. The locals remembered me instantly:


See that snake? That's the same critter that gave me my very first taste of poison and death. I stayed away from him while interrogating the undead townies (who say some hilarious things when you ask them about their health). One of them told me that the snake knew the location of the rune, and I should ask it before it had the chance to attack. Aw, poor thing, it's just misunderstood. So I stopped running from it and gently asked about the rune. He told me that it been banished to Paws on account of Magincia's pride. Realizing that he was referring to the humility rune, which I already had in possession, I thanked him for being such a nice venomous reptile. "No hard feelings about before?" he asked with a puppylike expression. "It's cool," I replied. "Then it's okay if I do this!" he yelled as he sprung into the air and onto our faces. Great, now we were all poisoned! In the little time we had left, we pumped the locals for more information. At least we discovered the humility mantra: "PREORDER TABULA RASA."

Death. Then, a sickeningly familiar light...

Chapter 9: Underground!

The saga flounders on...

Moves: 32,000
Level: 5
Runes: 5
Mantras: 5
Shrines: 4
Pals: 3
Party deaths: 8

Having obtained the rune and mantra for humility, we were ready to head for the shrine. I checked the online map, and my jaw dropped. The shrine was on the dangerous-looking island of the Abyss, so far east that it didn't even show up on the cloth map. Moongate travel would not be an option. Remembering our last ocean cruise, I proposed going to Skara Brae instead, but my fellow law firm partners were tired of hopping from one city to another without making progress. Jaana and Tubbs overruled me two-to-one. To the humility shrine it was.

Instead of taking the S.S. Rainz, we hijacked a pirate dinghy. The sailing was smooth, but along the way we stopped at the Lycaeum on Verity Isle to lose some nixie coast guards. There, I was told that I needed to meditate at each shrine for 1, 2, and 3-minutes cycles. Which means I'll have to go back to the shrines that I've already visited. The Lycaeum had a treasure room filled with untold riches...


but I didn't know how to carry it all without the guards noticing our suspiciously bulging pantaloons.

I explored Verity Isle and found Moonglow, city of honesty. There was a treasure chest right in the middle of town being watched by a lady named Mariah. She said very little, just looking down and shuffling her feet. No one knew what to make of her, so we quietly moved along. At the local microbrewery, we were told that the honesty mantra was "AHM," which ironically sounded like the mantra one would say while trying to think of a lie.

In the yellow light district, we found, at long last, a reagent shop—now we could cast spells! We bought some ingredients; Tubbs suggested that we do some hunting so we could buy more. A kid eating a peanut-butter-and-jelly sandwich told us the honesty rune was right by Mariah's gold. Sure enough, it was underneath the treasure chest; if we had looted the chest earlier, it would have disappeared and we'd have never found the rune. As we set the chest back down, we noticed that silent Mariah was gaping at Tubbs' reagent bag with childlike interest. We offered it to her; she handled it with reverent care. She took out some reagents and cast an impressive fireworks display that got the attention of the entire town. Looked like Mariah was a magical savant. We could hardly leave her be after witnessing her hidden talent, so we hired her on as an associate.

We roamed the island and tossed it up with lots of monsters, including undead:


…and returned to the reagent shop to buy 100 gold worth of every available ingredient. We climbed back on the dinghy. Mariah cast "Wind Change" to help us quickly reach the northern island where the honesty shrine stood. We prayed for one minute at the shrine, then found that we'd have to wait a while before doing the 2 and 3-minute cycles. To pass time, we checked out a strange cave nearby. Suddenly, the view switched to a first-person perspective. It turns out that we'd entered our first dungeon, the Dungeon of Deceit!


That's supposed to be a treasure pile, by the way. As we journeyed underground, we encountered many never-before-seen monsters, fiendish puzzles and deadly traps. Curious Mariah got killed by touching a blue stone laced with magical cyanide. At least she died before her benefits kicked in. With help of dungeon maps available online, I made it all the way to the eighth and final level. The altar was just paces away; my heart pounded with anticipation. Then I got notice that my party was starving. We'd run out of food, and everyone's hit points were decreasing with each step! As I panicked, I had trouble understanding the map, stumbling around until we all got killed by inexperienced-adventurer-eating demons. So close...

Chapter 10: Requiem for a Clown

All right, guys, I hope you're in the mood for a book.

Moves: 43,000
Level: 6
Runes: 7
Mantras: 8
Avatarhood: 37.5%
Pals: 4
Party deaths: 8

Please allow me to relate to you the tragic story of a clown named Chuckles. We were on our way out of Lord Buckwheat's castle when we noticed a rheumy-eyed jester with a 40-ounce flagon in each hand. We recoiled at the sight and stink of him. I warn you to brace yourself for what you are about to see:


Friends, I do not know what this poor fellow had been through, but I know in my heart that no other circus attraction has seen more suffering. He stumbled in a tight circle, ranting incomprehensibly while his flagons took turns rising to his mouth to fill it with the only friend he had left in life. A brother jester had advised us that Chuckles knew a clue, so we haltingly asked him for it. He steadied himself to look in my eyes and pointed one flagon toward the castle interior. "WAA-TAAH," he grumbled, "AAL-TAAH." We looked at each other, confused and uncomfortable, then Tubbs asked, "You mean the water can tell us something about that altars?" "AHH-HAA," the clown affirmed. "Thank you," said Tubbs. Chuckles nodded as he tried to drink from both flagons at once, spilling most of it on his stained, no-longer-frilly jester outfit. As he turned to leave, he slipped on the spilled hooch and fell hard on his back, his forties flying from his hands to tumble noisily down the corridor.

