D'Sparil's Minions: The Bestiary
passages marked with yellow taken
from the original game manual
Gargoyle
Hit Points: 40 Attack: 5-12
Half-demon
and half-bat, these wicked red beasts are the Order's guard dogs
of the sky.
Tips: Don't waste big weaponry on them,
most of the time the Elvenwand will be more than sufficient. If
they attack in larger groups, you might consider to use the Crossbow
for an easier work.
Fire Gargoyle
Hit Points: 80 Attack: 5-12 melee / 1-8 for a fireball
As
if flying demons weren't enough, Fire Gargoyles toss balls of
fire down upon their unsuspecting enemy.
Tips: Use the Crossbow or the Dragon Claw.
Watch out if they attack in larger groups, a lot of those weak
fireballs can add up to some real damage.
Golem
Hit Points: 80 Attack: 2-16
These
big bad walking rocks smack you hard and make you cry.
Also come in the form of ghosts. Monsters
in a ghost form appear transparent and are impervious to normal
man-made weapons.
Tips: Take them out from afar if you've
the chance. Use the Crossbow or some fast-fire weapon at close
quarters.
Nitrogolem
Hit Points: 100 Attack: 2-16 melee / 4-32 for a flying skull
Enchanted
by the powers of evil, the Nitrogolems cast blazing skulls at
their foe.
Also come in the form of ghosts. Monsters
in a ghost form appear transparent and are impervious to normal
man-made weapons.
Tips: Watch out for those skulls, they are
homing on you and can do some heavy damage. A direct shot from
the Crossbow can most of the time stop a flying skull.
Undead Warrior
Hit Points: 200 Attack: 3-24 melee / 2-16 for green axe, 7-56 for red axe
As
part of the Order's insidious plot to control your world, they've
recruited the dead, gave them armor and armed them with deadly
magic axes. Now they guard the evil cities and toss their infinite
supply of axes at any elf who passes by.
Also come in the form of ghosts. Monsters
in a ghost form appear transparent and are impervious to normal
man-made weapons.
Tips: Dodge the axes and send back some
Crossbow bolts. Watch out for the red axes, 2 of them can already
kill you. Beware of the ghost version of this foe, it fires only
red axes.
Sabreclaw
Hit Points: 150 Attack: 3-10
These
hideous abominations of the dark world move bloody fast and possess
deadly sharp blades for appendages. They can't fly and they can't
shoot, but in close combat they'll tear you to ribbons.
Tips: Never engage in close-quarter combat
with a score of these beasties. Shoot them from some distance
with the Crosbow or the Hellstaff.
Weredragon
Hit Points: 220 Attack: 3-24 melee / 4-32 for a fireball
The
Weredragons infest the darkest lairs of the Order. Possessing
all of the strength and agility of a tank, these lumbering creatures
belch a body-blasting fireball.
Also come in the form of ghosts. Monsters
in a ghost form appear transparent and are impervious to normal
man-made weapons.
Note: The manual states there are Weredragon
ghosts, but I'll yet have to see one. If you know where to find
one in the game, please drop
me a line.
Tips: Don't get too close to them and dodge
those slow fireballs and they'll give up easily enough.
Ophidian
Hit Points: 280 Attack: 1-8 for each of the first 3 missiles, 3-24 for the 4th
missile
The
Ophidians slither in the darkest chambers of the Dome of D'Sparil
and protect their lairs with deadly, energy-tossing tridents.
Tips: If there are more of them and they're
not too close to you, the Phoenix Rod is the weapon of choice.
Up close you're best off with the Hellstaff or a powered-up Fire
Mace.
Disciple of D'Sparil
Hit Points: 180 Attack: 4-32 melee / 3-24 for each missile*
The
pupils of D'Sparil's dark magic, these wizards have mastered flight
and blink out of the shadow world long enough to cast a crushing
wave of magic missiles toward their enemy.
Tips: Once they come in larger groups, dispose
of them as soon as you can else they'll make you eat your staff.
In such cases, you might want to consider a powered-up weapon,
like the Dragon's Claw which goes into "ripper mode"
when tomed. If you're lucky enough, one of the dead Disciples
will even drop a tome for you. As they continually fade in and
out, the Phoenix Rod isn't a good idea (when they're in ghost
state, the Phoenix missiles pass through them without causing
any damage).
*3 missiles at one shot
Iron Lich
Hit Points: 700 Attack: 6-48 melee / 1-8 iceballs / 3-24 ice shards / 5-40 column
of fire*
Tips: Watch out for the tornado, it's not only highly damaging
but also will you throw around, making it nearly impossible for
you to aim and might even land you in a patch of lava or in a
group of Sabreclaws. Powered-up weapons or a Phoenix Rod work
best.
*Iron Liches can also cast a tornado
spell which causes you 15 hitpoints of damage every second you stay in the windstorm.
Maulotaur
Hit Points: 3000 Attack: 4-32 melee / 6-48 horn charge / 3-24 missiles*
Tips: Don't stand around or you will start coughing up blood within
seconds. Be constantly on the move, and watch out especially for
the fire on the ground, it's by far the most damaging.
If you've got a Ring of Invulnerability,
a Tome of Power and a Phoenix Rod, the easiest way to deal with
a Maulotaur is to power up the rod, activate the ring and use
the continous fire of the rod's "flamethrower mode"
to singe all hairs off the bull. If you move with him and burn
him continually, he'll die before your ring wears out.
Against larger groups of Maulotaurs, a powered-up
Dragon's Claw will work nicely, just fire into the general direction
of the beasties and the ripping balls will do the rest.
Something that won't work as good as you'd
await is the powered-up Hellstaff. The rain causes only 1/5 of
the damage it does to lesser foes.
*Maulotaurs can also call forth
fire from the ground. Each flame of this line of fire causes 64 damage on average.
D'Sparil Riding His Beast
Hit Points: 2000
Attack: 8-64 melee / 10-80 for each fireball
Tips: The less health the beast has, the
more furious it gets, moving faster and firing faster. Somewhen
around the end it starts spitting triple fireballs (a direct hit
of them is nearly certain death). Don't waste a ring on it though,
you'll need it much more for D'Sparil himself.
D'Sparil Himself
Hit Points: 2500 Attack: 20-160 melee / 10-80 purple missiles* / 80-113 blue missiles
Tips: Once the beast is dead and you think you did it, D'Sparil
will rise from the ground and show you that power doesn't depend
on size. He's not only stronger than his beast, his attacks are
also more devastating.
Your best bet is to prepare the Ring of
Invulnerability while fighting his beast. Once the beast dies,
activate the ring, a Tome of Power (hit backspace so you won't
have to scroll through your inventory), and switch to the Phoenix
Rod. Stand ready before D'Sparil starts rising, and start firing
the flamethrower. By the time he's risen, he's already burning
in the fire and most of the time won't teleport away for some
time. This way, you can do him a lot of damage as a starter.
In the later stage, keep running around and firing at him with
the unpowered Hellstaff or Crossbow or the powered-up Elvenwand or Dragon's
Claw. Powered-up Hellstaff and the Phoenix Rod have a reduced effect on him.
Once he feels ill enough, he'll start summoning
his Disciples. If there are too many of them, you won't be able
to finish your work so concentrate on D'Sparil and try to dodge
the Disciples because D'Sparil will simply summon new ones when
you kill some. And once he dies, his Disciples do too.
*If purple missiles miss you and
hit the ground, a Disciple will be summoned to D'Sparil's aid.
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