Dungeon 13 Turn 15
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Ricki and Lara both return to the top right room by different paths, then Lara and Amadeusz provide cover for Ricki while she pulls the lever on the pipe. Doing so doesn’t have any immediately obvious effects.
Amadeusz expends his beam of light crowstone to take out the lightning, life, and death wisps. However, even as it dissipates, the life wisp restores the death wisp back to full health. Lara also takes out the holy wisp with her poison sting spell. Only the ice and death wisp remain.
The wisps don’t split their attacks very well, but Lara still takes 3 unblockable damage from the death wisp. Those things are nasty!
While all that’s happening, Cordy walks back into the room and inspects the red pipe. It appears to be the perfect size to fit one of those wisp canisters. It also looks as if a Small character could climb in, though Cordy cannot. Furthermore it seems that, immediately upon putting an object inside, one of three destinations can be selected; left, down, or leftdown.
Cordy briefly wonders who’s responsible for labeling things in this dungeon.
Green color confirmed as healing. So that crow with the ice dogs will prob heal them
Now that will be hyper-interesting.
If we kill that crow, we might get a healing stone.
If we get a green/life wisp, and infuse it with a dog…?
GreenLifeHealerDoggo?
+Ricky +meat = recruitable? or at least temporarily made friendly for this dungeon?
also.. what if we met Life wisp alone, or if we killed everything around leaving only Life wisp. Would it shoot us with healing rays or just sit midair doing nothing? (oO)
Or maybe it’s just special action available for this wisp.. but I don’t think so. The drawing precisly shows that Life wisp “attacks” Death wisp. Now I think I know why we may want to actually waste some turns flipping that wisp-changer lever. And why we might want to free a wisp from a container. But, how to lure a Life wisp into shooting us hmmhmhmmm
Another thought on Wisps and Machinery
I am very interested in green wisps now and how can we leverage/exploit them.
We know the imperial guys either
Top-left room layout of valves and pipes suggest that to do the first, they just dump the wisp into a cage with an animal. Sounds simple. As much as I’m crazy curious about what would happen if we hurled a Life-wisp into that doggy (sorry doggo 🙁 mad scientist talking here), we MIGHT be able to do a quick experiment even here, locally. But that would cost a precious wisp, and, if successful, would generate a RANDOM effect:
Wisp changes into next form in the chain, or into random type. Then lands in container with item, possibly fusing with that item. Or not. We now might get an item in container with a wisp, and we might have to break it and kill the wisp to retrieve the item back.
Also, we might simply hear that the item is too large to fit into the container, but maybe a ring would fit, and so on.
… would Ricky’s magic boots be able to get another additional enchantment? HM.
If that’s all even possible.. what effect could we get from i.e. Life magic applied to a Shield? Or Sword? Siege sword that heals the enemies???? Because it couldn’t just be +1Atk vs Death-aligned enemies, as we saw the LifeWisp just healed the DeathWisp..
Ricki: Stab the Death Wisp with your Swiftblade.
Amadeusz: Throw the lightning crowstone on the wisps.
Cordy: Poison Sting the ice wisp.
Lara: Head down, flip the lever.
We should also give Lara one of the 6 Steaks we have!
-deleted-
What happened here???
I wrote something, then after re-thinking, I decided that’s not worth anyone’s time, so I deleted the text, hopefully noone lost their precious time on it. I updated, reworded, redacted, and posted better version as a separate post below.
So,obviously,using the Wisp Canisters will be necessary from freeing the new Party Member…but how?Overload the glass tube/generator?
I think the current idea is to flip all the output lever off, causing a build up and exploding out of his tube.
It’s should (theoretically) be easy,it’s just a 3×3 cube,but WOW those wisps are a pain in the spider abdomen!
I apologise for being THAT GUY,but I DID suggest we bring Kamau-the tankiest human alive.
Future plan for patrol.
Since each station needs to be occupied. We need to switch the lever until we get a holy wisp, then send it down left for the patrol to pickup. Otherwise they will come looking for us
I really like this idea. It can buy us time. Also, if I understand well, on turn 20 another wisp should spawn somewhere. Because that fits into “every 10 turns”. That means, we could be providing the guards with Holy wisps every 20 turns, using wisps that show on “odd 10th turns” (10,30,50,..), while using the extra wisp that spawns on that “even 10th turns” (20,40,60,..) turn for our purposes.
I don’t think we should actually stay that long here, though. But it seems that both buying time with a wisp, and playing ‘factory’ with a wisp, are possible options. We’ll probably be here at least until turn 30 or 40, that means worst case 1 given away now, and 2 for us for use. More if we stay longer.
Whoo DISCO LIGHTS!!
