Grilligs are immune to piercing and slashing but have few hitpoints
Say Goodbye to Your Questing Days
A variety of hostile creatures wander around Fjhull's house, worth around 2,000xp each. With the exception of the grilligs, these are all easy pickings. Either use a blunt weapon or attack with spells, as grilligs are immune to piercing and slashing (but you can hit them with the 1-3 damage from magical weapons). Not much to worry about, just make your way to the skull to the skull and step into Fjhull's house. In speaking to Fjhull, you will find that he is bound to a life of charity. This is a good thing (for you at least). Force him to give you items and spells, along with the information you need. After he tells you where to go, you need to ask him how to get back (high wisdom). Now it is time to move onto a true combat zone: Baator.
The sickening Pillar of Skulls will answer your questions-for a price
If you're thinking Baator is the home of those nasty fiends, you're right. This is easily one of the best experience areas in the game, as you will fight dozens of abishai. By now you should be able to swat them like flies, yet they still give good experience. A quick gang beating will suffice for most of the battles, but you may wish to use call lightning or other spells on some of the large groups. When you've cleared out the monsters, head down to the lower right exit, and you'll find yourself before the Pillar of Skulls. Hopefully you have a high charisma or the friends spell, because it is critical here. In order to ask a question of the Pillars, they demand an exorbitant fee. Characters with high charisma can lie instead of actually giving something up. If you don't have a high charisma, you'll have to tell the truth and let them know where Fjhull dwells, which has a negative result. Also, if you did not have a high wisdom when speaking to Fjhull, you'll have to ask them the way out. Assuming you are a mage, you may want to give up the Modron Cube. Warriors and thieves should not do this, as one of the two best weapons in the game will become unavailable. When you're finished with everything here, return to the lower left area of the previous zone to leave.
Meeting the Legend
An ill-fated party is devoured by the Fiend from Moridor's Box
Before heading back to Curst from Fjhull's house, you'd best be prepared for the most difficult battle in the entire game. Full heal the entire party, but don't use any clot drops or other similar items until you enter the next area. For those of you who opened Moridor's Box, you were forced to slay a weakling of a fiend. As you are about to find out, this was not the true Fiend from Moridor's Box. Head northwest along the wall, and you'll encounter the hulking fiend. Should you happen to engage the fiend unprepared, he will butcher your party before you know what is happening. Cast all the protection spells you have on your warriors, and be prepared for a near-epic battle. There are two general ways to kill this nasty beast. First, primarily for mages (this is boring): leave the warriors idle, and blast him with everything you've got. A missile of patience works good, as he is bound to chase you afterwards. And that is your goal: getting him to chase you. At this point, proceed to run in circles, leading him into the warriors so they can land free hits, while you throw a spell at him on occasion. Keep him chasing you and your warriors will slay him eventually. As for the warriors, increase your AC as high as possible. You may also wish to use clot drops to get your resistances to 100%, and use the EED and Zerthimon's Force spells. Charge headlong into battle and fight solo until you do some damage, then join in with the rest of the party. Thieves should do the same, but with the advantage of a backstab. These are efficient ways to slay the Fiend from Moridor's Box, but there are other more enjoyable methods. Don't expect to kill him the first time you fight-he's every bit as strong as his 500,000xp kill value suggest. Rewarding your efforts is the Aegis of Torment (ring: +3con, +15hp, +3 AC). Hop into the portal when you're done.
