Ultima IX - Tidbits #56: (Dangerous) Eternal time stop (with Time Stop+ spell)

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This is complicated and not following these exact steps can lead even to very bad types of crashes.

So, to make the Time Stop+ spell last as long as you wish, do these:
- Start close to a teleport that brings you to another map. Starting far doesn't seem to have any special effect.
- Cast Time Stop and step into the teleport immediately. Interacting with the map where you start this glitch tends to crash-lock the program when you run out of mana.
- Wait until you have just as much mana to recast time stop on the destination map and to see it continuing to fall until the casting animation is truly complete. You probably need the ghost bracelet trick to gain a shameless amount of mana before all this.
- If you time it incorrectly, the Time Stop simply ends, but a bad crash-lock is also possible. Have a bit of mana to spare when the animation ends and when even that is used up... There, you made the spell theoretically permanent. Except now you also can save, which is not possible via a normal Time Stop, so let's call it Time Stop+, since there can be other differences. You can refill your mana now, it won't go down again.

Rules of being a Time Lord:
- Everything is at halt on the entire map, so you can explore around and see the default stance of all objects and NPCs. Most of them won't move when you get close, just play their usual sound effect (sword drawing for skeletons, yelling for bandits, etc.), however phase spiders try to lunge and you and the orb close to Britain still releases its ethereal cloud.
- You can teleport to other maps all right.
- Interacting with an object (like a door or with the horse in this video) makes the Avatar unable to walk anymore, just to jump. Cast teleport and suddenly he won't even be able to jump.
- Spells will be memorized by the game to be cast when you decide to end the spell, but watch out (see below).
- When you wish to end this state, save (remember, you can do this in Time Stop+) and load it again. But fear the consequences, since although I managed to set up everything correctly here on camera, but if you initiated mismatching events (like interacting with two NPCs very far from each other) the game will crash. I tried to experiment with the disabled state and Time Stop+ (casting levitation and wizard eye before save/load) and all I achieved was that my save file became corrupted and the game didn't even want to start anymore. I needed to delete the start.dat file and so start from the beginning, get the journal and load another save.
- However, in another instance (without levitation) I could make it so that wizard eye came up but with all controls maintained, so I was running around while the wizard eye graphics effect was on the screen. This, however, used up my mana and also removed the HUD.
- Scarf, lettuce and fez aren't included.

Other Time Stop considerations:
- Anything you interact with, will activate when time flows again. This way you can have two close NPCs talk at the same time. The game doesn't mind even if they have conversation options, not even one of them opens up the shop menu.
- However if they are far apart, the game crashes.
- You also can make the bridge troll initiate multiple conversations. If you answer that you won't give money, it states you need to die, but stays at his spot and waits for your next answer.
- Some processes will finish no matter what, so if you cast Time Stop while binding a spell (Even this spell, itself!) the ritual will be finished in other when time flows again, even if you remove the reagents and scroll from the binding circle.
- In Time Stop, I always could return to the original map where I casted it, but with Time Stop+ this often resulted in a bad crash-lock.

Stay far from pepper cans and double check if those armour suits are really just suits.







Tags:
Ultima
Ultima IX
Ascension
experiment



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