Dungeon 2 Turn 31
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Ricki and Kamau resolve to help the dying man if they’re able, but they also decide not to risk moving him in his current state. The best they can do is look for an item to help him.
Ricki gives Kamau the buckler, then he wields it and puts the bucket back on so he can tank the huge amount of damage waiting for him in the next room over. He still takes 1 point of damage from the three attacks he receives, as one of the drunks is still napping and another one gets another lucky strike. Kamau notes that the snale seems to only fire on the area between the door and the ladder, while the drunks appear to be guarding the ladder itself.
With Kamau’s protection, Ricki is able to safely dart past everything and into the final unexplored room of the dungeon.
As she goes, she notes that there aren’t as many snales as there were a minute ago.
Ricki enters the last room and… huh.
Well, that explains the familiar smell in the ale.
Ricki: Open the chest
Kamau: Drink the ale (unless the snale inflicted Cheap Ale), then climb down the ladder
Once I get off work I’ll update the map https://viewer.diagrams.net/?tags=%7B%7D&highlight=0000ff&layers=1&nav=1&title=Dungeon%20Eyes#Uhttps%3A%2F%2Fdrive.google.com%2Fuc%3Fid%3D1Kbl4QaQZ205RJG2DVZXetuXqJ985Wglz%26export%3Ddownload which will give us the full picture (finally!) of the dungeon and what levers are necessary to flip.
Edit: Updated.
Nice, this helps.
Alright, I think we need to flip every valve in the dungeon, including the one we already flipped. I think now that the back wall connection does tie the skeleton valve to the wall-pipe near the entrance, but under that logic it looks like the ale doesn’t flow against cheez, and the snale by the chests starved or was cheez-poisoned. By that reasoning, the tap should be dispensing cheez now. The snale may have also dropped a mug of cheez as the last thing it consumed, but more likely a mug of cheap ale left over from its shell. I also assume that we need to kill all the snales, at least the one here is in reach and can be dispatched more or less safely by Kamau, barring a floor-melting incident.
We cannot starve out either of the two remaining snales, they’re both on a direct line from the big ale keg. The big glass trap below probably needs Kamau’s boots to cross safely. There’s four chests behind the King Rat.
The flow of cheez can be stopped by only turning two valves. From left to right, 1, 2, 3, 4. Turn valves 1 and 4 and the flow of cheez stops and the dungeon goal is accomplished. Valve 2…who knows where it goes. It certainly doesn’t contaminate the ale, though.
Fighting the rat king: strictly optional.
Turning off valve 3 will probably eliminate the snale.
Very useful map, but may I make a suggestion? Make the traps either a different color or different shape. Right now they’re all red circles.
Ergh, valve 2 comes out near test tap at the entrance. It needs to be turned off, too. Who knew the rat king was such a plumber?
And 3 must be turned on to allow the flow of ale, but Ricki turned it off.Thus it must be switched (again).
Oh, the map didn’t say that.
Yes, was switched in the previous turn, 30. The map need an update there.
The red color indicates “warning” or some other vague importance (not set on definition). It’s otherwise the default color; in dungeon 1, I changed them to grey circles to indicate signs that were read, the number of ball-and-chains left in the box, and “ally” for kamau.
Do you have a specific suggestion as to how up upgrade the legend?
Sure! Traps, blue squares. Disarmed traps, the red circle X like the others. Valves, the on/off symbol, https://www.bing.com/images/search?q=on+off+symbol labeled left to right 1-4. The rest, we can come up with new images as needed. Thanks for the map! But please be sure to update with changed status as needed, it looks like this is a busy dungeon level with lots of items that change state.
Pending updates to the map (thanks for the map!): 1. Ricki switched the valve in the room with the thugs, it is now in the horizontal (probably off) position. 2. The snail in the upper room of turn 31 is gone, but there is a keg of something (ale?) there.
