Part 61: Fortress of Grah-Hoth





































One of the things I like about Jeff Vogel's dungeons is that they're still places and make thematic sense. Fortresses always have kitchens, bedrooms, and often a trash pit, for example. Just because you're full of evil demonic horrors, that's no excuse not to have a place to keep your crap! In this case, the place was in ruins up until a few days ago because it was abandoned after Grah-Hoth was captured. Now he's back, so they need to rebuild it. And rebuilding takes time, effort, and tools...so you'll find signs of all of those as you explore.

















There's a lot of duplicates of this imp all over the place, serving as Grah-Hoth's workforce. Enslaving imps probably isn't as much fun as enslaving humans. Poor Grah-Hoth.












































This tunnel stretches literally across the entire fort. It's almost comically long.








Three Pustulant Zombies, and three more down the corridor. Not remotely dangerous.










This is three Writhing Masses and three Pustulant Zombies. Still not a threat.






Two Banshees, a Skeletal Warrior, and a Divine Shade, plus another Shade around the corner and yet more Pustulant Zombies. Now this is a decent fight! The Shades and Banshees can throw out significant AoE attacks and mental spells (One-Eye gets scared and runs off). We actually have to heal. But the tight environs mean that Byff is able to Lightning Spray everything to death pretty quickly.









One of the weirder puzzles of the game. I guess it has a certain verisimilitude to it though. I think you can also use a pickaxe here if you happen to be carrying one.











Do you like fighting demons? Good news! There's demons all over the place now. Did you think this would be a cakewalk? Bad news!



Forget about those old Cryonic, Mung, etc. Demons. That was the baby leagues! Now we have Demonic Reavers! They hit like trucks and have approximately a million HP apiece. They can also work themselves into frenzies, which either gives them Battle Frenzy (hooray

One-Eye can usually dodge them, though the cold and acidic varieties can still be major problems. Everyone else is in serious danger, though, and it takes so long to kill even one demon that they have plenty of time to throw their AoE spells around.



Byff's down to half-energy, almost entirely from that one fight, almost entirely from just slinging Lightning Spray, which is by far his most efficient multitarget attack spell.

Note the Mutant Lizard in the kitchens to the north. Lizardmeat is a dietary staple for everyone!





Incidentally, remember to check the nests in these little chambers; they have stuff like gemstones and Speed Burst scrolls in them.













The Infernal Torturer can cause stunning earthquakes, can summon Fiery Demons, and is even more durable than the Reavers. Also, he can --

-- charm. God dammit, One-Eye.









Anyway, the Torturer dies without too much fuss, but we've spent an awful lot of energy so far.

Oh well, we brought energy potions, might as well use 'em. Energy Elixirs are just about a guaranteed full restore for both Elly and Byff, and we have six; hopefully we won't need all of them.
Also, the Torturer drops a new ring.





This should help One-Eye's damage output considerably, since I believe these kinds of damage boosts are applied before enemy damage reduction.

To give you some context for how durable Reavers are, we spent everyones' Adrenaline Rushes on this one (Byff cast Bolt of Fire four times, to conserve energy), and it's still only about 2/3rds dead.




Yep, this is the entrance again! You don't have to fight the Torturer, or most of the Reavers.



Incidentally, all the other barriers (including the ones One-Eye swore at) are unbreakable, even with level-3 Dispel Barrier.











Full disclosure: the first time I played Avernum, I legit did go "Oh, a ruby! Yoin -- where did those demons come from?"

Also, that's the only way to proceed, so let's go trigger that trap like proper adventurers.




As a little change of pace, I decided to record video of this fight!


I recommend listening to some music while you watch. Say, Bach's Little Fugue. Why? Because the original Exile 1 used it as background music! In case you wanted a 3-4 minute MIDI looping continuously as you played the game for hours on end.
The screenshots below are from a separate attempt; it took me several tries before I was able to figure out a strategy that worked even somewhat reliably. Step one, as usual, is to hurl One-Eye's hapless, nigh-unhittable body into the fray.
Also, note the Skeletal Warriors along the edges of the arena.









