Part 20: I'd Buy That For a Gold Piece

Remember this island south of Fountain Head from a bunch of updates ago?



We couldn't get this case open before, because it required a character with at least 50 Might. Sails now meets that requirement.




With this card we can now enter all the pyramids scattered around Terra. Since there's one conveniently at hand, why not try it out?







Protection from Elements is a good spell to know here, since there are a number of spots that hit the party for electrical damage, and they're mostly unavoidable until you've opened the doors behind them, at which point you can use Jump to get past them in future (Teleport doesn't work in this area). Having a skilled thief is important for getting those doors open, too: they have powerful traps on them.

Walls that look like this can be bashed down, though both party leaders will need plenty of Might to have a decent chance of success.






The Iron Wizard is much more of a threat than the Phase Heads were, hitting twice per round for exactly 50 points of energy damage per attack. No spell protects from energy damage and items that grant energy resistance are rare. They're fairly sturdy, too: without using attack buffs or damaging magic it takes the party a couple of rounds to bring one down.






This pyramid contains a whole bunch of spoilers for puzzles in castles and dungeons throughout the entire game. I won't show them all off now, since the dungeons provide enough clues to solve the puzzles without them, but it's convenient to have them available.




The pyramid has several gems that each give a permanent +20 to various stats. There's also one that gives a permanent +2 experience levels, which I give to Cyrus since he's still having a little trouble with the locks and traps here.


This tube leads to the same arena the other party ended up getting sucked into by a whirlpool.


Mystic Clouds die in one hit from an obsidian weapon and they have a ranged attack that does fairly minor amounts of magical damage to the entire party. They're also irritating as hell because their attack has a good chance of reducing party members' spell points to 0. Running into a large group of Mystic Clouds all but forces the party to rest up afterwards.






These portal codes aren't as useful as the ones leading to towns. Earth takes us to the southeastern desert, Air takes us to Castle Dragontooth's snowy island, Water takes us to the swamps, and Fire takes to the Isle of Fire, which will still kill us in short order.

Oh, and just in case we didn't already know the word to raise the fountain of youth, the game is kind enough to hand it to us in the very same dungeon.


Might & Magic continues its proud tradition of cribbing from every sci-fi franchise under the sun: for some reason the eastern half of this pyramid is full of RoboCop references. They can take quite a beating and hit 3 times a round for 50-100 Energy damage, but fortunately they don't usually appear in large groups.




Okay, now we're ready to finish the pyramid. I also took the liberty of buffing our fighters to deal with the ED-409 behind the wall. Annoyingly, Lloyd's Beacon is another spell that doesn't work inside the pyramids, so we have to walk out to the fountain and get back to the wall before the stat boost wears off.

Provided you have the Might to actually bash down the walls in the first place, dealing with this part is pretty simple: bash a wall down, fight an ED-409, bash another wall, fight another one, keep going until you reach the end.


Our reward for our troubles is the second Ultimate Power Orb to be found in this pyramid.

By the way, notice those vertical blue lines at the top of the map? Those were all the walls we had to bash down to get to this orb. Six walls, five ED-409s, one orb. Someone got a bit lazy with the dungeon design here.





Just like with King Tumult, the party gets 1 million experience per orb for bringing them back to Malefactor.


The island with the fountain is just east of Baywatch. Those black spots on the map are whirlpools that spit you out on the coast and dispel your Walk on Water effect; I've avoided stepping on them for obvious reasons.



All around you grows dark in a swirling spiral of confusion. After floating aimlessly for a day, you wash ashore on the beach of Woodland Grove.

















And that wraps it up for our first pyramid, and this game's first major example of the time-honoured Might & Magic tradition of shoehorning random sci-fi elements into fantasy worlds. Instead of having you guys vote on what to do next this time, I'm making an executive decision: since all of the outdoors that can reasonably be explored at this point already has been, and the party could really use some new spells, next update the good party will explore Swamp Town. Stay tuned!