Dungeon 3 Turn 53
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Ricki unlocks one of the doors, expending her thieves’ tools. She then heads downstairs.
Kamau pulls the lever and raises the chandelier. The skeletons are lifted up with it, and thereby prevented from reaching the ground floor. Kamau then heads to the left.
“Hey, nice job! You just trapped four skeletons! That probably bought us some time.”
“Really? I just wanted to try using the lever.”
We really ought to kill that bird and get those keys you know
If we’re anywhere nearby, we could try getting the keys, but at this moment it would mean running back&forth, so at this moment, I’m against. Also I don’t think we need the keys at all. Disturbing the bird may be an option to -maybe- get the drow notice something, but as for the keys, I think Ricky has still a lot of other lock-opening options.
We definitely should get the rope from dark skeletons, and, if we want to take any extra small risks at all – (1) fix the rope and do whatever needed so Ricky can complete the dungeon herself in case Kamau gets reporse’d (2) dispose of the sunhead with sword and fetch the bow (and take a peek at the balcony), (3) then tank up Ricky and try ti finish off the last sunhead (and risk Kamau’s remorse — actually if it happens, we may get interesting extra ‘intermission’ dialog), (4) together, or alone, run the winch.
I’m on par with this plan. I don’t like risking too much, but then, the golden chest, and it’s only 1 “doable” enemy that poses a any risks..
The only thing ‘against’ this is: we have no guarantee that fixing and sounding the bells will immediately end the game. We’re pretty beaten up, but it’s possible it will call out a boss, that we will need to kill and bathe in glory, or out manouver and escape.. I give it like 3% chance, but still nonzero.
“(4) together, or alone, run the winch.” The bell(s) look(s) quite large/heavy. If Ricki alone is not strong enough to use the winch/ring the bells, then the dungeon would no longer be “solvable”. (Wait, can you just solve a dungeon with universal solvent?!)
This key is only going to work in THIS dungeon and it will take up an inventory spot the same as one set of the thieves tools (which will work on any ONE lock in this dungeon or future ones, or more of them if we are lucky enough to have the “careful thief” trigger). Also the key will only unlock (one) specific(s) lock(s) in this dungeon. (Could be one lock – on a door or a chest – or could be multiple locks.)
The only doors we know of are the ones in the room of many doors – down to 3 of them now – and behind them there are mostly creatures we don’t want to deal with (spider-dog, stats unknown, rusty armour as reward; giant spider, probably with another web and was able to hurt Kamau even WITH the solar armour on and a chest of unknown contents – could be a stalkroach again; and last but not least 3 regular rats and no visible loot).
We haven’t had the case that a key works on chest locks yet – it’s possible but we don’t have proof of concept yet – and if that’s the case, I seriously doubt that it would unlock ALL of the locked chests (unless I’m mistaken, there’s 3 of those in this dungon) and we’d have to battle somewhat tough foes in order to even be able to TRY and see if the key would fit there. A green and grey dire rat in a “Ricki only” area in two of three cases and a ghoul with rusty sword and cracked buckler in the third case.
So I’m kind of against even getting the keys at this point (even if we were in the general area). The effort and the reward seem not to be in a good relation to each another.
Kamau: interpose the black skelettons, using the green armour. Ricki: grab the rope. Then move towards the spot wgere you can knot the new rope to the ine already hanging from the bell tower. Both mind the traps just in case there are any.
Not much point to the interpose, could just have Kamau give an item to Ricki and grab the rope himself. Don’t think it matter much though.
Depends on the way “Interpose” works: If it means “to stand between friends and enemies and actively defend against enemies”, he might get less damage than “passing through (twice) and not reacting to be beaten at”. The description of Interpose does not specify, though.
Every usage of Interpose has been “redirect attacks to self”. Kamau has never taken less damage by using Interpose, its purpose is to let Ricki run by enemies that would otherwise attack her.
Specifically, mind the glass on the top floor in the room above, which we did not forget existed.
If we’re going with this one, then at least:
Kamau: Follow Ricki while using Interpose, end your turn out of the group of skeletons so they hopefully won’t attack you again next turn.
Agreed that there’s no point to having Ricki be the one to pick the rope up, that was useful last time since she was already in the room and could leave that turn.
I would like to use the lens on the spider dog at some point. Unlike normal creatures like bats and spiders, we can’t really guess what it may do and I think we’ll see it again in the future
Okay. Two major options:
We could head to the graveyard and see if anything dangerous is there, clean out any skeletons if the ominous feeling meant nothing. If it’s clear, we can then go looting before finishing the dungeon.
OR, we can go finish the dungeon now. Grab the rope then grab the last thieves tools before finishing.
Second option has the best chance of giving us that ten coin bonus. First option could get us a lot more loot insofar as we can carry it. Or we could discover that some giant boss woke up, blow our very expensive magic lens to determine that we can’t kill it with Kamau’s remaining 4 HP, and we need to go. Given that the best loot is probably past the rat hole above the chandelier, and our inventory is mostly full, and we already have loot we can’t carry (sun sphere), and the solar armor is worth 15 coins if we don’t break it, I think it’s time to go.
Kamau: Give Ricki the holy water, equip solar armor, go up, grab the rope, and end on the top platform if possible.