Step two: Kane, shown here hiding behind a pillar, will serve as our secondary damage dealer (after Byff). Since One-Eye is also in melee range of Grah-Hoth, Kane gets his backstab bonus (from the Backstab trait he got way back near the beginning of the LP). However, he's not adjacent to One-Eye, which is important: practically every enemy in this fight can cleave with their melee attacks, and hits from cleaving are undodgeable. If One-Eye stood next to Kane, then pretty soon he'd be dead from all the spillover damage from attacks directed at Kane.
Also, note the Fiery Demon that Grah-Hoth summoned. He can do this ad infinitum, but can only have one demon out at a time.

Step three: move our squishy casters out of the center of the room. I'd rather they not be adjacent to each other like this, but the main thing is to make certain that any summoned monsters have to go through Kane or One-Eye to reach Elly and Byff.
Step four: use our Speed Burst scrolls and Potions of Invulnerability. We absolutely must be dealing damage as quickly as possible in this fight, and we can't be taking time out to heal (indeed, most of our healing will come from One-Eye throwing Scrolls of Group Heal around; they're weak, but his damage output is by far the worst of the party in this fight). Moreover, if anyone dies, then we've basically lost -- Restore Life brings them up in a random location, almost certainly one that melee enemies can reach. Which means that newly-alive character will soon be dead again.

Step five: unleash the beast! There is absolutely no point in holding Byff back here. Arcane Blow will drain his energy quickly, but it's by far our biggest damage dealer (hitting Grah-Hoth for upwards of 150 damage, when Kane with Demonslayer hits for maybe 50). Byff will just have to drink energy elixirs as necessary to keep the damage train rolling.






Step six: and here's where speed is of the essence. Grah-Hoth is continually summoning new monsters to join the fray. As we deal damage, he summons progressively nastier foes. This first wave is Acidic Revenants, which are no big deal; they have a permanent acid debuff on them (taking damage each turn) and also grant said debuff to whatever they can hit in melee. But they don't do much damage and will die reasonably easily.
You'd think that we could just hurt Grah-Hoth, let him summon, ignore him while we kill the summons, and repeat. There's two problems with this. First is that if you leave him alone, Grah-Hoth gets pissy and starts using a scripted power that isolates a party member in his Pit of Pain (the grating in the northeast corner of the room), tagging them with Dazed and Immobilized in the process. More importantly, he also will continually refresh the Skeletal Warriors he had at the start of the fight. And, more rarely, he'll pull in four Quickghasts.
Quickghasts are assholes. They have enough AP to attack twice per turn, their melee both slows and stuns (costing you turns outright), they're freakishly accurate, and they have so much HP that it takes the entire party focus-firing a single one to kill it in one round. And he gets four of them at a time.
Grah-Hoth's other summons are dangerous, but it's the Quickghasts that really put this fight on a timer. We need Grah-Hoth dead before they can have a chance to stunlock the party into submission.

Oh yeah, and he can summon Gazers too. They're weak, but they also hang way back where Elly and Byff can't hit them, and continually harass us with spells. Also they can give all the other summoned monsters Battle Frenzy (in case Grah-Hoth doesn't feel like doing it himself). We'll just have to leave them back there and hope for the best.
Oh yeah, Grah-Hoth's other abilities:
- Summon a Fiery Demon, as noted earlier. He puts a high priority on this, but the demon is quite fragile, so this is a good way to get him to waste actions.
- Give Battle Frenzy to everything.
- Mass Terror. This one's a bitch if it sticks to our frontliners, of course, and in one particularly abominable run everyone except Elly got frightened. Remember that the only way to cure mental ailments is a single-target spell that only Elly can cast.
- Charm. Actually not too bad now that One-Eye and Kane can semi-reliably resist; even if it hits, it can only affect one party member at a time.
- Divine Retribution, a.k.a. that earthquake attack, a.k.a. both our casters just got one-shotted.
- Some variant of Arcane Blow that causes knockback and inflicts immobility, which is awful if it sticks to Kane and mostly not a big deal if it sticks to One-Eye. That boy can attract aggro from across the room, somehow, so it matters less where he stands. But leaving the path open for melee enemies to reach Elly and Byff is less good.
- A wide-area acid spell. I wouldn't be surprised if he also has frost, fire, and lightning variants of this, too, but I only saw the one.
- A completely inconsequential melee attack.




These Iceclaw Imps can also cause stunning with their melee, just like the Quickghasts! They're a lot more fragile though, and they only show up once.
Grah-Hoth's about halfway dead right now. You might think we could avoid some of the summons by killing him really quickly, on the theory that he can only summon friends once per turn. You'd be wrong: he'll just summon allies multiple times in a row if need be, to catch up to where he should be in the script.



