Gates of Delirium Live - Post 11

yakumo9275's picture

BL: Welcome to yakumo9275's (Stu) ongoing "Gates of Delirium Live" recounting of his play through this obscure Computer Role Playing Game for the Radio Shack TRS-80 Color Computer, released in 1987 from Diecom. Post 11:

Today my intrepid crew treked back down through the tortuously long connection between Twin City I and Twin City II. Nothing new transpired and the dungeons felt somewhat familiar (because they were!).

At long last we breathed fresh air as we came out on the other side of the world.

Finding my pirate ship where I left it last time (very convenient), I set sail looking for the next dungeon....

I sailed around for quite some time until I saw a dungeon in the mountains. It turned out to be on an island somewhat north of Twin City II. There always seems to be a dungeon in the mountains on an island. It held trun on the top side of the world and it holds true on the underside!

Entering this dungeon, its much like what assailed us between the two worlds. A simple dungeon layout without any new tricks... OK, on the third level down there was a chest sitting on top of the stairs. ARGH! ohwell, we eventually found it.

Humm.. tricky... I think the stairs are inside a small locked room titled "DEAD END".. and of course inside its wall to wall nasties!
Stairs anyoneStairs anyone

Inside I do indeed find some stairs down and an empty room (monster wise) with a gate key and lots of chests. I grab the key and make my way back to the surface. I now have 5 gate keys! Maybe I should go and see if I can open all the locks....

Key number 5Key number 5

I sailed south and visited the gates... I used all my 5 keys and there are still two locks remaining... I need to search out two more dungeons.

Opening some gatesOpening some gates

Right now I know I am screwed. I am a key short. I spent some time going around on this underworld and have only found 1 more dungeon entrance...

This leads me to suspect that... the last key I need was somewhere in the dungeon with all the movable blocks... and because state is saved, I cant revisit that dungeon...

Before I worry about that I'll hit up this last dungeon.. Stay tuned for maybe the next and last chapter in the Gates of Delirium!

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Bill Loguidice
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Potential stopping point

Wow, hopefully that last key is something a bit more special than being in that older dungeon...



Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.

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Matt Barton
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Been meaning to ask--how did

Been meaning to ask--how did you come up with the names of the party? Why is one in all caps?

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yakumo9275
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party
Matt Barton wrote:

Been meaning to ask--how did you come up with the names of the party? Why is one in all caps?

GrimJack is my standard gamer name Ive used for my players for years. The other party members you recruit from different towns and jails.

-- Stu --

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Matt Barton
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So how does this game

So how does this game compare to Ultima?

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yakumo9275
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Gates of Delirium vs Ultima II showdown!
Matt Barton wrote:

So how does this game compare to Ultima?

You dont want to wait for my conclusion? :)

In a nutshell, if 0 were Ultima II and 10 where Ultima III... This game would rate... about 2... Game Mechanicly its better than Ultima II but it has about 1 clue more than Ultima II did story wise (I think Ultima II had about 2 clues for the whole game?).. At least the dungeons serve a purpose unlike Ultima II (all were optional iirc).

The potential was there but not used. I would rather play this again than play Ultima II but I dont think I'll ever play either again :)

-- Stu --

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Bill Loguidice
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Ultima II

I have yet to play Ultima II (it's rather high on my list to get to), but I've always been intrigued by the interplanetary aspects of the game. It seemed so terribly bizarre, and based on Garriot's interview comments, may very well have been intentional. Once I knock a few more things out, I want to get into Wizard's Crown (I will likely drop the story chronicle part of it as it would be too time-consuming) and then I'll decide what to do next. I may just do something to play just to play without any review or chronicling pressures. Ultima II might be a good choice.



Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.

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yakumo9275
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Ultima II
Bill Loguidice wrote:

I have yet to play Ultima II (it's rather high on my list to get to), but I've always been intrigued by the interplanetary aspects of the game. It seemed so terribly bizarre, and based on Garriot's interview comments, may very well have been intentional. Once I knock a few more things out, I want to get into Wizard's Crown (I will likely drop the story chronicle part of it as it would be too time-consuming) and then I'll decide what to do next. I may just do something to play just to play without any review or chronicling pressures. Ultima II might be a good choice.

Well if your an Ultima fan every game is a requirement :) Saying that.. Ultima II is really un-interesting. All the dungeons + towers are not required. You don't have to enter a single one. There literally is only two clues in the game as to what you have to do. All the planets are optional but one. Only three things are required to win the game. In all respect its a very very poor game. The quicksword thing is just a pain too.

-- Stu --

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adamantyr
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Ultima II

Ultima II is pretty cruddy as far as story goes. It's further crippled by the fact the PC-CD version was broken for YEARS without anyone at EA or Origin noticing because the galaxy and world disk shared the same filenames for map files, and they accidentally over-wrote the galaxy maps when copying it to CD. A fan patch fixed the issue and restored the maps.

However, Ultima II does have an oddly-fun combat system. After you have decent weapons and armor, or even better a ship with cannons, you really start getting the XP and cash going. But the amount of useless stuff in the game (why would you EVER need the plane?) and oddball elements like paying an innkeeper at a random interval to raise an ability score is just dumb.

The end actually isn't too bad, with Minax teleporting to different rooms in her castle after you've hit her, creating a bit of strategy to it. You do need a full 9999 hit points to take her down, as every time you get close she's blasting you with everything she has. Plus there's one indestructible monster in the castle you have to trap and keep an eye out for while running around after her.

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