Ricki: Take the holy water, go up and past the glass toward the right (don’t step on it)
An outline of the remaining turns if the solar armor doesn’t break:
52:
Kamau: Go right, swap holy water and the rope with Ricki, boost her to the next level up.
Ricki: Go right, swap the items, get boosted up.
53:
Ricki: Attach rope. Go grab thieves tools. Drop down one level to the ledge where Kamau boosted her from.
Kamau: Switch to leather, slide down the rope, attach the rope to the winch, crank it if possible. (Kamau should still have HP *and* dauntless, no point further risking solar armor once we make it to here. Let him face tank.)
54: If winch still needs turning, turn it. With both characters if necessary.
If the solar armor does break:
52:
Ricki: Hat, dagger, lens, and holy water to Kamau for the rope, get boosted up.
Kamau: Go right, item swap with Ricki, and boost Ricki up.
53:
Ricki: Attach rope, grab thieves tools, head up a level.
Kamau: Wait.
54:
Ricki: Go up two levels and grab the sun sphere
Kamau: Switch to leather, slide down the rope, attach the rope to the winch, crank it if possible. (Kamau should still have HP *and* dauntless, no point further risking solar armor once we make it to here. Let him face tank.)
55: If winch still needs turning, have Kamau turn it.
(this didn’t post for some reason?)
Why is your turn 54 projection in the second option (the solar armour breaks) still mentioning “risking the armour”?
Also, if the winch needs 2 people to turn, then Kamau is kind of screwed down there, and the sunhead can whack into him until Ricki arrives. Therefore Kamau should leave the aggro zone of the sunhead if he can’t turn the winch alone in turn 55 and wait for Ricki (in your projection).
1) Because I copy-pasted and didn’t re-read carefully.
2) Good point. You’re totally right.
You wanted to write turn 55ff., not 52ff. right? Because 52 and 53 already happened and 54 is when we hopefully get the rope.
Whoops. Yes, the numbering is all off by three turns, you’re right.
One other recommendation: Let’s kill the centipede, to try to get that venom sac drop. I think that Kamau and Ricki can take it down in one turn by attacking together, and 4 defense is definitely enough to avoid damage. If Kamau is targeted by bats on the same turn they move down to squish the centipede then he might take some damage.
I also suggest killing the sun-head by the winch, worst case with leather armor that would cost 3 HP if Kamau took a solo turn to guarantee it locks onto him. We’re not guaranteed to get replacement solar armour, but if we do then that’s good loot, even if we don’t break the first set. Worth slightly more per slot than the sun sphere (7.5 vs 6.7 cost), though it’d be awkward if we ran directly into another dungeon and had dropped cheap but useful gear like the torch and boots.
I’m back, map’s up to date again Dungeon Eyes Map
Thanks. 🙂
But if you’ll allow me to nit-pick: the set of lockpicks in the room with the flies and the bird has already been picked up.
What will Ricki & Kamau do, if yours becomes the highest voted post? 🙂
They will sit down and contemplate drawing a map 🙂
Kamau: equip solar armour, swap the arrows to Ricki (get the throwing dagger back), then go right (top level) and interpose.
Ricki: swap with Kamau, then go right (top level), mind the glass and go right again. Be mindful that you stay low on the balcony, so whatever is there in the graveyard doesn’t see you. Pick up the bow.
(Paws did sell a bow for 10 gold in https://dungeoneyes.com/intermission-2-page-7/ so that’s certainly worth picking up, would also be good to have a ranged weapon option ready for our new party member, once she joins.
And I DO want to know what on earth (or below the earth?) did cause Ricki’s omnious feeling.)
EDIT: added the solar armour, thanks for the pointer.
Alternately, we could take the time to kill the sunhead – if anyone wants to go try get that yellow chest open, that is needed anyway – but then we’d be able to see what is in the graveyard a couple of turns later. Might be “just” a bunch of more skeletons, might be something nastier that we should take care of (or run away from) sooner, so that’s risky. Also, sun armour might break more likely (exposed to damage for more turns), which would get us in trouble with the ashen skeletons.
Kamau: equip solar armour, swap the arrows to Ricki (get the dawn mitre back), then go right (top level) and attack the sunhead
Ricki: swap with Kamau, then go right (top level), mind the glass and throw dagger at sunhead.
(using holy bolt isn’t feasible, the sun armour provides 4 Def against holy damage…)
If both these options suggested by me have the same amount of votes, I pick the other one (interpose).
EDIT: added the solar armour, thanks for the pointer.
It is actually impossible to get the sun-head chest with our loadout. Ricki with a sword deals 3 damage and I’m largely convinced that a sun-head has 4 defense, or 5 vs holy so the holy water still wouldn’t let her break through defenses.
Sun-head with a rusty sword probably does seven damage total. If you pick this approach, I suggest Kamau switching to solar armor.
Edit: If you pick either of these approaches
Kamau: Leave arrows and a set of thieves tools here. Equip solar armour, head right and move past the sun-head to the balcony over the courtyard, pick up the bow.
Ricki: Avoiding the glass, go downstairs, pick up the dagger, then come back upstairs. Leave the dagger upstairs and pick up the arrows.
Opening up two inventory space just in case, though if a bow is weight 2 and also needs you to carry arrows then it’s going to be difficult to use.