The key from the mini-game will open the southeast lock of the seal, releasing a trio of flaming skulls and a lich, Azamante (25,000 experience points). The lich is obviously your main opponent, but ensure you protect your party from fear prior to opening the lock, since the flaming skulls like to cause fear (in addition to casting fireball, incendiary cloud, and Agannazar's scorcher) as well as fire. Keep breaching the mantle spells cast by the lich and haste and whirlwind your fighters. Fortunately, Azamante tends to cast more maze spells than imprisonment.
Once you open the final seal, you'll meet the imprisoned one. Use the ritual scroll, and you'll be rewarded with 80,000 experience points per party member, but you'll end up being trapped with your foe. You have two choices. Either attack and kill Demogorgon (290 hit points, AC -12, five attacks per round each doing 1-6 damage plus disease and level draining, regenerates three hit points per second, requires a +3 weapon or better to hit, immune to critical hits, magic resistance 95%), prince of demons, or agree to assist him and go speak to Odren. As soon as you tell Odren that you were trapped or that Demogorgon is dead, you'll encounter a ghostly apparition of helm's (earning 25,000 experience points per party member). You'll be given the choice of sealing Odren and the demon within the keep, earning 80,000 experience points per party member, or going back to rescue Odren by killing Demogorgon, freeing the demon by sending it back to the abyss. Demogorgon will have contingencies that grant him stoneskin and globe of invulnerability and protection from magic weapons. Plus, he will also gate in two marilith demons, who will also cast protection from magic weapons, so you must constantly use your spellcasters or your spellstrike wands to breach defenses to give your fighters a chance. You can lure the marilith away by climbing up the stairs, where Demogorgon can't follow, but Demogorgon will start gating in waves of glabrezu demons, which can be even worse, since they like to cast haste and dispel your own protections. The best way to take out Demogorgon is to surround his location prior to initiating the attack through dialogue. Have all your fighters use their greater whirlwind and smite abilities and ensure mages have lots of breach spells available, along with all the usual protections and ability enhancers (call upon holy might, stoneskin, defensive harmony, chant, bless, haste, and righteous magic). Then, initially ignore the mariliths and just pound through Demogorgon's defenses. Once he's gone (earning each party member 100,000 experience points), the mariliths will seem easy, but keep casting breach to keep them vulnerable to your fighters. Offensive spells aren't very effective on any of these opponents because of their magic resistance.
Once you leave the keep, if you've slain Demogorgon, ensure that you speak to Odren. If you forgive him or let him go, you'll gain +1 reputation point and get 50,000 experience points per party member. Or, you can elect to get revenge on them for their deceit. Brother Pol (19,000 experience points) and one of the vigil knights (10,000 experience points each) are high-level mages, so be prepared for the ensuing battle. Odren and Sister G. are also worth 10,000 experience points. You won't get any of the items you previously sold to the Sister back, however.
 Well positioned to kick demon booty. Demogorgon is surrounded by some powerful allies and the party members have been hasted, strengthened by potions and spells such as call upon holy might, righteous magic and tensor's transformation and protected by bless, chant, defensive harmony and protection from evil. Have spellstrike wands or pierce and breach spells handy as well. |
Traps on this level:
- One in the imp room, where one of the dressers is trapped
NPCs in this level:
- Helmite ghost
- Imp
- Imprisoned one (Demogorgon)
Enemies in this level:
- Ameralis Zauviir
- Aurumachi Rilmani
- Azamate the lich
- Beholder (hive mother, 50,000 experience points)
- Demons (Demogorgon, Glabrezu, and Marilith)
- Dragon (green)
- Ferrumach Rilmani
- Flaming skulls
- Giants (fire)
- Hobgoblins (archers, shaman, and wizard)
- Huntress
- Imp
- Kuo-toa
- Nalmissra (level drain, 25,000 experience points)
- Orcs (archers, mage, and normal)
- Skeletons
- Spiders (mutated, sword, and vortex)
- Trolls (giant and spectral)
- Y'tossi (23,000 experience points)
- Xei Win Toh (28,000 experience points)
Magic items in this level:
- In the imp room:
Acid arrows
Sunstone bullets +2
Bolts of lightning
Bullets +4
Potions of superior healing
Mage scroll of pierce magic
- In the orc room:
Ixil's nail +4
Arrows +1 and +3
Bolts +3
Bullets +3
Potions of extra healing
Various first-level mage scrolls
- In the dragon room:
Warrior's skull
Hindo's Doom +3 (katana)
- On the guardians of the northwest seal:
Taralash +4 (longbow)
Gauntlets of extraordinary specialization
Priest scroll of protection from cold
- In the globe room:
Two-handed swords +1on the skeleton warriors
- On the guardians of the northeast seal:
Club of detonation +3
- On the lich Azamante, guardian of the southwest seal:
Erinne sling +4
Serpent shaft
- Odren's group:
Three plate mail +1
Medium shield +2
Bastard sword +2
Three mace +2
Flail +2
Quarter staff +2