We went to the water room to have a talk with the water, who told us about the importance of the altars in the dungeons. Later, as we exited the castle, we saw two guards walking in the opposite direction, and Chuckles floating in the river behind them. He was on his back, too inebriated to move, bawling helplessly as the river carried him out to sea. We silently wept as we imagined the exploitation and abuse the once-noble entertainer must have suffered at the hands of Lord British and his disreputable snack food conglomerate.

That appalling incident was not the only thing weighing on my mind. I had been thinking about our first, abortive sea voyage to Magincia. I vividly recalled the relentless waves of nixies and giant squid slamming against our boat hull. I couldn't afford to turn my head even for a second during those battles, but I could hear Jaana behind me, grunting with every attack she made and blow she endured. At the time, I had believed that our reason for sailing back to the mainland was because Jaana's hit points were running low. But I realized now that it hadn't been a mere tactical decision. I had given the order to flee because, in the back of my mind, I'd felt guilty for tearing the young druid from her world of tranquility too quickly, and exposing her to danger too soon. I had become protective of Jaana as more than just a colleague.

Postponing our goal of reaching the shrine of humility, we took the moongates to Skara Brae, the home of spirituality. It was a quaint little villa whose only notable feature was an ankh planted in the middle of town. Though just a humble wooden statue, the ankh seemed to beckon us... 


As we approached it, the ankh spoke, promising to tell us the location of the spirituality rune if we knew the mantra. We had overheard the mantra from a nearby group of pilgrims; it was, fittingly, "OM." The ankh then told us that the rune could be found in the Britannian treasure room. "In Lord British's treasure room? That's impossible!" Tubbs insisted. The ankh did not answer him, and said no more. I hoped that we had misheard it, for if we hadn't, the implications would be quite troubling.

While browsing at the discount food market for any bananas that didn't bear the LB Snacks™ sticker, we met a ranger named Shamino. He was a dashing young dandy, as cocky as he was polite. I did not like the look of him, and even less the look he gave to Jaana, who met his improper gaze with calm amusement. Nevertheless, we needed someone with a strong bow arm, so we asked him to join us. He agreed, then shrugged with a helpless grin when I asked him where his bow was. Very well, we now had a ranger so self-assured he did not bother carrying a bow. The day was getting better and better.

We moongated to the poor town of Minoc, where the virtue of sacrifice was most valued. We nearly sacrificed ourselves while retrieving the sacrifice rune from a blacksmith's hot forge. Later, someone offered to sing us a song. This person was no Britannian Idol, but the song revealed the sacrifice mantra.

Back at Lord Bisquick's castle, we discreetly entered the treasure room for what we hoped would be only a wild goose chase for the rune of spirituality. Surely, such a sacred object could not be in that vulgar stash. There were three guards protecting the hoard. One of them watched me closely with a menacing grin, as if he'd been expecting me. We quietly looked around without touching anything. Then, Mariah pointed at a treasure chest in a corner. The rune of spirituality was stuck under the chest's lid and jutting partially out. I tugged at the rune, but the lid was clamped too tightly on it. The menacing guard was just a few paces away, watching my every move. As quickly as I could, I opened the chest without looking inside, picked up the rune, and slammed the chest shut. Mr. Menace stared at me with a big grin on his face, nodding slowly at some evil vision inside his head. None of the guards followed us as we left the treasure room and scurried out of the castle, but I dreaded the day we'd return.


We went to the honor shrine near Trinsic on the advice of the scoreboard sorcerer. (Will I ever learn to refer to Seer Hawkwind by his proper name?) There, I achieved partial avatarhood in the virtue of honor, and was rewarded with a high-resolution black-and-white picture depicting the virtue. I guess that the graphic came from the enhancement pack for the game. It was very nice to see the picture and to finally make real headway toward becoming the avatar. We then went to the shrine of spirituality, accessible only by moongate, where I made the same achievement for the virtue of spirituality (and got another high-res picture for it).

Then, we headed to Jhelom, home of valor. It was full of strange people walking around wearing armor and weapons, apparently hoping that some army would attack them. I learned the mantra of honor from one of them, but no one in town had anything to say about the rune. Guards, warning me of restricted areas, prevented me from entering certain passages. Also, at the inn, a housekeeper told me there was a room in which people kept disappearing, but the door was locked and I had no key. In fact, I've yet to find any keys in the game. The weirdness culminated when a pregnant woman asked me whether I was the baby's father! She seemed very relieved when I said no. We decided to take a hike from this Twilight Zone.

It was now time to try for the shrine of humility again. We gated to Moonglow, hoping that Mariah's casting of the Blink spell could teleport us from there to the island of the Abyss where the shrine stood. Alas, the spell was not powerful enough to cross the distance. Mariah seemed quite dejected, but Jaana put a comforting arm around the frail girl's shoulders. We did a bit of hunting to earn money for food and spell ingredients, and encountered a gaggle of Latino Britannian dragons:


(Translation from Mexican to Tex-Mex: "Take a gander, y'all, it's the Avatar!" "We're gonna kill him, ah reckon?" "Yer darn tootin'!")

