TEMPLE OF FIENDS VISIT 4
THE END
Uh oh. There's no way to go back. The only way out now is with an EXIT or WARP spell. |
This is one of the many baddies you can't run from. They pose a nasty threat to weaker parties. |
These stairs take you to an unimportant part of the Earth Floor. |
This is the right way to go.. |
Seriously. |
This floor is the only place in the game to find Jimeras. They aren't exactly anything special tho. |
Here's more things you can't run from. Fortunately fire can take care of them. (Just a note: You can run from Zombie Dragons when you find them with Wizard Vampires.) |
Not only can't you run from these, but they're pretty damn hard. Their POISON attack can do a lot of damage. ICE3 works well. |
When you step into the center room you're greeted by this fellow. It's stronger than an Eye, but it's also undead. Your reward for defeating it? I whopping 1G and 1Exp. *groan* |
Nice, a lot of money and you probably don't need it by this point. |
Even more, well you might not have all the spells you want. |
Sounds familiar. |
D'oh, the Rod doesn't work. |
Ah ha, so that's why you've been lugging the Lute around for most of the game. |
What the heck? I didn't know these were here. They are the extra-rare fight for this floor. |
Here's yet another thing you can't run from. Somehow these things still manage to be a challenge. No wonder I hate them so much in the Earth Cave. |
Guess who's waiting for you right before the stairs... |
Ol' Lichypoo's learned some new tricks this time around. Nuke is pretty damn effective, and it's almost always the first thing he does. Past that he's not too tough. |
Yet another you can't run from. You should know how to handle these by now so I won't bother telling you. |
You might want a way to restore your HP without wasting Heal Potions and magic. Find a Red Giant. They are easily susceptible to the CONF spell. Use the Wizard Staff to confuse them, then fill up with the Heal Staff and Helmet, reusing the Wizard Staff as necessary. |
Kary's up there, but there's treasure to be had down below. |
Seriously, shouldn't you have enough of these by now? |
This is good if you have 2 Ninjas. |
Good, now 2 Wizards can use these. |
Uh, woo? |
Kary is the least improved of the four fiends. Still, her FIR3 can be pretty bad, so start off with AFIR. |
Go into one of these 2 doors, you'll eventually end up at the bottom. |
You guessed it. Can't run from these either. What's worse, you fight more of them at a time. |
Watch out. Kraken's a little tricky. He's waiting in the middle of the hall instead of at the stairs. |
Kraken can do a sick amount of damage. Keep those healing spells ready. |
What's that? Yes, finally an elemental you can run from. |
This floor is the only place to find the extra-rare IronGOL. |
Mmm, Masamune. This is the best sword in the game, and EVERY class can equip it. It's up to you who to give it to. Some people like to make their Knight extra tough, or you might make your White Wizard into another fighter, or you can make your Red Wizard not suck so much. |
Tiamat is waiting on this bridge. |
You actually have to fight her this time. She's no longer weak to BANE. |
Phantoms (Death Beholders) are here as a regular encounter. You still can't run from them. |
Oh my stars, that's... That's Garland! The little rascal wants to have some more fun. |
Okay. |
Getting a little foggy. |
You shot who in the what now? |
Chaos can cast ICE3, FIR3, LIT3, ICE2, SLO2, FAST, NUKE, and CUR4. CUR4!? That basically means you have to beat him within so many turns. He's also got his four elemental attacks: CRACK, INFERNO, SWIRL, and TORNADO. Crack you may be familiar with from the Sand Worm as an instant death spell. The other 3 are big damage. The Ribbons will protect you from Crack, but whoever doesn't have one is likely to end up dead unless you use WALL or ARUB. As always use FAST, INV2, and strong attacks. |
Here we see Chaos started the tradition of bosses fading away when you beat them. |