Right after we enter the VARN we encounter some Andhaira jokes material, but that wouldn't fit this LP thematically, besides, I lack a couple of skillpoints in codexian lore to seriously joke about him (thankfully for my sanity).
Apart from the djinns, this place is inhabited by the different tiers of VARN guardians - they're supposed to be (and actually are) really resistant to magic, but, thankfully, our physical damage output is high enough so there are no worries.
Hope we won't have to escape this place in a fridge... Anyhow, crystal skulls are important and, while I don't know it for sure, it always seemed like they stack with each other, so I'm not against having another one (we've got our first in the halls of the fire lord, remember?)
As usual, there's packs of sick puppies coming at us.
Time to illustrate Hawk's superb body mastery. One cast of power cure...
And look how healthy we are. And people say healing sucks in this game.
Slashing this crowd with our dagers would've taken too much time, so boys decide not to be overly conservative and put the full arsenal of their spells to use (well, just one - shrapmetal, but who needs an arsenal when you have shrapmetal?).
A crystal skull in actions. In most areas of this dungeons, periodically, damage will be dealt to each member of our party. Crystal skulls give a chance to negate it completely - they're awesome because that damage can be a real bother.
Apart from being moderately tough enemies, those genies can also either scare our heroes or put them to sleep. Nothing lethal, just mildly annoying.
Still, we port to the town to clean that mess up and also to fill some white spots in Hawk's spell repertoire. We won't need resurrection in the VARN, but it'll probably come handy in the next dungeon.
And cure wounds is a great and necessary alternative to the power cure - it cost's much less and it's not like we always need to heal the entire party. It's strange how we've played through the almost entire game without it.
Back into business. We enter this huge and really annoying room which is full of genies...
But they're placed at the end of this small rooms, so, to kill them all, you're forced to run from one end...
To another, and so on. Of course, you can just try to kill them, but then they scatter all around the place and it gets even more annoying to hunt them all. Well, they're your enemies, it figures that they don't want to be pleasant for you.
Then it's a room full of easier (relatively) puppies. Note that they're really resistant to elemental magic - top tier, guardians, are actually immune to anything but physical damage, and even to that they have about 30% resistance (on the average).
Eventually, we reach vast library. Well, duh, everything is vast in this place. We find some high-tier spellbooks (cool, but we already have everything we seriously need)...
And one of the scrolls we need to complete this place.
Deeper into this dungeon, we encounter one of the toughest fights of the game - the genie swarm. That is what it says - just a copy-pasted bunch of tough enemies.
Not as tough as the beholder swarm from castle Darkmoor, so we manage it pretty nicely - we even have the luxury to cast some fluffy (but not very effective) spells.
Of course, it's the heavy artillery that cleans the place up - all three tiers of genies have different magical immunities, but poison works against all of them so dragon breath is the most effective aoe spell here.
Especially when they're so tightly clustered.
In the end, it wasn't that tough - we didn't even needed to use the divine intervention (which we totally could - look at the time).
This place is seriously huge - they just don't build stuff that big nowadays. Oh, and don't ask me why I've casted the water walk spell - it doesn't really do anything here.
More genies to slaughter. After pillaging through their lamps, we discover a pleasant surpirse -
Another Mordred! Yeah, you can loot artifacts from the genies. Doesn't happen as often as with the titans and dragons, but still a possibility. It's not much, but it's nice.
We also spend a moment to trade those genie lamps we've found for the gems (and to convert gems into gold - not much other uses for them).
Mordred wasn't the only artifact we've found - there's also the aphrodite. Apart from the circus challenge purposes, it sucks, though.
Diminishing returns really defeat the purpose of such rings - so we equip it...
And gain +25 mana - what a miracle! No, wait, it isn't, it's no better than a common enchanted ring of +25 mana would do. At least it can be sold for 30k.
Back in the pyramid, we scour the place for the remaining scrolls.
Actually, it's not that necessary - with decently planned jump spell, you can just get over that barrier. It's hard to do, but possible (my memory is kinda faulty, but I think I've managed to do this once). But we're in a completionist LP so it's not our style.
Some small skirmishes here and there...
And we're done...
With collecting all of those scrolls. Let's reap the rewards.
Inputting those codes in a totally nerdy manner...
We get to the inner core of this place where we encounter the expected unexpected enemies - thankfully, there are only low level of droids here, and while they are very annoying to kill because of their small size (hard to hit properly with the multiple projectile spells) and the floating nature (hard to hit with meelee), at least they're not dangerous.
We secure the cube...
And gain the access to the control center. Some preparations are required, of course.
Freeing a major war criminal and the frequent visitor to the black lodge seems like a bad idea, but the alternative is even worse. Probably. Hopefully.
This puzzle isn't exactly obvious unless you've read the manual (and who reads them these days), but back then it was still another era. Ah, good old times...
The third eye is quickly exchanged for the magical bell...
And, well, it's a stupid idea, but who's got a better one?
Let's just hope that Archibald is not too angry at this world to give us a fake one... With those villains, you can never know when they want to destroy everything. We give the scroll into the safekeeping of Andy - Hawk is not a sorcerer, and Dale & Harry are too influenced by their dark magic affinity lately. Who knows what dark ideas visit their minds?
Training time.
To ensure that Andy will be a good scrollkeeper, we've even rewarded him with a couple of extra levels when bying experience at the Kriegspire well.