If Kamau isn’t buzzed, the ale will help save 1 point of damage, and then if there is healing in the chest, Kamau is going to have to climb back up (and then down again) to take care of the unconscious drunk.
It looks like it’ll be pretty easy to get to the diamond chest, even if we don’t know how to open it right now.
We should see where the tunnel leads, but not this immediate turn.
There is one snale, two glass traps and one “falling down” trap on the way to the diamond chest. Might not be pretty easy.
The snales are passive, they won’t attack unless aggro’d, and the glass is negated by the boots. The “falling down” trap I don’t think is designed as a trap, just a set of slopes to go up/down that isn’t a ladder.
WAIT THE SNALE IS GONE
Edit: oh ricki said that
It would be useful to see if the hole in the wall leads to the room with the key.
We need that key to get to the pipe control in the room where Kamau is now.
We also need to turn off the pipe control in the room with the key, and turn the pipe control in the room with the two dwarfs back on.
I’m not sure if it matters that the last pipe control is open and allows for the Cheez to run out/in-to the wall there? but then at least it wont run up any more.
*That is the one by the 3½ skeletons. but, seeing as there is a pipe that runs out of the wall close to the tap, maybe we need to turn that one of as well?
So the only thing wrong with the ale is cheese… (Unless the Snales are messing with it too.) What’s wrong with Cheese Ale? It’s weird, but it gives the tavern something other taverns don’t have and leaving the Rat King there means more rats will come and more rats means more rat tails for soup!
I’m getting so many thumbs down for such a stupid idea, aren’t I?
While I’m pointing out stupid options, pulling the leaver we’ve already pulled and the leaver guarded by the rats block the flow of ale and only lets cheese through… Actually, the might be useful if we can bait rats with mugs of cheese.
I really like your idea. 🙂 A lot of pubs nowadays are trying to be different, to have a USP by offering special flavoured kinds of ale. Unfortunately, that’s not what the goal of this dungeon is and I really want Ricki to gain another skill point.
And who knows maybe atm we would be getting “cheesy ale” out of the tap, and that might be enough to bait rats? We’ll have to find out.
Brillant! Mugs, buckets, etc, maybe we can then drive some of the rats onto one of the snales?
Snales are eliminated by turning off the valves, they don’t need to be fought.
What should have been done was agitate the bats so they fly down and attack the drunks. Then go in and deal with any survivors. But no, Kamal is fighting them at full strength. Oops.
Look at bats as a kind of bomb that you activate by missile weapons.
If the bats were activated then they’d only deal damage to the drunks until one of them dropped, as bats deal 1 damage each and drunks have 2 defense. While they have a 30% dodge chance and drunks probably have the same 20% miss chance as from Cheap Ale, enough wouldn’t stick around long enough to make a difference… unless we needed to walk through, at which point there’s a risk they shift targets and Kamau has even more incoming damage in this very deadly room.
Bats are annoying, the whiff chance means it could take a long time to get rid of them.
It’s not cheese, it’s cheez. Nasty, artificial cheese food product. Surprised that rats even like it. Maybe they’re punishing the humans with it because they’re keeping all the cheese to themselves.
Ricki: Open the chest. Try to put the empty chest over the broken glass (careful about that glass!) EDIT: Yes, the broken glass right next to the ladder. You know what I meant, Ricki.
Kamau: Take off the bucket. KO the torch-wielding drunk. EDIT: Yes, with your hilt. Not too worried here though, Kamau knows what he’s doing.
With armor, that’s 4 Defense which should handle the average case, or 5 Defense if buzzed from the snale.
Keeping Kamau in that fight with the drunks will keep them targeting him, so Ricki can come up next turn and help knock them out (and get the shield and bucket). The Snale won’t fire until we try to cross back, so we just need to clear them out so Kamau can shield the way back to the poisoned guy without taking damage.
in addition to the above I’d like to clarify the following:
Kamau should be fighting the drunks out of range of the snales acid splash zone (and wield his hilt, not the shield for that).