We wandered the shores of Verity Isle, hoping that some boat would come along so that we could hijack it, Grand Theft Auto-style, and sail south to the island of the Abyss. After a long time of trying, we gave up and mooned it back to the mainland to board the S.S. Rainz. It would be an even longer, more dangerous sea voyage than our failed expedition to Magincia, but we were ready this time. Mariah, still a bit sad from her Blink spell failure, climbed up into the crow's nest, spread her arms, and cast Wind Change. The ship took off like a rocket as a great wind suddenly filled the sails. We sped east, laughing at the sea creatures that had no chance of catching us. We cheered Mariah on, encouraging her to keep up the pace. She remained standing in the nest above us, arms spread like wings, face full of triumph. Due to our high speed, we only had two encounters at sea: one with some easily dispatched giant squid, the other with pirates who tried to board our ship. Given our numbers, the pirate attack was kind of sad...


We forced them to swab the deck, scrape the barnacles, and perform a two-man interpretive reading of the screenplay from "When Harry Met Sally" before letting them go.

We sailed into a bleak fjord and landed at the foot of the mountainous island. The shrine was high up on the hills. As we climbed, a very strange thing happened. We were ambushed by demons. After we beat them, another wave immediately attacked us. Then another. We didn't have the chance to rest until we beat seven waves of demons, who seemed to have come out of nowhere. Then, as we climbed further, another seven waves of demons attacked us. It made me wonder if the game had some kind of bug. By the time we reached the shrine, we'd fought 30-40 waves of demons. The red demons were manageable, but were sometimes accompanied by nasty blue Balrons who could cast poison, fire, and mass sleep.

Shamino, bowless ranger that he was, died early in the battles. No big deal, though, since the lessons of the shrine of humility would probably have been lost on the cocksure fool.

In the shrine, I prayed to earn partial avatarhood for humility, and was kicked out for using an incorrect mantra! Not only that, the game told me that I'd lost "an eighth," which was presumably an eighth of my avatarhood. I wasn't having any of that after all the trouble I'd gone through to get there, so I exited the game and reloaded. I tried again, typing the mantra "MUL" very carefully, and got the same result. I looked up a walkthrough, and discovered that the mantra given to me in Magincia was for pride, the opposite of humility. I had not read the dialogue carefully. I tried again, typing the correct mantra for humility: "LUM." Bingo! Three down, five to go! To celebrate my being humbler than anyone else, we sailed to Moonglow where we could get some well-deserved R & R. And have Shamino resurrected. If necessary.

Chapter 11: A Long-Expected Barbecue

Moves: 47,000
Level: 6
Runes: 8
Mantras: 8
Avatarhood: 50%
Pals: 5
Party deaths: 8

The law firm of Sausalito Jaana and Tubbs enjoyed a warm day off at the beaches of Moonglow.


I sat in a lawn chair sipping reaper coladas, listening to Tubbs play Barry Manilow hits on his ukulele. Jaana stood at the Sir George Foreman grill, cooking us ettinburgers. Mariah built enormous sand-somethings. We had no idea what they were supposed to be, but Mariah was beaming with pride, so we were all happy for her. All except for Shamino, who, as if to show the poor girl up, built an exquisitely detailed sandcastle. Not liking its likeness to Lord Bunion's castle, I got up and kicked it into oblivion. Something sinister was afoot at the LB Snacks™ corporate headquarters, and I feared that it involved me.

Ignoring Shamino's howls of protests, I stood upon the ruins of his sandcastle and looked wonderingly at Jaana. She flipped the ettinburger patties on the grill with her skillet, returning my gaze with a smile. When she first joined our party, Tubbs and I had to look out for her as if she were a child. Now, she was looking out for us, keeping us fed, together and in good spirits. She had also kept us alive during our fight against the swarms of demons on Abyss island, at one point being the only conscious member of our party.


As I watched her slip the patties into buns, my heart swelled with something more than gratitude, more than the feeling of safety. What was this strange feeling new to the heart of a lonely shepherd?

After our vacation, we visited the scoreboard sorcerer and recounted how we'd fought the demonic dozens without running away. Looking impressed, he advised us to visit the shrine of valor. Of course, we'd need to find the rune of valor first, so we headed to Jhelom for another shot at it. No dice, but with our plentiful funds we bought Tubbs a crossbow to reward him for making his billable hour quota.

We visited the town of Vesper. A humble group of pilgrims there told me all that I'd already learned firsthand about the shrine of humility: the location on Abyss island, the demons waiting in ambush, the reversed mantra. Vesper had an arms shop, where I bought a bow for Shamino and three jars of flaming oil as toys for Mariah. There was also a Thieves' Guild black market that sold Magic Keys, which I could use to bypass the various locked doors in cities. I wished that I had visited this town much earlier.

With Magic Keys in hand, we headed back to Jhelom. Along the way, we were chased by a group of fearsome liches. We tried to avoid encounter...


but they caught up to us, so we smashed them into a thick paste. They weren't too tough. And the Pepsi really hit the spot.

At the Jhelom inn, we rented a room, got up at midnight, and stealthily explored the building. The stench of potatoes coming from one locked room was overpowering, so we unlocked the door with a Magic Key to investigate. Inside was Geoffrey, a muscular, 6-foot-5 lunk sitting among mounds of potatoes almost as tall as him. He was peeling them one by one with his axe, and looked none too pleased with our intrusion. When we explained our quest, he grunted eagerly at the prospect of fighting instead of potatoing, so he became our newest associate.

