Map: Rhateph's Castle (DoA1), level 4

; Exploring the Dungeons of Avalon, a disassembly project

Flee chance: 7/16 (43.75%)

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Dungeons of Avalon, castle level 4 map

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Dungeons of Avalon, map key

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Chests

Random monster encounters

Fixed monster encounters

Monster statistics

Name HP Damage Atk SpAtk Stat XP Gold
Dark Lord 999 200-203 20 20 ST 4,796 255
Fire Dragon 225 80-83 13 9   1,220 75
Fire Troll 90 74-77 15 9   656 25
Green Dragon 85 31-34 7 7 ST 464 75
Guard 90 21-24 7 8   444 35
Hellworm 99 12-15 9 8 ST 444 10
Worm 8 6-9 2 2   56 2

Dark Lord encounter

The final boss fight of Dungeons of Avalon is practically impossible. This is due to a combination of extreme enemy difficulty and the fixed-encounter records bug, where the game forgets enemies killed when leaving the battle, meaning you have to defeat them all in one go. If you somehow do win, the same bug also prevents the game from registering the victory conditions needed to trigger the final cutscene.

The advice is to fix the bug. Even so, the encounter. Some strategy advice:

The party therefore looks like this

Fighter, top left
WC 17 (+3 Luck, +3 Magic Armour spell, +4 Fire Shield, +3 Knight Armour, +3 Battle Helmet, +1 Killersword). Parry every round to maintain an effective WC 20.
Hunter, top right
WC 17 (+3 Luck, +3 Magic Armour spell, +4 Ara’s Shield, +3 Ara’s Armour, +2 Arc’s Helmet, +1 Arc’s Sword, +1 Bee-Ring). Parry every round.
Thief, center left
WC 13 (+3 Luck, +3 Magic Armour spell, +3 Buckler, +2 Sefer’s Helmet, +2 Armour, Bolas or Sword). There are better classes for the final fight, but realistically this is what you have in your party. A good candidate to use Anti-Aura scroll on turn 1, if you want to do it all in one go. If one of the front row dies, this spot is promoted to the front row, where only Parry will protect him from the melee attack of Fire Trolls. Cannot survive a hit from the Dark Lord, although with some prepration you can make your thief a Stembär and carefully level him to have 204+ HP. You could give him a scroll of New Live to resurrect the Healer or casters if necessary) and Stemberfang (28-51 damage on the Dark Lord), but the main use of the Thief is really just to pad out the front row so Deadly Flash can’t hit the casters.
Healer, center right
WC 10 (+3 Luck, +3 Magic Armour spell, +1 Healing Robe, +1 Wood Shield, +1 Helmet, +1 Arc’s Boolas). At this WC, Parry won’t make a difference. Restoration is marginally useful to allow a Stembär in slot 3 to recover from a Dark Lord melee hit on the front row. New Live is of limited use, as resurrected heroes return at the back of the party where they can’t do much. Actually, the most useful thing might be to attack the Dark Lord with Arc’s Boolas for a little addditional damage.
Magician, back left
WC 10 (+3 Luck, +3 Magic Armour spell, +1 Healing Robe, +1 Wood Shield, +1 Helmet, +1 Arc’s Boolas). Before the battle, cast Magic Armour to give everyone WC +3. On the first round, cast Medusas Eye to kill the second stack of Fire Trolls. On every subsequent round, cast Deadly Flash against the Dark Lord. It deals 240 - 267 damage (average ~303), and the Dark Lord has 999 HP, so three or four hits should do it.
Wizard, back right
WC 10 (+3 Luck, +3 Magic Armour spell, +1 Healing Robe, +1 Wood Shield, +1 Helmet, +1 Arc’s Boolas). On the first round, cast Medusas Eye to kill the third stack of Fire Trolls. (Third stack is larger, and the sixth slot is safer because he won’t enter Deadly Flash range until two heroes are killed.) On every subsequent round, cast Deadly Flash against the Dark Lord.

If you are using the default party, i.e. you only have a Wizard and no Magician, the fight will be more difficult:

Notes

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