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<h5 style="text-align:center;">DRAGON ARMOUR</h5>
<h5 style="text-align:center;">DRAGON ARMOUR</h5>
<p style="text-align:right;">This fabled combat suit is fashioned from the finest dragon scales, its stylish lines making even the most handsome of knights considerably more dashing and debonair. More importantly perhaps, it grants the wearer total protection from heat, and offers up the enviable ability to breathe a plume of deathly fire at disagreeable types.</p>
<p style="text-align:right;">This fabled combat suit is fashioned from the finest dragon scales, its stylish lines making even the most handsome of knights considerably more dashing and debonair. More importantly perhaps, it grants the wearer total protection from heat, and offers up the enviable ability to breathe a plume of deathly fire at disagreeable types.</p>
====Book 8 - AN ADVENTURE'S GUIDE TO MONSTERS====
<h5 style="text-align:center;">ZOMBIES</h5>
Your common or garden zombie is (to be blunt) a slow witted goon head of monumental proportions. It seems a shame to hurt such feeble minded weapon fodder, but they will likely insist on trying to bar one's progress and eat one's brains. A few well placed sword swipes are the order of the day, which should effectively teach them to mind their own business.
<h5 style="text-align:center;">ZOMBIE GUARDS</h5>
What these freaks lack in intelligence they attempt to make up for in sheer bulk! Slow of movement and brain power, if a venturer cannot dispatch these hulking dullards with relative ease there is simply no hope for the future of the once fair Gallowmere!
<h5 style="text-align:center;">SKELETON WARRIORS</h5>
Skeletal Warriors are fast, skinny and intelligent, using all manner of weapons and shields to halt an adventurer dead in his tracks. These soldiers may be tricky to dispatch, but it's well worth the effort as there is nothing so beautiful in the whole realm as seeing (and hearing) the explosive scattering of bones after a crunching death blow. Blunt weapons such as hammers and clubs are the most effective way of dealing with these nasty individuals.
<h5 style="text-align:center;">HEADLESS ZOMBIES</h5>
The lack of head (and hence one presumes also brain) has not prevented these aggressive chaps from perfecting a devastating charge attack. This shoulder butt can impart tremendous damage, and so the prescient adventurer should focus on sidestepping each stampeding assailant before rounding on them to attack with the melee weapon of his choice.
<h5 style="text-align:center;">MUMMIES</h5>
Mummification after painful death was once all the rage in Gallowmere, and the persistence of these nasty characters in the realm provides a potent reminder of this fact. Tougher and more aggressive than your run-of-the-mill zombie, mummies should be respected at all times and not taunted about their raggedy bandages or embalming fluid smell. For the record, all mummies are extremely combustible and therefore should not be subjected to flame attack, unless that is one wants to see them dancing around on fire for several seconds before expiring.
<h5 style="text-align:center;">IMP THIEFS</h5>
These skittish pesky plunderers will steal away an adventurer's weapon of choice before he can exclaim 'wheres my blooming weapon gone?'. The best strategy with these pests is to simply destroy them before they get close enough to swipe. How to snuff 'em out? Well speed and accuracy counts above all in this case, so any weapon will do as long as it's used double quick!
<h5 style="text-align:center;">IMP FLAMERS</h5>
These speedy big nosed blighters will be upon an unwary venturer before he knows it, smashing at him mercilessly with fiery clubs! Yes perhaps they are not the most congenial of fellows, but they are quite good fun to shoot at or slice, so perhaps one should forgive them their foibles, and just get on with duffing them up.
<h5 style="text-align:center;">STAINGLASS DEMON</h5>
This glass-spewing monstorsity is Zarok's best mate, which says it all really, but just to confirm, this transparent fiend is utterly evil. There is only one way to defeat such a creature and that is to target his exposed crystal cut heart. Judicious and sustained use of long-range arsenal will finally shatter the Demon into a thousand pieces, and good job too!