We then broke into the locked room where, according to the housekeeper, people had been disappearing. A man inside the room told us that someone named Nostro had the valor rune we sought. He pointed me to a secret door, which led to the restricted passages that the guards wouldn't let me enter. These passages connected all four corner towers of the town wall. People were being kept in these towers for undisclosed crimes. Blue lightning fields blocked off the tower entrances, but Mariah easily dispelled them with her magical magic. In the northwest tower, we found a prisoner claiming to be the guy we were looking for:


He promised to tell us the location of the valor rune if we helped him escape. We led him out, and along the way, he told us that the rune was buried in one of the towers. Maybe the guy really was Nostro, because we uncovered the valor rune in the southeast tower. All eight runes were now ours! We smuggled Nostro out of Jhelom, gave him one of my sheep to get him started back on life, and went to the valor shrine. There, I meditated and earned my valor eighth of avatarhood.

Now that I was half an avatar (a halfatar?), I decided it was time to get down to the nitty-gritty. "If I'm to be a true Avatar," I explained to the others, "I have no choice but to challenge Lord British and his unethical, self-aggrandizing LB Snacks corporation. They represent the antitheses of all eight virtues. Who's with me?" My fellow law firm partners, Jaana and Tubbs, looked worried but said nothing. As for our associates, Geoffrey tried to start a slow clap like they do in the movies, while Mariah stared at me blankly and Shamino yawned. "All right, then" I said determinedly, "draft an antitrust complaint and follow me to the castle. We're taking them down!"

Chapter 12: You Got Served

Season Two of this exciting medieval legal drama begins.

Moves: 51,000
Level: 7
Stones: 2
Avatarhood: 62.5%
Pals: 5
Party deaths: 9
Before we went to the LB Snacks™ headquarters to begin our antitrust lawsuit, we thought we'd do some dungeoneering. To ensure we had plenty of food and reagents this time, we made a brief stop at Moonglow. Mariah stuffed her reagent bag with curative agents from the herb market. As for food, I wanted to help Tubbs lose some of that bard belly, so I went to the Sage Deli to buy him some low-carb cram bars and a few yards of hobbit sausage. Then, we boarded the S.S. Rainz for our second trip to the Dungeon of Deceit.

As we sailed, I saw Jaana leaning against the port railing, looking toward the mainland—perhaps thinking of her druidic hometown, Yew. Did she leave behind a beloved companion there? If not, perhaps she came on this journey in hopes of finding one. I wondered: a shepherd and a druid? It could happen. I sidled up to her and made small talk about afternoons and coffee spoons, then smoothly broached the question. She smiled bashfully and said, "I have devoted myself to serving and protecting nature. A druid is married to the earth beneath her. I'm sorry." Oh well, that was that.

We got to the dungeon without further conversation or even eye contact between Jaana and me. The awkward feelings quickly gave way to gloom as we descended the deadly depths. Cheesily, I used the "Z" spell to travel to the lower levels with ease, a trick I fondly remember exploiting in the first Ultima game. The journey was not without adversity ...


but soon, the blue stone of honesty was in my oily hands—only seven more stones to go. I found the altar of honesty, and discovered that each altar had four holes in which the correct stones had to be placed for something really awesome to happen. Like mass transit connections in Hell, the altar rooms linked all eight "vice dungeons" to one another. Through the honesty altar room, I went to the Dungeon of Hythloth. From there, I went to the Dungeon of Wrong, then the Dungeon of Shame (where I picked up the purple stone of honor). Somewhere along the way, Mariah touched a magical blue orb and died, in precisely the same manner that she did before. Death as negative reinforcement just does not work on some people. Then, in what I guess was a bug, I got trapped between two encounter rooms. The sole exit from one room led to another room where a reaper was blocking the path, and I couldn't attack that reaper for some reason. So I let the monsters mash, grind, and puree my party to death. It was the most direct route to Lord Renfaire's throne room, anyway.


"Consider yourself served!" I boldly announced as I threw the antitrust complaint scroll at Lord Biscuit's feet.

"What is the meaning of this?" he said with a scowl.

"Lord British, you are charged with antitrust crimes including collusion, price-fixing, anticompetitive practices, attempting to establish a snack food monopoly, and erecting a castle not within zoning codes. So saith the shepherd!"

"SO SAITH THE FLOCK!" cried the rest of my party in unison.

"Furthermore," I continued, "we have evidence that you stole the rune of spirituality. You have violated all eight virtues, and we're putting a stop to your shenanigans. So saith the shepherd!"

"SO SAITH THE FLOCK!"

"Ah," said the amused CEO as he rose from his throne and ambled toward me. "The virtues I assigned you to discover are now being applied against me. Fairly clever. But I think it would be in the best interest of all of Britannia for you to continue on your quest and drop this needless lawsuit. I certainly do not wish to proceed with my own lawsuit against you for various and sundry crimes."

"Various and sundry?" I exclaimed unbelievingly.

He clapped his hands twice. One of his advisors stepped forward and unfurled a heavy scroll. "Let it be known," the man read aloud, "that the law firm of Sausalito Jaana and Tubbs has committed various and sundry crimes including highway robbery, extortion, kidnapping, horse abandonment, Internet fraud..."

The list went on. He had no evidence to back up these claims. (OK, he had us on horse abandonment.)

"... nose picking out of season," the charges continued, "contributing to the delinquency of a penguin, being cheeky, and grand larceny upon the treasury of Britannia!"

"Grand larceny?" I exclaimed as unbelievingly as before, perhaps even more unbelievingly. "We were taking back the rune of spirituality that we found in your treasure vault. What was it doing there in the first place?"

