Dungeon 3 Turn 8
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Ricki gives Kamau her dagger, torch, and buckler in exchange for one of her thieves’ tools. She then opens the chest and finds a potion of healing and some holy water. The holy water in particular seems really useful… or at least it would be if she hadn’t just given away all her weapons.
Also, Ricki notes that this room is dark now that the sun thing is gone. She can still see just fine, of course.
Kamau, now wearing his new armour, descends all the way back down to the entrance. Nothing seems to have changed here yet. Kamau feels like he would know if they’d failed any of their objectives yet.
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HOLY WATER
Consumable
Can be used on a weapon as part of an attack to cause it to shed light and deal +2 holy damage for 5 turns.
Weight 1, Cost 12
I don’t know what people have in mind for Ricki so I’ll abstain this turn.
I have also since found two other glass traps (they’re so hard to see) and marked all three on the map, so be mindful, and let me know (on the discord, I basically never check old page comments) if you see any I missed
Dungeon Eyes Share
Righto. I recommend that we move 2 chests to barricade the entrance.
I’m not sure how succesful that’d be and I’d hate to waste turns. As for Ricki actions, I guess unlock a door? None of those doors lead towards an objective (except maybe those dome things) and we’re kinda full so maybe plan to kill skeledogs and go for winch? We wouldnt be able to watch the door if we did tho.
I can’t see any other reasonable way to achieve the bonus objective unless we immediately rush ghoul pope, which seems…unwise.
Actually, that seems like a reasonable idea. I mean the windows obviously are barred for exactly this reason, the “guards” outside the chapel’s wall have “threatened” to barricade the door if “too many” skeletons come out of there while we are in it, and we have successfully used chests for OTHER uses than just to store items in it in the past dungeons (e.g. in dungeon 1 Ricki used it as a stepping stone to reach high-up keys). We also used a table and papers set on fire to distract a rat, and on the “how to play” page (https://dungeoneyes.com/how-to-play/ ) it explicitly mentions “trying things”.
The chest-barricade will NOT be 100% effective (else it would be too easy to achieve the secondary goal), but the skeletons are “not strong” and “not smart” either, according to Kamau, so it might at least slow them down (until the sheer force of skeletons bumping into the barricade randomly brings it down eventually).
We might even be able to improve the barricade with the holy water somehow (when/if we have weapons to spare).
“We might even be able to improve the barricade with the holy water somehow (when/if we have weapons to spare).”
Uh oh.. I think this is not THAT style of an online game xD
…but that would be an interesting.. um.. minigame?
Could have Ricki head toward the locked chest guarded by two rats in the upper right room. It’ll cost a flower to kill the zombie rat (some assumptions applied), but maybe that’s worth it? Would be safer if she still had the buckler, but hey. It’s that, or open the door with the chest behind it, or do nothing of importance.
Not super enthusiastic about opening the doors in the upper left. Wouldn’t surprise me if we get a door key at some point.
Kamau can throw the dagger at the bats to trigger swarming, but the attack action probably stops him from leaving immediately. And so he’ll take damage and risk losing the armor we desperately need.
I don’t really understand what the plan was, so I’m not going to post actions.
Me neither. I completely don’t understand the idea of aggoring the bats. I think they’d go for the nearest target, and that would be the throwing person – unless throwing person stands BEHIND the skeletons. And now we’re into the question: will skeletons attack us when we just pass by them casually? I suppose so. So neither is a sane option.
However. Holy water. How about not using it for weapon, but rather considering it a grenade and throwing it AT the Pope? 😀
Ricky: while doing other things, ponder and look at the bottle of holy water, does the glass look sturdy, or brittle? Will it easily break upon hitting a relatively-hard object?
You disturb the bats and then leave the area.
Leaving the area is not possible at the same turn when you attack something.
Hmm.. but then, is entering a DOOR the same as ‘leaving the area’?
Maybe it actually doesn’t count as such?