Thus, his light magic affinity reaches the impressive threshold of 40. And people might think that that guy isn't bright!
It's certainly a darker affair for Harry...
But not as gloomy as it is for the Coop. Careful, Dale, you never know what might happen if it catches up to you.
For Hawk, it's more and more water magic - we'll need its poisonous sting shortly.
As usual, our stats in a fully buffed state.
Control center. Terminator units fully deserve their name - not only they have great hps, AC and resistances to everything, they also can eradicate one of our characters on attack, and even the highest resistance won't really save us. Like, our four hundreds of magic resistance may look nearly impervious, but that's still, IIRC, 10% chance for terminator to evaporate a character and, well, given their number and the number of turns they require to get taken down, they've got all the time they need to cripple your party. But there's no way to be really protected from that - let's spam shrapmetal and hope we'll get lucky.
Spell points will be an issue here, so low-grade units are poked down with the archaic weaponry.
Gotta save all of the goodness for terminators only.
At least we're luckier than the previous inhabitants of this place...
We also find our first blaster rifle here (our goal is to kill all bots and get four of them). Now, in reality, that's really optional - all you need to get here is just one blaster pistol, even that will do. But where's the fun in that?
We also learn how to wield them, only we don't really need that. While blasters are a great equalizer for the badly optimized party, our vampiric daggers under enormous hour of power are much more useful than them. Figure this out.
Things go relatively smoothly for us - we dismantle unit after unit...
Until we stumble upon the toughest fight of the game. Absolutely optional, of course, but for us it's definitely mandatory. First volley of fire and Andy is turned into dust - with his luck it figures.
Hawk resurrects him, but in retaliation he and Coop are almost instantly desintegrated.
Harry and Andy grab what's left from them and dash outside of that horrible room. They have to spend a few hard hours of waiting until it's dusk and divine intervention may occur.
While said blessed hour lasts, the bookhouse boys go back for revenge. The droids are quite successful at bringing our heroes down...
But divine intervention is quite adept at raising them back. Unless, of course, it's the Andy who gets evaporated, but then we've got Hawk to patch him up (it would've been a real horror to have them both eradicated, but we're lucky enough to avoid it).
Once the last terminator is brought down by relentless shrapmetal blasts, we can relax a little and mop up the lower grades of the droids.
The reward for this fight is truly splendid.
We're already members of secret society so we'll have to decline, we think. Thanks for the offer, though.
Night falls as we find our second rifle. Two to go.
This place can be as pretty as it is deadly.
The third man... I'm sorry, the third rifle.
The last unit to fall...
And the remaining blaster to claim. Believe it or not, but we're done here.
BTW, I've totally forgot to show you the amazing length of our buffs - when hour of power becomes, like, a half-week of power...
Without wasting a second, we port into the sweet water - gaining a probably unnecessary stat boost from the fountain...
We rush across the wasteland, encountering mild resistance from few devil survivors - we nuked this place good, but not thoroughly enough. Not that we're not fully healed because the temples are closed.
The hive.
Our first victims here is a couple of worker chumps - they're definitely not worth our precious mana.
Next is this large room, full of winged devils. We could've approached in a cautious manner here, throwing spark spells from the high ground...
But we charge directly into their leathery mass. One devil is torn apart by the jagged metal, his remains combusting in a sudden flash...
And much more soon follow his example. The ugly creatures still manage to drain all of the Hawk's spell points, though - and we can't teleport out of this place, it's protected from that. Our party also gets severely disgusted by the stench of the devils...
Through all the fighting, dawn comes, and with it another round of divine interventions.
Harry gets poisoned again, but at least we're with almost full hps and sps after the fight. Now to explore this place fully...
Occasionally, damage is dealt to our party here, just like in the VARN pyramid. Our resistances are so huge, however, that we barely notice that.
Past the initial battle, this place is not really challenging - everyone talks about it and it's true, the Hive is nowhere near Darkmoor/Varn/Control Center.
That's not a huge disappointment, however - i think making it even harder would be seriously jumping the shark (even more than the game already does). There should be a point where enough is enough.
At one of the Hive's corners there's this neat healing barrel, able to restore you +20 hit points for an infinite number of times. It's not incredibly helpful for us because we're worried more about our mana, not hps (maybe even too much worried - one of my flaws as a player is that I'm really too conservative), but it's neat.
After stumbling around for a while, we discover the way to open this underground passage...
Which leads us to even more devils, obviously.
We almost reach the inner sanctum only to discover that we've forgot to get a key to it. Duh.
OK, a little bit of backtracking, an extra serving of grilled devils...
And we can open the bloody thing (strange to see other loot here - really, it's the final dungeon, what's the purpose?)
Time to equip those rifles, boys.
Reactor fight is not exactly challenging - it goes down pretty quickly...
And once that happens, we're healed completely, but also debuffed.
Also, there's a huge and uggly alien queen besides us.
Nothing to be afraid of, though - gives us a second to recast hour of power...
And another one to clean the chaff away...
So we can unload a huge, red-hot shrapmetal straight into queen's bloated flesh. She can't handle even one and dies instantly. Check.
Couple of casts...
And mate.
Now that reactor doesn't look to good - quick, Andy, get out that scroll!
Umm, Andy, why are you flapping that resurrection scroll around? We're all alive, Andy! What are you trying to mumbe, Andy!?
Andy?
The end.