"Are you suggesting that I, the sovereign of Britannia, stole a sacred artifact?" Lord Fishwich drawled with mock innocence. "Surely, you don't expect Judge Talfourd to tolerate such an implication in his court. He would wonder, though, what business a shepherd had in entering the Britannian treasure room, opening a royal chest and taking its contents."

My gast was too flabbered for me to speak. The gall of this guy!

"If you would relinquish your license to practice law, good Sausalito," he said with an outstretched hand, "you could go on your way to becoming the Avatar, and we'll forget this whole exchange ever took place."

I stamped my feet on the red carpet. "We're not going to play your reindeer games!" I shouted. "You want a fight, we'll see you at the High Court of Yew! Right, guys?"

My partners, Jaana and Tubbs, looked down at the polished stone floor while everyone quietly waited for a response. Finally, Jaana spoke: "Sausalito, it's important to my people that you become the Avatar right away. This lawsuit ... it would get in the way."

Slowly, I turned to old Tubbs, my bard and friend, who shrugged and said, "Sorry, man. I really like eating LB Snacks."

The room seemed to spin as this double-whammy bounced in my mind and body. I felt betrayed, but knew that they had the right of it. Our firm didn't have the resources to fight these charges. With a heavy heart, I put my bar card in LB's outstretched hand, where it vanished in a flash of flame. The complaint scroll did likewise. No longer a lawyer, I was now just a shepherd, albeit one who could still Shepardize. Without another word to the triumphant monopolist or to one another, our law firm, whose name was now just Jaana and Tubbs, left the castle. I sought solace at the shrine of compassion, where I achieved another eight of avatarhood and fantasized about Lord Bushwhack's comeuppance ...

Chapter 13: Jail Cells and Musicals

I've made little progress, but have plenty to say about it.

Moves: 54,000
Level: 7
Stones: 2
Avatarhood: 62.5%
Pals: 5
Party deaths: 9

From the compassion shrine, Mariah Blink-spelled us to Cove, a tiny lakeside town. There, we saw a bald-shaven man wearing a trenchcoat and sunglasses. He had the cool name of Mentorian, and taught us how to cast the Gate Travel spell. Once we score the mandrake root necessary to cast it, our travel time should be reduced greatly. A bald, spoon-bending little boy named Allen told us we'd need a boat with a magically reinforced hull to enter the Abyss. Okay, I'm sure Stan's Used Boats has a bunch of them in stock. A kung fu master named Brother Zair told us that lords of each of the three principle-towns knew one syllable of the word of passage. When I asked him to simply tell me all three syllables and save me the world tour, he jumped into the sky and was never heard from again. Sloven the Merovingian hermit told me that I should ask a ghost that haunts the Skara Brae inn for information about the white stone. As you can see, people in this town had a lot of relevant information for me, especially the shrine ankh:


While pretending to listen to the ankh's prattling, I searched the shrine for what I really came for: the Candle of Love. It had to be in this town. I even searched those fire squares that you see, melting my sandals in the process, but no luck. I looked up an online map of the town that revealed all the secrets. The detail I missed was that little round brick just to the left of that upper left-hand fire square: a secret door. It opened to a windowless corridor that contained the Candle of Love ... for those special moments! Before the ankh could break out into a Barry White song, I skedaddled out of there and left Cove.

As we headed back to Lord Swissmiss's castle, I carefully carried the precious candle with two hands. Jaana pointed at it, gave Shamino a gentle ribbing, and giggled. Shamino smiled conspiratorially. What was going on between those two? Not long after Jaana had shot me down, she and Shamino started walking close to one another, matching each other's steps, joking and laughing about nothing. Could her excuse about being a devoted druid have been a lie just to get rid of me? No way—not so she could go after Shamino, of all people!

From a walkthrough, I found that there was one person at the castle I hadn't met. I used a Magic Key to open a prisoner's cell, which had a secret passage leading to a hall where the person, an old coot named Zorin, was eating LB Snacks™ Twin MoonPies. They looked tempting, but I focused on my job and asked him what he knew. Through a mouthful of cake and cream, he said that the special artifacts I'll need to enter the Abyss are the candle, a book, and a bell. To find out about these three things, I should talk to a man named Antos, who I'll find at each of the three principle-towns. The same guy at each town? Poor Antos probably sprints hither and thither in order to beat me to whichever town I'll visit next.

I found another secret door that led back into the jail, but to a different prisoner's cell:


Yep, that's a reaper tree doing time. Jaana and Tubbs offered him legal representation, but he declined, preferring just to talk about his crimes. Like the stereotypical mass-homicide case, this guy was insane but brilliant. I was filled with questions for him, like, "How did you get away with it for so long? You're a tree! How many cops did it take to handcuff all your branches? And how did they fit you in the back of the squad car?" But to make the interview quick, I skipped that stuff and asked him what he knew that could help me. Ruffling his dried-up leaves with excitement, he said that there was a powerful object in Buccaneer's Den that could kill everything. Thinking that this object was Mondain's skull, we decided to travel to Minoc to find Jude, the beggar who would know.

On the way there, my mind replayed the confrontation in Lord Birdbrain's throne room. If he wanted keep his activities as LB Snacks CEO on the QT, then why would he insist on my becoming the Avatar? And why would he hamper my progress by stealing the rune of spirituality? It made no sense.

We made another visit to Minoc, the sacrifice town, and entered a poorhouse thinking that there was some second-rate musical being performed there...