Also: Red pipe. LeftDown. BombsAway. Plan almost confirmed to be possible. We might even place the bomb in the container to get it concealed a bit and maybe lure the guards thinking to pick it up 😀
But I think, not now. If we like this idea, we can use spare actions over next few turns on putting the bomb into container and moving the container closer to the pipe. Prepare things for fast use later.
We should also consider (somehow) scouting bottom-right room (“down” from the red-pipe point of view), before bombing anything. That room for now seems the trickest to scout, feels “important” due to its placement and the scientists, so it may actually be a better target for bombing than bottom-left.
But for that to work, we need to confirm one more thing: the bomb is detonated with “fire”. Can we light the fuse and dump the container into the pipe on one turn? That might be 2 actions actually. We might need two people: one lights it, one pushes it into the pipe, and probably the “pusher” might need to be a tall/strong person.
Sick’s plan is OK, but I have a different suggestion, close
This turn:
Ricki: Stab the DeathWisp with your Swiftblade (now it’s safe for Lara to fight this Wisps here)
Cordy: PoisonSting the IceWisp (but it’s not dead yet)
Lara: Just stay out of fight. Reattach Container-with-Wisp.
Amadeusz: flip the lever, change the wisp to Holy hopefully.
Next turn:
Lara: VenomSting the remaining Ice Wisp (killing it)
Ricki: Go down, attack first Firehound
Cordy: Go down, attack second Firehound
Mushroom44: attack FIRST hound, same as Ricky (hopefully kamikaze attack)
Amadeusz: If we got Holy wisp in previous turn, toss the container into RedPipe and choose BottomLeft. Otherwise, flip the lever again.
Why:
A) I don’t like Lara STAYING in that room after flipping the lever, like it is in Sick’s plan. Yes, when Lara enters, the hounds get “!” only. But I think the hounds will have a chance of hitting Lara with AoE on the next turn.
B) On the next turn, the Death wisp is gone, so it’s 100% safe for Lara to finish off the last wisp, so we don’t have to expend the StaticBold crowstone.
C) I like Claudious idea, so I use Lara’s and Amad’s left over actions on that
D) Ricky has MagmaShield, +3 extra def against Fire that will most probably show up
E) Mushroom44 joins the fight to get Ricky that 1atk more just in case
F) Also, I want Mushie44 to actually die. That’s 1dmg more to make sure both dogs die.
G) Death of Mushie44 will AoE to all three dogs, and thus will spawn 2 mushies in return since DeathSpores touches 2 dying dogs.
H) Dogs don’t have a leader, will probably split their attacks
I) Unless all 3 dogs do AoE, and/or unless all three dogs focus on just one person, both Ricky and Cordy might get little or even no damage at all
J) Eliminating even 1 dog will most probably make it safe for Ricky with MagmaShield to just loot the chests ignoring remaining 2 dogs and freeing Cordy to do other things. Killing 2 dogs at once makes it almost sure, and also earns us a mushie. And also tells us that these dogs have less than about 10 hp+def.
Issues:
1) I hope Mushie44 dies, turning this 0or1 into sure 1 and giving us two mushies in return, but it might not happen if it does not die (needs to get hit for 3dmg at least)
2) FireHounds may AoE and I don’t remember if uninvolved little pets are affected via AoE attacks. I think they are not. But if I’m wrong more mushies may die.
3) If all 3 FireHounds launch an AoE, then it doesn’t matter if they “split the attack”, both Ricky and Cordy will be hit for full damage and their DEF may be not enough to sink that
4) But also, if all 3 FireHounds launch an AoE, the less party members here, the better
5) I hope RickyAtk+MushieAtk+0or1, and CordyAtk+0or1 are both separately enough to kill each hound. I think it’s 10dmg and 10dmg. But we didn’t see those hounds yet. It might be not enough. Daisy needs 5dmg to be one-hit’ed. LupusLazuli needs 8dmg. 10dmg seems enough to me. If we think it’s not, then next turn we can focus both Ricky and Cordy attacks on just one dog. That will be probably an overkill, and we won’t learn much about their HP, but that’s safer, it’s a sure-kill, unless we have 3 bosses here…
Just a heads up this plan doesnt kill the death wisp. You have him only taking 1 damage from Ricki.
If we swap Cordy onto him instead of Ice wisp, I think we are good.
Also Lara is 100% safe again the fire dogs, she has 17 defense against them lol.
First of all, thank you. So the wisp would take only 1dmg from swiftblade’s enchantment, not 1dmg+fulldmg of the blade. I thought presence of elemental part ‘cancels’ the immunity, but to be honest, the way you say it makes much more sense.
Second think, my god, 17 DEF! How is that possible? On CombatDoctor’s map, they seem to be Fire, not Poison, no +6def from skill, etc. How she gets her def that high? What do I not see on her character sheet?