See? This got us the Quickghasts, some Exploding Imps, and some Ironward and Runeward Bones. The Imps have a massive area-effect lightning spell that hurts like hell. Ironward Bones are just nearly impossible to kill with physical damage (and Runeward likewise with magical). We're in the home stretch, though, which means it's time for Elly to kick into high gear.



I've been saving Elly and Byffs' Adrenaline Rush techniques for this point in the fight; we need their triplecasts to burst down the remainder of Grah-Hoth's health. Three castings of Divine Retribution, followed by four castings of Arcane Blow, and...










I'm pretty sure all the summons are supposed to vanish when Grah-Hoth does...but they don't. Surprise! I hope you have a cunning plan for killing these things without getting overwhelmed. I do.


...it does not involve One-Eye being the only party member still standing, completely surrounded by hostile undead and demons. Let's switch over to a different take now. That's the problem with making multiple attempts at a fight -- you get screenshots from alternate universes.

Elly's dead, Kane's surrounded (hiding behind the pillar again), One-Eye's gotten punted by knockback effects to the far side of the arena, and Byff's badly hurt.






























And then we slowly, tediously whittled down the summons from the safety of this small side room, from which they could only really assault us one at a time. I'll spare you the details. But you can, in fact, do the entire boss fight from this area -- just run right past Grah-Hoth, hit the button, and pile the entire party into the passageway. Grah-Hoth and his minions can only reach you one at a time, so you won't get mobbed and can trivialize the entire fight. It's an incredibly effective and reliable tactic, with the only downside that it's boring as hell.
I have no qualms about busting it out here, though; the various Warded Bones enemies alone make fighting "fairly" a stupid idea. I decided to keep track of the amount of damage dealt by Kane and One-Eye to a single Runewarded Bones enemy (keep in mind it's immune to magic, so Elly and Byff are incapable of helping). Here's the numbers: 68, 44, 47, 9, 29, 54, 58, 48, 42, 37, 53, 44, 59, 47, 52, 39, 37, 59, 40, 42, 37, 71. Each number there is an attack (except the 9 and 29, which were ripostes by Kane), so that's 20 attacks, about 8 turns, for an enemy with around 1000 HP. Bugger doing that fairly.
Some time later...





Some Graymold Salve, an Aranea Fang, a bag of Sugar, and a Restore Life scroll. In theory you could "shortcut" the quest to cure Patrick's Wife by killing Grah-Hoth instead. Not to mention that sidequest aaaaages ago to steal some sugar from Fort Avernum.

A bar of gold, an iron broadsword, some mandrake root, a bronze halberd, and a pittance of coins. This is pathetic.

A steel helmet, some more coins, a Wisdom Crystal (we're up to 16), a Wand of Carrunos (actively harmful -- it makes your enemies stronger!), and a ruby. Also pretty sad.

An emerald, some coins, and some new armor:

I'll consider using this, but honestly if One-Eye were going to swap out the Fibrous Breastplate, it'd be for the Mercuric Plate, which gives +1 action points. The only reason we're not using it right now is because it puts him over the armor weight limit...which subtracts 1 action point.

Aside from the chest treasures, there's also three gold bars and two flawless crystals on a countertop. So in short, there's a few thousand coins' worth of vendor trash here, a useful scroll, a rare herb, and some potentially nice but probably not very useful armor.



The barrier on this side can be dispelled, but the one on the other side, which opens into the boss arena, cannot be. So you can't get in here until after the fight (barring cheese strategies).
Too bad Byff's out of energy to break the barrier down! There goes another energy elixir.

All that's in this room is a chest with a Wand of Alacrity (casts Haste when used) and an Invulnerability Elixir (8 turns of 80% damage reduction). I guess that's worth spending an energy elixir for.








Let's hear it for an end to imp slavery.






















That's the first main quest line completed! Avernum has achieved a modicum of safety and stability thanks to our efforts. This is absolutely a victory to be celebrated.
Next time: we take some time off to tie up a few loose ends.
Finally, before we go, the map to Grah-Hoth's Fortress!

The entrance that we can actually use is in the southwest (the main courtyard is blocked by unbreakable barriers). The Trash Pit where Tyoarik is hiding is in the northwest; the storeroom leading to the secret passage is east of that, and Grah-Hoth's great hall / battle arena is in the center, with his treasure room east of there.