Inside, we found Jude and talked to him. The skull, indeed, was what the reaper was talking about. After we promised (though not in writing) to only use it to destroy the Abyss, he told us where to find it. We also chatted with Julia, the poorhouse keeper. According to her, many of the occupants had lost their jobs when LB Snacks took over their town. She was happy to be serving them, but seemed interested in joining us when we told her about our travels. Perhaps she could help even more people as our pro bono attorney. But she wouldn't join until we proved ourselves to be as generous as her. We took her business card and promised to try.

We stayed overnight at the haunted Skara Brae inn, hoping the ghost that the hermit mentioned would pay us a visit. We weren't disappointed, much.


What the ghost said gave me hope that this game might have a little of the first Ultima's anachronistic touch.

In the morning, we found our food supply running low, so we alternated between hunting around Minoc and buying food at Skara Brae to replenish our stores. Geoffrey sustained a fatal blow to the duodenum during a hunt. I really need to buy some better armor; we're all wearing either leather or cloth!

I declared that we would start raising money immediately to resurrect Geoffrey and buy him decent armor so that it wouldn't happen again. For the first time, Jaana pulled rank and said no. (Though I was still the nominal leader of the party, Jaana and Tubbs, as the principals of the law firm, could overrule me on anything. Even the associates had more authority, since they had law licenses and I no longer did. I was no higher than a clerk, really.) Jaana's plan was to bring Geoffrey back with our own Resurrect spell. That spell required mandrake root, which we had yet to find. I suspected that Jaana's druidic interest in herbs and roots is what motivated her decision to take the do-it-yourself route.

So, in our quest for eleven herbs and spices, we first went to Paws to buy a horse for faster travel. I'd given up on finding poor 'Orse by then. He probably expired long ago, either blown up by a passing ship or tied up to an orcish spit. At the stables, the horse dealer offered to sell six horses for 600 gold instead of just one for 100 like before. "There are six o' ya," he reasoned. Not having that kind of money, we said we just needed one horse since we'd all be riding it at the same time. That's when he asked us to leave. Hmph! What happened to "the customer is always right?"

Then, in nearby Trinsic, we paid Virgil a visit. Remember, he's the cad whose poison field killed me on my first visit to this town. He sneered at me behind the protection of his shimmering green field. But this time, I had friends in the magic business. Mariah deftly brought down the field by casting Dispel. Rolling his eyes, he sighed with defeat and asked what we wanted. Though he evaded our questions about mandrake root, probably to hide his ignorance rather than his knowledge, he told us where nightshade grew. We then sought out Skitle, the skinny skeleton from Shame who skulks shyly in the shrubs, and showed him the purple stone of honor. Eyeholes gaping wide, he said that he'd seen it used on the truth and courage altars.

We then went to Yew and found creepy Calumny, who we'd been told was the go-to guy for the root. Mandrake man gave us the coordinates where we could find it. To pinpoint the coordinates for mandrake root, nightshade, and Mondain's skull, we'll need a sextant, which costs 900 clams! Where can we get such money? I wonder if Stan's Used Boats is hiring salespeople.

Chapter 14: Roots and Tubers

Sausalito's progress after 56,000 moves:

Following the deep wheel ruts left by caravans of LB Snacks™ freight wagons, we walked from Yew to the Empath Abbey.

Along the way, we stumbled onto some English professors reading from the obtuse literary classic, Gilligan's Cake. We attempted to participate in their annual tradition ...


but they got a bit snotty and attacked us using the Socratic method. The pen is mightier than the eyeball, however, so we poked our way to victory and drank their Guinness potions.

At the Abbey, we got the Word of Passage syllable from the lord there and used our last Magic Key to enter the oak grove. Here, people stood around hugging trees, kissing frogs, and pondering love. From talking to them, I learned how the principles combined to form some of the virtues. Looking at my notes, I now know how all eight virtues are derived from the three principles of Truth, Love, and Courage:

Truth: Honesty
Love: Compassion
Courage: Valor
Truth + Love: Justice
Truth + Courage: Honor
Love + Courage: Sacrifice
Truth + Love + Courage: Spirituality
None: Humility

I think these combos will determine how I should use the colored stones at the altars in the dungeons. In any event, it's kind of cool how the principles form the virtues.

We took the Moongate Express to Skara Brae to stock up on discount food. Lutefisk and aerosol cheese for everybody. Then, we gated to the Minoc area and hunted to earn enough money to buy a sextant. Tubbs opened the treasure chests the monsters left behind. He was usually able to open even the trapped ones safely due to his superior Dexterity score, which he had been developing by strumming strings and hoisting drams (simultaneously).

Before long, our pockets were bursting with coins bearing Lord Foolish's countenance, so we went to nearby Vesper, showed the Thieves' Guild sign to gain entrance to the black market, and bought a brand new sextant and a fresh set of Magic Keys. Now it was time to hunt for mandrake root, nightshade, and Mondain's skull. First, the root. We actually didn't need the sextant to locate it, as Calumny had told us to search the Bloody Plains "where the ground is always damp." There could only be one such place:


That blue swamp square is kind of hard to see, but it's there. We searched, but didn't find the mandrake root. Remembering what I had to do to get mandrake root in the game Hero's Quest, I waited until "midnight"—that is, when both moons were new. The mandrake root glowed in the darkness, and we managed to pull up seven stalks. Mariah immediately took one and rubbed it with sulfur, ginseng, garlic, spider silk, and blood moss. She then held the stinking result under the nose of our dead friend, Geoffrey. The Resurrect mixture certainly smelled strong enough to wake the dead. Indeed, within seconds, the fallen warrior awoke with a start. "No, potato, please no leave me!" he cried with wide-eyed anguish. "Me peel you gently next time!" "Relax, Geoffrey," I said soothingly, "you just had a bad dream. You won't have to skin another spud as long as you're with us."

