Mini-update. Its been so long since I played the game that I was basically just re-familiarizing myself with it.
So it turns out that 24 years ago today, Might and Magic III was released. So I had to try and get an update for that.
We start off in Wildabar.
It seems I missed these two NPCs when we first explored Wildabar. Tsabu teaches Body Building, and Kelzen teaches Arms Master. Its not too expensive so I had everyone learn them, even though Arms Master is only really important for my melee characters. Arms Master increases the chance to hit. Body Building is useful for everyone since it gives more HP based on character level or something.
Next we go on to explore the eastern areas around Fountain Head. In previous updates we explored the Slithercult Stronghold, and had limited success in the Cyclops Cavern. Before spelunking in some unknown dungeon, we first head into the woods.
Yeah, I'm sorry for the pun (not really), but there are a lot of stone heads in the forest. The first one gave 50,000 gold, or 10 times the 500 gems we gave it. I think it also gave some loot. We don't even have 5000 gems to give the astrology headstone. Not really sure what Astrology does anyway. The last head gave a temporary buff to cold resistance, which isn't really worth the 100 gold.
We also drank from some fountains, because you always drink from fountains you find in the middle of nowhere. The first one temporarily increases our level by 10, and the other one temporarily buffs speed. The level buffing one might be worth remembering, not so much the speed one.
Finally we destroy a nest of Oh No Bugs, for no real good reason.
After fighting off Oh No Bugs and Wild Fungi we find our way to the Fortress of Fear, tomb of the mummy king.
And plasmoids apparently. Plasmoids look(?) scarier than they are. However, for some reason they tend to break weapons and armor. I guess maybe they're corrosive, since they deal acid damage.
The Mummy King has the Key to the Pyramid which will help us save the last of the Unicorns if I remember right. I'm not looking forward to the Vampire King though, that just doesn't sound fun. Fortunately it'll probably be awhile before we ever find out where he is.
The Carnage Hands are pretty bad ass. They are hard as hell to hit, and hit hard as hell. Despite that, they're not the most dangerous thing in this dungeon.
That distinction goes to the Mummies. One by itself is not that bad. Actually, yeah it is. But its survivable. They hit hard, hit multiple times, and don't fucking die. To top it off, their hits can cause disease, which lowers our stats, potentially making them hit even harder.
So the gimmick to the Fortress of Fear is levers, apparently 16 of them.
I pulled one in the entrance area, and tried a second one that wouldn't budge. Once I read the messages on the walls I decided I'd pull the levers after I clear the dungeon of monsters. As it would turn out, that would be a feat in itself.
While Hein was able to pick the lock on the coffins, mummies popped out. Three of them. They pretty much annihilated us. I tried a number of times to kill them, and each time ended in failure. I finally gave up in this dungeon.
I didn't take any screenshots, but I went back to the Cyclops Cavern. I thought I was stronger since the last time I went there that I might be able to survive this time. I obviously forgot what game I was playing, and it ended about as bad as last time. I did grab the Green Eyeball and Red Warrior keys though, so maybe I can go into the locked dungeons I found in Lunatic Fringe. Of course I can't even kill a single Cyclops, which is the namesake of the dungeon I found the keys in, so I'm not holding my breath on those dungeons being any easier.
I forgot to take a screenshot of the party's ending stats. I didn't play long and I think only Swift and Hein gained a level. We did get a ton of good loot that significantly upgraded our equipment. Too bad its still not enough to survive in the World of Terra...