ENTERS CLEARING.
The user exits the forest sequence, and steps into a
clearing. This clearing is comprised of a hill, which is decorated with twelve
large black stones arranged in in the pattern of a skull.
A map appears in the upper right corner of the screen. The
player uses this map as a guide to reach a specified location. In order to do
so, they climb atop the hill, and then slowly descend down a cliff face onto an
outward ledge. The user is then instructed to utilize their shield as a shovel.
The dirt is set aside to reveal a dark tunnel leading underground. The floor of
the tunnel is comprised of a mosaic of colorful stones and red tiles. They step
inside.
ENTERS TOMB
OF HORRORS.
A new map appears in the upper right corner to guide the
player through the Tomb of Horrors. The tomb is very dark. To see, the user
must equip their flashlight.
The flashlight creates a circular area of light; only
illuminating what it is pointed at. In the areas of vision, the user can see
that the walls are dotted with paintings depicting various creatures, such as
elves and orcs.
Using the map’s markers as a guide, the user must avoid
hidden trap doors in the floor. If they happen to activate one, they plunge
down into darkness and return back to their most recent checkpoint.
The tomb holds various rewards for the optional searching of
different areas, such as magic items and coins. Searching for these items also
runs the risk of encountering enemy creatures that lurk in the darkest areas
and guard the most prominent prizes. In the event of being confronted by one,
the user is given a brief warning to allow them to equip their weapons, and
then must deliver a number of hits in a slow-motion sequence.
The user must pass through six separate rooms before entering
the final dungeon. Each room is unique in size, shape, and contents. All rooms
have the appearance of being worn down, with the quiet dripping of water from
leaks, and crumbling walls and artifacts. The occasional growl or scuttle
alerts the user of potential enemies. The sound of a quiet, eerie wind echoes
through the corridors between rooms. Upon reaching the final chamber, the
entrance is a pitch black void. Nothing is visible until stepping through.
ENTERS FINAL CHAMBER.
The user enters a large square chamber. It is lit by
torches, and requires no flashlight to view. The ceiling is high, and the room
is filled with massive stone columns. A raised dais stands at the far end of
the room. An obsidian throne inlaid with silver and ivory skulls sit atop of
it. In the throne sits Acerarak, the demi-lich. A dusty gold crown glints on
his head. His skin is withered. His teeth consisted of pointed cut diamonds
arranged in a lipless grin. His eyes were large rubies.
When the player approaches the steps of the dais, a cracking
sound echoes through the chamber.
Acerarak lifts his head. His ruby eyes glow, and he begins
to speak.
BEGIN ACERARAK
SEQUENCE.
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