The Mausoleum isn't far from the
starting-point, but you may want to explore nearby a bit,
and perhaps locate an ally before trying this.
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Talking of allies - here's a very handy
companion. He has a special talent that can be either be
helpful, or a bit of a pain in the rear...
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Searching the forest, you can find a lot of
good stuff, as well as some nasty adversaries. Here, the
ALL ATTACK function proves its worth!
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Back to the Mausoleum - and some serious
undead opposition! Delmair the were-tiger rips chunks off
Undead Beasts, but can't touch Sword Wraiths!
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At last - the target is in sight! A mysterious
ghostly guardian will show you the way, but only if you pass
his test (earning a level in the process)!
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Myth Drannor has other visitors besides you
and a host of hungry monsters. Get yourself some useful help
while you still can...
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...because you can never have too many
healers! There are fights aplenty to be had in the ancient
city, but most can be easily dealt with.
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There are a couple of must-see sights, and the
Mages' Guild is one of them. It's far from deserted, though,
as you'll soon find...
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Oooh - NASTY! Multiple spike traps, with
scaladars trapped between them! Run through, taking spike
damage only, or get hammered!
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Remember EYE II's Frost Giants? These Earth
Elementals do the same "Hit Multiple Characters At Once"
thing. Retaliate with ALL ATTACK...
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Just part of the fearsome "Spiky Room" - there
is a relatively safe path, but Elemental attacks
don't help - especially if you have to back-track!
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You'll need to go for a swim at one point -
not pleasant when your Water Breathing spell is dispelled
AND you have to fight! "Glub...!"
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All that swimming leads eventually to the
lich, whom you have to fight no matter what you do. Only ONE
is the real Acwellan, however.
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Do spring cleaning in the temple, following
the lich battle, and life gets a bit easier as the gods
intervene. The end approaches!
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Death Knights may appear formidable, but
Lathander's gift - a two-handed sword that is lethal to
undead - negates that threat.
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A classic dungeon feature - the coin in
the fountain (which can be traced as far back as DUNGEON
MASTER).
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Only something special can deal with this
ghostly image, and reveal the path to The Final Conflict,
and the end of the game...
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A shield, acquired from nearby, also acts as a
key. Time to get ready for a MAJOR SCRAP - cast those
protective and combat-aiding spells!
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The Head Bad-Guy. Eliminate his guards
quickly, then dodge around, hacking away at your opponent.
He's fast, and hurls heaps of spells.
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Your reward - membership of a heroic elite.
It's a bit of a shame that you don't really need to work too
hard to earn it.
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