Ricki is trying to push the chest over the small patch of broken glass in the upper level of the “keg room”, not the big patch down near the snale.
Okay, lots of things learned this turn. First and foremost: this really IS the final room of the dungeon, LSN just said so in the update. Yay!
Secondly: if a snale sits on a pipe without (enough?) ale going through it, it seems to die. By blocking the valve next to the rogues, we seem to have considerably lowered the percentage of ale going through that pipe and now the snale in the upper level in Kamau’s room is no more. Unless it was taking damage over time (e.g. after getting poisoned), that could mean that we can get rid of the other snales easily. Or at least it would, if the switches actually allowed us to turn off the ale flow for the other snales, too, which doesn’t really seem to be the case. Unfortunate. =(
Thirdly, ale flow chart to restore the (good) ale going to the tavern. From my best judgement, the switches need to be in the following positions:
the one in Kamau’s current room: turned OFF (stopping the cheese from entering the pipe system any further).
the one near the keys:turned OFF (stopping the cheese from entering the pipe system any further).
the one near the rogues: turned ON, so the ale can go to the tavern.
the one near the skeletons: who the heck knows what the outlet in the wall produces/feeds into the pipes, but unless we -really- need to find out, I’d leave that lever alone, because it doesn’t make any difference if it is on or off, as long as the ones in the snale room and the key room are turned off, because whatever comes out of those pipes will be restricted to the pipe network sealed off by those valves and shouldn’t affect the ale going to the tavern.
UNLESS of course, the bit near the skeletons goes on behind the walls and comes back out all the way up in the entrance room (where the bucket o rats was), in which case we’d also need to turn that OFF, so no cheese contaminates the ale any more.
EDIT: Apologies if I pointed out anything that was already said. I seem to have a weird bug where I don’t see all the posts made at the time I am writing mine, this has been happing to me quite a few times already. I don’t mean to parrot anyone or try to sell their ideas/findings as mine. This goes not only for this post/turn, but for every post I ever made and ever will make.
I have the same bug. (Maybe it is a feature?)
The immediate concern should be to restore the flow of good Ale to the Tavern. Hopefully, this will stop the drunks from coming down stairs and give us more time to loot the rest of the place. Gathersingredients appears to have the correct order on the values. The three lower ones are turned off and the one in the room with the rogues is turned back on. Turning the one with the rogues off was a good idea since it killed/moved the snale and gives Ricki access to two chests.
Ricki loots the chest on the next turn and determines where the hole goes. If it goes to the room with the keys and the rats, Ricki should duck back and help Kamau down the drunks. We are going to need armor/shield in order to fight the rats in the key room and turn that value off.
We might first get “cheez” out of the tap upstairs, fill it into mugs and buckets, and distract rats with it (i.e. get past them without fighting). When there is ale standing in some parts of the pipes, but no fresh ale flowing through the pipes, does this starve/kill the snales, too? Afterwards we restore ale flow, then we loot the dungeon. But first things first: Check that chest, Ricki! Kamau: Get into a save position.
Once the condition is met to clear a dungeon, all characters will immediately leave safely even if there are still monsters or traps to deal with, and even if they were separated.
Assume that the tunnel there will lead to the key room, since the first tunnel went down and was right in line with the other tunnel opening. I think that sending Ricki in with armor, shield, bucket, and wand should let her pick off the small rats with the autohit wand, then she’ll only need 2 defense to take down the dire rat safely. That said, while more rat tails will be more money, I like the sound of using mugs of cheez to distract rats while Ricki goes after the two chests where the snale was. Multiple dire rats are in the way though, which is worrying; distractions run out, Ricki doesn’t have much inventory space, and two dire rats would be 4 damage.
Thanks for the reminder! Then we “nearly” restore ale flow (i.e. for example keep the thugs’ switch in the wrong position), loot, decide what to take with us, and then flip the last switch. But that seems some way to get there. Let’s loot the box at hand.