Let's Play Might and Magic 7! Part 16 - Mountain of Madness
With all the maps respawning, I need to pick up all the Horseshoes again, so that where we start today. With fresh promotions we have a lot of skills that need trained to Rank 10 so we need lots of skill points to spend on them.
Back to The Pit to turn in the quest for Clanker's Lab, then getting Dark Magic Master on Karl, enabling us to learn to cast Dragon Breath and Armageddon. Then on to Bracada to reclear the place of hostile Golems and Griffins and pick up Horseshoes, Genie Lamps, and respawned loot.
Done with Bracada, I go on to do something I call "stupid". I buff myself as much as I need to and decide to go on a mini-rampage into Celeste. I clear the entrance area all the way up passed the Walls of Mist to the central fountain. I can now enter this place with Town Portal and there will be no hostiles around to challenge me! Wizards and even Light Elementals aren't all that bad, but Angels are downright scary if they can close to melee range.
Celeste was a nice diversion, but not what I had in mind for today, so off I go back to Nighon to enter Thunderfist Mountain! Grand Master Protection From Magic will prevent the Minotaur Lord's Instant Death from affecting us, which is really nice. The goal is to clear the place completely, though I manage to temporarily screw that up by activating an elevator without standing on it. The rest of the dungeon is fine, though, and there's a bit of treasure here, including the Soul Jars that we need for a Main Quest.
As mentioned, Minotaurs are all over Thunderfist Mountains, but also here are Warlocks and Evil Eyes, which have ranged elemental attacks and the eyes can put us to sleep and induce fear and insanity on us. Not incredibly dangerous any longer with our spells and elevated levels, though.
Turning in those Soul Jars got us a lot of experience, so after being disappointed by the Air Guild once again, it's off to Avlee for training. We have lots of Skill Points to spend!
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