Chapter 15: Sausalito v. The Volcano

After rehabilitating Geoffrey to the point at which he could salsa if not lambada, we MG'ed to Yew and walked south to where the nightshade would be. Along the way, I got to view more of the puppy-love antics between Jaana and Shamino. They were sharing an Iguana-on-a-Stick, laughing and teasing each other. "You know how they make those things, don't you?" I thundered, but they carried on. How annoying! It was one thing for Jaana to back out of my antitrust lawsuit against Lord Licorice, but to reject my romantic advance and accept Shamino's was something else. She caught my sidelong glare a few times, but didn't tone the cutesy stuff down much.

We met cyclopes along the way, but beat them at a game of Boulder-Sword-Papyrus.



We reached the nightshade spot, waited till midnight, and picked eight of the big ol' magic mushrooms. Now, it was time to find the evil skull of Mondain. Replacing my Sausalito cap with my Hipolito cap, I checked the map website for its location. Yipes! It was in the chain of volcanoes known as Los Tres Eructadores.

"In a volcano?" exclaimed Shamino. "Certainly, thou cannot be serious."

"I am serious," I answered, "and don't call me Sir Tinley."

"Are Los Tres Eructadores still active, though?" asked Tubbs.

"Active as yogurt cultures, I'm sure. I mean, who ever heard of a dormant volcano in a fantasy story?"

"I don't know, sounds kinda dangerous. What do you think, sister?"

Nothing fazed Jaana anymore. "Sounds ... dangeresque," she said. "Let's go for it. I've always wanted to see Los Tres Eructadores. They are supposed to be natural wonders."

"Maybe we should stop at Buccaneer's Den along the way, just to see what we can find out about the skull first."

Jaana nodded in agreement, though I think Tubbs was contemplating frothy fermentations rather than finding information. We took a long hike east toward Trinsic. Shamino was distracted by the task of sharpening his sword with Geoffrey's willing teeth, so I had the chance to talk with Jaana in private.

"Jaana," I said, "I want to know why you—"

She took a deep breath in anticipation of my question, and said, "Shamino was a lost soul when we met him. He didn't have many friends in Skara Brae, so he joined us as a way out. I know he perturbs you, Sausalito. He gets on my nerves as well, but he does try to help. You may not realize it, but when you bought him a bow, only to take it away from him and give it to me, he was crushed."

I had revoked Shamino's bow because he did not use it as a ranger ought. With every arrow he shot during battle, he loudly boasted, "Bulls eye!" or "Fantabulous!" or "Didst thou see that?" He did this even when he missed, which was about half the time. Jaana proved a much better archer, and Shamino was reasonable with the sword when he dared to close with the enemy. Shamino grumbled quite often about losing his bow, but I was always in "talk to the hand" mode. I just didn't want to hear another word from him.

"Maybe I could have been gentler to the puppy," I admitted. "But that doesn't explain—"

"Since then, he's been hurt. If you're to complete your quest of becoming the Avatar, you'll need everyone in your group to be in high spirits. I'm just trying to be a personal friend to him. I don't wish to take things any further, and made sure he understands this, but I'm not against a little flirting if it cheers him up some."

"Shamino has proven a bit braver lately," I conceded, remembering our most recent battle in which Shamino led the charge against a nasty troll.


"Were I not a druid," Jaana continued, "I would perhaps have joined hearts with someone like you. Shamino is not my type. But as a steward of nature, I must strive to promote harmony for the sake of virtue."

I nodded. Perhaps I had Jaana to thank for Shamino's increased prowess. If her kindness toward him made the group stronger, there was nothing more to say.

In Trinsic, we bought Geoffrey a 600-gold chain mail dickey, and slept at the inn. In the morning, we wandered Trinsic's coast in search of a ship to hijack. (We had left the S.S. Rainz anchored near the entrance to the Dungeon of Deceit. It was probably a tax write-off at this point, as we were unlikely to see it again.) I must admit to exiting and restarting the game many times to find a ship without being bothered by wandering monsters. The vessel we eventually spotted had an astonishing speaker system in aft, custom hydraulics, and giant fuzzy dice hanging from the masthead. We tossed its occupants, cranked up the bass, and sailed low & slow all the way to the island of Buccaneer's Den.

At the Den, I was expecting to be greeted by eyepatch-wearing, parrot-shouldering, tooth-missing, grog-gulping, shanty-singing, pegleg-tapping, plank-walking pirates. You know, really cool guys who say "Arr, matey!" all the time. But the fellows we met had nice teeth and surly dispositions.


Feeling like bicyclists lost at a Sturgis rally, we tried to talk to people while staying out of trouble. One person confirmed that I would lose all virtue if I used the skull for any purpose other than destroying itself. Another told me that a stolen "lighter-than-air" device lied near the Dungeon of Hythloth. Intriguing! There was an arms shop selling exotic weapons like Magic Bow and Magic Wand. We'll come back to buy those things when we have more pieces o' eight. Hidden under a canopy of trees, there was a magic shop where the herbs were going for exorbitant prices, except for black pearl at just one gold doubloon apiece. We bought 20 of the penny pearls and boarded our boat, where we'd found that the dishonest dockhands had stolen our beaded seat cushion and fluffy steering wheel cover.