<h5 style="text-align:center;">WOLVES</h5>
These bloodthirsty four legged carnivores can be found roaming wild around the realm. Such is the legendary ferocity of their gnaw and bite attacks that it would be sensible behavior to try and get a pre-emptive strike in before they pounce. Eating people is (reputedly) tiring work, and often wolves will be seen sleeping off their exertions. In these cases a crafty questor may be able to creep quietly past without incurring their wrath, a creative survival technique for all to note.
<h5 style="text-align:center;">STONE WOLVES</h5>
These guardians of the graveyard have deeply magical powers, dematerializing at will only to regain their fearsome carved stone form moments later. One should strike fast when each wolf becomes solid whilst continually avoiding each vicious leaping attack. When both ferocious wolves are finally vanquished an adventuring combatant will certainly have earned the right to escape the necropolis.
<h5 style="text-align:center;">BOILER GUARDS</h5>
Zarok's dutiful (some might say sheep-like) foot soldiers are renowned for their officious manner and trigger happy fighting style. Successful avoidance of their all too frequent bullets will enable the adventurous combatant to move in close and dispatch them with the nonchalant flick of a melee weapon.
<h5 style="text-align:center;">HEAD BANGERS</h5>
It is well known fact that one should try to sympathise with (and not detest or fear) the lunatic madmen of Gallowmere asylum, however after suffering an endless volley of painful head butts from these lead balloon headed nutters it would be easy to take issue with such well meaning advice. Should an adventurer take exception to their barbaric behaviour he might be well advised to utilize melee weapons to dispatch them, as projectiles seem to have little effect on these fat moving loons.
<h5 style="text-align:center;">MAD AXEMAN</h5>
The Mad Axeman can be summed up quite neatly thus; the brain of a deranged 4 year old in the body of a heavy weight wrestling champ with a fetish for axe murder. This nutter's enthusiasm will likely prove his undoing, as when his axe gets stuck into the floor after a particularly vicious swipe, the opportunist adventurer has a chance to rush in and hurt him. In order to finish this unhinged lardster off, one must beckon the sstampeding Axeman into each of the arena pillars, doing so will gradually brain him until, one hopes, he is is able to chop no more.
<h5 style="text-align:center;">MR MAD</h5>
Mr Mad was once a shy, gentle and educated man, but boy, how things have changed since his enchantment! This gibbering mess now staggers around rudely brandishing a large sharp axe, and yes, it seems he will use it at any given opportunity. One should not kill this poor confused man, but avoid his attentions as best as possible. Sustained attacks on him are therefore out of the question but an occasional strike will render Mr Mad stunned, allowing the adventurer a short period of respite to continue the quest.
<h5 style="text-align:center;">MRS MAD</h5>
This frumpy big bosomed gal is a surprisingly fearsome opponent. Enchantment seems to have multiplied her strength tenfold and being smacked forcefully in the face with a frying pan is never a pleasant experience. Like her husband this lady should not be hatefully destroyed, rather she should be lovingly whacked to keep her happily stunned.
<h5 style="text-align:center;">NELLIE MAD</h5>
Never before in the history of Gallowmere has such a sweet little girlie presented such a terrifying menace to society; such is the dark power of Zarok's enchantment! Suffice to say her speedy jump attacks with hatchet are best dodged at all times, and the temptation to annihilate her utterly rather than just daze her should be avoided where at all possible.
<h5 style="text-align:center;">HAY MONSTERS</h5>
These walking bails of hay are amongst the most vicious of Gallowmere's enchanted beasts. These guys are not subtle or crafty, far from it, they just want to spike people with their pitchfork as much (and as quickly) as possible. Thankfully these aggressive yoiks have a big weakness, yep you've guessed it, one itsy flame and they light up like a fireworks factory.
<h5 style="text-align:center;">SCARECROWS</h5>
The first time one sees these creatures casually gliding around they might be forgiven for thinking they are quite charming, elegant even, that would be a very big mistake. At a moments notice they can turn into a terrifying combat machine, clawing arms rotating like a force ten tornado, and set on crashing into their sorry target with technical precision. If one's general combat skills are suspect it may prove prudent to set them on fire as soon as is possible - well, they are stuffed with dry straw, you do the maths!
[[Category:Books]]
[[Category:Books]]