After the Fiend from Moridor's Box, the remaining bosses are easy
A nice little surprise is in store for you at Curst: chaos. You'll be operating on a pseudo-clock. Entering an area will trigger an event, and most of them require you to act rapidly. Head left first and slay the two gehreleths, then return to the right side. Simply follow along the eastern wall, helping all the people you pass along the way. Unless you made yourself invulnerable, encountering the Fiend from Moridor's Box has probably left you more than a little bloody, so check the western buildings for places to rest. Spend as much time as you please killing the creatures, for they will keep coming. Wade through the chaos as best you can until you reach your destination: the Administration building in the north. Having slain the Fiend from Moridor's Box, you can rest easy; the remainder of the game will be a cakewalk in comparison. Work your way through the peasly creatures that populate the first floor. On the second floor, mages ought to open the door and cast a swarm curse or area poison spell. Warriors can just plug the doorway and smash anything that tries to get past them. Check everything, for there is a trapped and locked desk with 10 magical weapons stored away (3rd floor). Trias is not far ahead. Vhailor is a hassle here, so you may wish to leave him behind. Speak to Trias and you'll be forced to defeat him in combat. He will submit, allowing wise characters to redeem him for 375,000xp, but you'll have to kill him if you want his sword. Either way, you should get the 9th level Celestial Host spell. Defeating Trias is easy; he's only worth 20,000xp.
Now that you know the location of the Fortress of Regrets, you are free to proceed to the Mortuary at any time. Before you head to the Fortress, you will want to check out the Siege Tower in the Lower Ward. The enslaved golem will demand you free him. If you have the Modron Cube, give that to the golem in order to release him. Keep a free item slot on your main character, or you will have to re-enter to the Siege Tower (when you are not supposed to be able to return). Freeing him will grant you the Entropic Blade, a non-aligned morphing weapon. Exploring the world will result in a number of little occurrences, but nothing is required. If you wish to explore the world again, there are a number of little events spread across the various areas.
This place again
?
In the Fortress of Regrets, mages should lure large groups of shadows and cast area spells
Travel to the Mortuary for a final time, and return to the room in which you first woke. Before entering the portal, make sure you have the following items: the Bronze Sphere, Immortal Blade, Deionarra's Wedding Ring, lots of clot drops and maybe some charcoal charms (good align). Entering the portal will split your team, and you are forced to continue alone with the Nameless One. Follow the east path first, and you will find Deionarra to the south. She enhances the wedding ring, and tells you some important information. Now you are ready to enter the western room, which is populated with a few dozen greater shadows (10,000xp each). Decide whether you want to kill them or avoid them. Warriors can simply walk up to them and hack away, while mages should run around the map and lure at least a dozen at once, and then toast them all with a Chain Lightning Storm (use EED first). Cast a Missile of Patience to finish off any survivors. If you get trapped in a corner, use clop drops to make yourself invulnerable to slashing.
In order to leave the area, you must flip the four switches. The first of these is to the right of where you enter the room. Flipping a switch will teleport you to a different location. After the first switch, the second switch is to your right. Go northeast to the third switch (upper right), west to the fourth switch (center), and then into the portal by the third switch.
Find Deionarra in the Fortress and she will enhance the Wedding Ring
This room is relatively simple. The Nameless One will face one opponent: Vhailor (evil align) or Ignus (good align). Although they will be strengthened, there is little challenge, especially with Ignus. If necessary, use charcoal charms or clot drops. Slay your foe and check the northeastern area of the room for the Sounding Stone (hidden behind a statue). Listen to everything it says, get the items it mentions, and click on the crystal in the center of the room.
Next you will encounter a rather usual set of characters. Talk to each one in turn and trick them into letting you absorb them. Successfully taking all three of them will give you +1int, +2wis, +1str and +1con. Assuming you still have the bronze sphere, life is going to be really easy for you from now on. Use it and you'll get a nifty little surprise. Speak to Deionarra to leave.
No matter where you asked to go, you will meet up with your friends in the next area. They don't appear too helpful, though. Speak to your adversary, and be prepared for what lies in store. Not much, unfortunately. Slay him single handedly if you wish, but you will definitely want to save first. There are at least half a dozen ways to defeat him, such as the immortal blade, bronze sphere, and a variety of dialogue options. Choose whichever one you like best, then sit back and watch the credits scroll
but don't forget to reload and find all the endings. |