We sailed to the volcanoes, hoping not to find dragons there replenishing their fire breath. To our surprise, the coordinates for the skull placed us between the volcanoes rather than on top of one. We dropped anchor and waited for the twin moons to wane into blackness. Then, the only light came from the stars above and the glowing lava of Los Tres Eructadores. Mariah yelped and pointed to a white object bobbing in the water near the boat. Tubbs snagged it with a fishing pole and reeled it in. Forgetting its evil danger, we triumphantly held the skull of Mondain, dripping with seawater, above our heads for the constellations to admire. As if to hail our victory, Los Tres Eructadores shook the seas and lit up the night horizon with simulatneous eruptions.


* Translation: Tasted better the first time, muchacho!

"Arr!" yelled a gruff, gravelly voice. "Put me down! How dare you disturb my world conquest brainstorming activities!"

We screamed and dropped the skull, running backwards away from it as it bounced on the deck. "Ow," it whimpered, "I said put me down, not drop me! Right on my chin, no less! I spent years floating in the water in precisely the right manner to shape it to the perfect taper. Now you've chipped it!"

I walked slowly up to the crass cranium, not half-believing my ears. "You can talk?" I gasped.

"You can form whole sentences?" he barked, his whole head rising and falling with each syllable while his lower jaw remained flat on the floor. "Put me back where you found me, sea monkeys! You have no idea who you're dealing with!"

By now, we were all standing around and staring at the thing. "You're Mondain the wizard, ain't you?" asked Geoffrey.

"That's Master Mondain the Maleficent, thou sea cow! When I conquer all that you behold, you'll be lucky if you're still part of it. So I suggest you mmmph!"

Geoffrey snatched up the skull and stuffed it into the potato sack that he still carried around. The sack wiggled and emanated Mondain's muffled protests. Our elation in finding the bonehead had quickly given way to exasperation at the thought of having to listen to it. The folks at Buccaneer's Den had plenty to say on how dangerous it was, but they didn't warn us it could talk. I'm sure they laughed at our folly as we sailed off to find it. It was probably in the ocean because some evil archaeologist, planning to lay waste to the realm with it, chucked it overboard when he got sick of its nattering.

To compound our frustration, we now had enemies angry with us for fishing Mondain out of the quieting ocean. We sailed back west at maximum warp, but our foes matched speed. We took refuge on the first island in sight, not realizing that we'd discovered the home of the third principle-town:


There wasn't much to do at the home of courage, but we got a syllable of the Word of Passage and discovered that the Bell of Courage was at the bottom of a deep well out at sea. We sailed out to the well, and well, it was huge. The ocean waters were circling around and draining into it like a tremendous waterfall. The well's deafening, continuous gurgle was like the yawn of Poseidon himself. We stared, mouths agape, at the amazing, terrible sight.


"You wanted to see natural wonders," I commented to Jaana.

"It's a natural terror," she replied.

"Ha!" laughed Mondain's skull, which had somehow found its way out of the potato sack and onto Tubbs' shoulder. "No hero I've ever known needed a tinkly bell to save the world. You're doomed!"

Ignoring his unwanted second head, Tubbs asked, "How can we find the Bell of Courage in a bottomless well?"

"With courage," replied Shamino as he climbed over the railing. I couldn't believe what he was about to do. Holding on to the railing from the outside, he turned around and clasped Jaana's hand. "I'm going to find the Bell, dearest," he said in meaningful tones, "but if I do not return, tell all in Skara Brae how I dived into the well with you in my heart!" Theatrically, he released Jaana's hand and swan-dived backwards into the cycling current, which flushed him down the well in seconds. Jaana was silent and wide-eyed, both hands over her mouth. Geoffrey tried to start a slow clap, and Mariah sobbed. I just rolled my eyes.

After a minute passed without seeing Shamino, I said, "Well, I guess that's that. Let's go find a nice restaurant." "Wait," cried Jaana, "do you hear what I hear?" I concentrated. Over the roar of the waters I could make out the tinny ring of a bell. The ringing grew louder while the well's noise became softer. The vicious currents that had cruelly swept Shamino into the well soon became calm and silent. Shamino appeared on the lip of the well, ringing the Bell of Courage above his head in victory. Everyone cheered him on as he swam from the pacified well to our boat. Jaana gave him a hug and a kiss, and even I had to pat his back in congratulation. He was a pain in the neck, but never again would I think of our bowless ranger as a hopeless weasel.

High on hope but low on food, we decided to go to Moonglow. Excitedly, Mariah prepared the ingredients for her first Gate Travel spell. This spell is supposed to take you to any moongate, but instead of providing a list of destinations, it asks you to input a "phase" number. It took some exiting and restarting to figure out that Moonglow's number is one, but from studying the map website, I think I know why. At the Sage Deli in Moonglow, they had a special offer for a lifetime membership in the Mutton of the Month Club. A different cut of mutton delivered to your doorstep every month. Keep only the ones you want, cancel anytime. We signed up for it, not realizing that we wouldn't see much mutton without a permanent address.

We walked to the Lycaeum, learned the third and final syllable of the Word of Passage, and asked Father Antos about the book. He directed us to the library, which was a pretty scholarly place.


We found the Book of Truth on the "T" shelf between Trout Fishing in Britannia and Tyra Banks' Guide to Programming in C++. With the book in my hands, I jumped up and down in respectful silence. All this progress in just 60,500 moves. Pretty fly for a sheep guy!