Kamau will be attacked by the bats on the turn he attacks the bats. On the next turn he leaves, and the bats continue to attack other available targets. Those skeletons will also attack back and potentially kill bats. When the dust settles, there will be fewer enemies than when we started, and most importantly, this battle will go on while we’re doing other things.
There’s risk here. If we need to intervene on turn 10 then the bats probably won’t all be dead yet, so the fight will be bigger than it needs to be.
Also, we will be down a weapon while the fight is going on. This is why I wanted to give Ricki the sword, while Kamau has his hilt to fall back on.
Thanks!
Ricki can’t do much at the moment without a weapon. I think one of the better uses of holy water is giving Ricki the ability to one shot dire rats, which have 3 HP and 1 Def. They also have 2 attack, so with a buckler she can at least safely tackle two of them.
As for the locked chest, at the moment it’s one unlock for one chest either way. True that we could get a key, though.
Ricki: Unlock middle left door, to the room with what looks like just a chest.
Kamau: Throw dagger at bats.
I figure that we might as well grab the treasure with just a lock in the way. If that burns our second kit, then I’d be a little more cautious with the third kit. Several locked chests to choose from, but I’d probably go with the ashen skeleton room under the assumption that there’s an undamaged +2 defense Shield on the ground behind them. Before that though, we should have Kamau run past a sun-head to check out what’s to the right.
Holy water is neat. We can either let Kamau use it in a dark room to light his way while making him even deadlier, or let Ricki use it to swing for up to 4 damage (with the sword) in a crawlspace only she can reach, or we just hold onto it and sell for 6 gold.
Not sure if I want to drop the chandelier before or after turn 10. I feel like Ghoul Pope will send a wave of skeletons out at turn 10, which would either do nothing when they’re all crushed or reconstruct them all. Similarly, either they all move out from under the chandelier or even more stack up right in the fall zone.
Worst case, skeletons rush the exit and bats coordinate with them to all attack Kamau. That looks like 9 damage (8 enemies, one with a dagger). Best case, we sit back and watch them fight to the death.
Alternative to King Marth’s suggestion (only minor changes):
Kamau: attack the group of skeletons with the longsword.
Ricki: unlock the middle left door (the one with the unlocked chest behind it), check the chest for traps and look inside (looting not possible because no inventory space, hopefully). Avoid the glass (none in the path atm, but in case any other suggestions make the top vote instead).
Reasoning behind this:
If we have Kamau throw the dagger now, it will be stuck/unavailable to Ricki until BOTH the bats as well as the skeletons are down, and there might be more skeletons coming to join the fray from turn 10 onwards.
However, the 4 skeletons should be able to deal 5 damage tops (4 base damage, one on each skeleton, plus a +1 from the dagger), so they can’t hurt Kamau atm (his DEF is 6 with the armour, plus one for the buckler, if we are going to use that). So we can whittle them down for 2 more turns (possibly kill them somewhat fast, if counter attack triggers a couple of times), without much risk involved. And we’ll be around to see what happens at turn 10 (if anything). Ricki can join the fight as soon as there’s less skeletons around and help kill them faster.
We can still trigger the bats once we know how the “skeletons escape” mechanic is going to work.
Edit: long term plans should include: barricade the chapel door from this side. Kill the skele-dogs and see if we can climb down the floors to the winch (and be able to climb back up again).
A shield. Yellowish. It may be reflective. Lasers and mirrors. Wheeee!
Also, let me just drop a shameless plug about my idea for holy hand grenade in the other comment 😉
On another subject: I think that object behind the three black skeletons is a coil of rope. Notice how the height levels on it are more pixelated than anything else in the dungeon. So that’s an option for a third direction.
After reading King Marth’s comment, I don’t support this guess anymore. Shield created by scaling up the buckler sprite makes at least as much sense, and explains the weird edges about as well.
I can’t take full credit, it was GathersIngredients on turn 2 that suggested it was a shield. I thought it was a big floor button like in Legend of Zelda, or a pile of gold coins (not the right colour).
Wow. You’re right. That blob on the floor is much more pixelated than i.e. the yellow thing on the ceiling. The thing on the floor look very like a wound up rope would look like (well, maybe except coloring, which could be a bit more explicit and show some stripes, but hey, we look from afar).
Actually, that’s a very nice observation. We’ve got a very tall shaft in the room with skeleton dogs. And this being a rope fits everything. A bell on the top and a shaft for its rope beneath it, so someone below can ring the bell. The bell stopped ringing – no rope handing there equals no ringing. Back then, it might have been performed by the sunhead guys (they have arms!) but if the undead managed to steal the rope – IMHO fits the background story. And we already considered that since it’s temple-of-the-sun-god, and undead rising occurred somewhere along the bell becoming silent – turning on the bell might be very helpful.
Suddenly I’ve very keep to check on that maybe-rope. It’s only 1 door, and 3 skeletons. These skeletons are dark, we don’t know what it exactly means, but still, it doesn’t look like a high threat, especially with Kamau’s new armour and holy water (which still I’d like to use as a grenade on the Pope)
Put holy water on Kam’s sword. Attack the group of skeletons.
Hey, hints time! “Shed light and deal holy damage” is a pretty strong indication that sunheads deal holy damage as well.
Regarding chandelier, since we’re close – I just noticed I totally got it wrong again. The balcony right to the chandelier is not for getting access to its chain, but rather, it’s an entrance for Ricky to go via the hole to a room with some enemies and three chests. This may mean, the chandelier can be both dropped (or lowered) and then rised repeatedly to act as an elevator. Cool!
OR: it may work another way. If we drop the chandelier, it hits the skellies and it’s done for. No rising it back, since it’s destroyed/etc. This way, it would mean we have a tough choice: drop the thing on the skellies, or keep the thing so Kamau can lift Ricky and then she can go on a solo mission on the balcony.. What do you think?
Regaring chandelier:
I’m pretty sure that the first lever we found does *NOT* control it (or at least not alone – we don’t really know).
In the center of the upper right room is what looks like winch to me and it has exactly the same color as the chandelier. I’d bet that using that the chandelier can be lowered or raised – whether it can also be dropped we can’t really say.
Edit: It also just occured to me that the sun-head guys (which btw still haven’t shown up in the list of enemies?!) also have the same color – and people have already mentioned they might me some sort of guardians. Maybe we should try to light the chandelier? Potentially by luring one of these guys to it?
I think the lever drops the chandelier and the winch raises it.
Once we know what is behind the ghoul Pope, that will likely inform how important it is to drop the chandelier.
Ricki: Feed the healing potion to Kamau
Kamau: Save holy water for a bigger fight. Kill skeletons. We aggro bats after we beat skeletons to guard the exit.
Note: Start by smashing the skeleton with a dagger.
We need to get to the right/top.
So, while I agree on being very wary to enter battle with 7 skeletons and a pope-ghoul (who might possibly even buff them with his fanatic drivel), I am very much for removing the small group of 4 skeletons next to the exit (lest they start wandering and start the “countdown” from 10 to 0 skeletons until the entrance = only EXIT known to us so far get sealed from outside) a) in general and b) as soon as possible.
in Turn 0 (https://dungeoneyes.com/dungeon-3-turn-0/ )
I want to go this way next, but I’d like to stick around the entrance to see what happens on turn 10.
I expect the sun-head with sword to deal 7 damage (5+2). If part of that counts as holy then Kamau wouldn’t lose HP. Otherwise, risking buckler destruction would make it definitely safe.
The description of the Holy water remembered me of R’hllor and his priestess: “Lord of Light! Come to us in our darkness. We offer you these false gods. Take them and cast your light upon us. For the night is dark and full of terrors.“
The lever in the bottom right room seems to release the huge chandelier. So my proposal: Kamau starts killing the lightbulb guy in the first room while tanking the hits. He should be fine with the armour. Riki needs to support him in later turns because otherwise he wont do serious damage. Then pull the lever and smash the skelettons under the chandelier. Maybe the lever does something else but it needs to be pulled nontheless.