Dungeon 6 Turn 6
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Ricki attempts to use a magic lens on the eyes she can see underneath the bed in the chamber below, but she can’t get a reading. It could be that the mysterious darkness is blocking the lens, or it could be that what appears to be eyes is actually the glimmer of hidden treasure. There’s likely only one way to find out, and that’s to get closer and check. Ricki also wanders around the room and points out the traps to all her friends before entering the small tunnel.
Macadamia scatters the dog bones, worried that if he doesn’t they’ll animate at some point. He briefly wonders if his new lifestyle is making him paranoid.
Lohk and Daisy inspect the tables in the middle of the room. Despite their sinister appearance, they appear to be part of some kind of workshop. It’s not clear what is supposed to be constructed here. The tools may have been warped by the dungeon. Also, none of them look like they can be picked up and taken.
Lara descends to the lowest level of the dungeon thus far found and uses her corrupted magic to dominate one of the wolf spiders. She gets attacked in the process, but takes no damage. At least until she succumbs to her craving and smokes a cigarette, taking 1 damage. She can now either keep the wolf spider as her own pet, or send it to someone else.
Lara returns to the kitchen. Everything looks unchanged here.
Lohk and Daisy check out the entrance, but nothing noteworthy seems to have happened here either.
Ricki wiggles her way up the vertical tunnel, going a lot farther than she’s used to with these secret passages, but somehow not taking any extra time. She emerges into a room seemingly higher than any of the others already found.
I swear that’s a pokemon trainer.
LSN hints at characters with powers to summon pet.
In the How to play page (updated):
Some characters have the ability to summon a pet. As each character can only have one pet with them at a time, these abilities don’t work if the character already has a pet with them, and the character can’t enter a dungeon with a different pet if their ability already grants them one.
Maybe this is a potential party member? They dont LOOK like they’d attack Maybe they wrote the note.
Either way. We should get there asap, even if it means using a lockpick.
No lock pick needed, but I’m pretty sure they’re past the group of five skeletons (including dog). Our Tower key is likely for that room.
It could be a BAT MAN
are those… squirrels? (on the chests behind the dire rats)
And wow, GIANT bat. (going to say that is worth one of those 5 big skulls on the door)
I think this room is located above the kitchen and right of the library (it if was on level with the basement, it would have a different background).
I’m not going to propose a course of action, because I think KingMarth had some kind of long term plan, and I don’t want to mess with that.
If we could recruit that person with the scarf (even temporarily), we’d have 2 tall persons for the portrait and wouldn’t need to fuss around with the portrait with our little guys.
One last note: grabbing the wolfspider as a pet didn’t cause any change on the door. So either those guys don’t have their own skulls, or we need to kill “our” temporary pet one, in order to get to the knight’s body, too (which sucks). We should test that, by killing at least one of the other wolfspiders and see what that does to the skull-door, before risking ours, though.
I checked the map after my post. The Giant bat room has to be on floor 3. There is an entire room between kitchen and tower.
Reason: Library room has an exit to the right. If tower was above kitchen, that library exit would lead to Giant bat (which it doesnt)
It can’t be located there – we’d be able to see the break in the wall where the library door enters. This room has to be TWO floors up from the kitchen (or three, or 4, etc.). Also it’s described as higher than any other yet found – if it was above the kitchen directly it’d be as high as the library.
If these tun out to not count towards the door, I wonder if we can “upgrade” the temporarily-controlled one, with help of Lara’s brain link, and meat, into a permanent pet.
If we want to get to the Trainer, we’ve got to get through 4 buffed skeletons and a Buffed dog 🙁
If we assume skeletons attack whoever attacks them and we can split the damage up a bit. (I’ll let the others do the math). I think the benefits of getting another potential ally earlier outweighs the cost of fighting skeletons before end of Oct.
Using our consumables would be good too.
Reposting my comment on room layout:
I checked the map after my post. The Giant bat room has to be on floor 3. There is an entire room between kitchen and tower.
Reason: Library room has an exit to the right. If tower was above kitchen, that library exit would lead to Giant bat (which it doesnt)
Going through the locked door in the library will also potentially give us access to the trainer! The room Ricki is in is NOT directly above the kitchen. There’s one screen in between, which is accessible presumably by the ladder behind that skeleton and dog group OR the door in the library. That library door might be the tower door we have a key for, because it presumably provides access to the same screen below Ricki that leads to the tower. Clear the tower is accessed by ladder, so unless there’s another locked door in the room below Ricki, the library locked door is the only one we’ve seen that leads to tower access.
Another thing of note: Giant Bat thing will probably summon his bat Allies when engaged.
I wonder.. how is this guy-with-scarf able to withstand the ghost?
And why the ghost did not shut the door after this scarfed guy entered here?
Also, that bat doesn’t look like a bat or vampire bat. I think it’s may be an IMP.
Maybe our info is just fine, and this guy is a dungeon monster, hence unaffected by the ghost, and he’s probably one of the large skulls..
Or maybe our info is very distorted to say the least, and maybe ghost motives and everything is a lie, and if we de/activate all the skulls on the door an apocalypse happens. In this case this guy will be an NPC, and the ghost picks people to attack on some other condition than just “has entered the building”. In that case, we have to talk to him ASAP, and the dungeon completion rules will change. How? For example, do lift the seal from the door, but do not destroy the body. Maybe under the beds are some items that we have to collect and put back into the knight’s coffin. Like, pieces of shiny armour that was robbed from his grave and caused his anger.
The description we got when Ricky tried scanning the bed/eyes aligns with this.
Also, the big bad bat. If there would be a deadly monster under the bed, this + big bad bat, would be quite an overkill for a one room with one chest. I think the eyes under the bed are not eyes at all, these are shiny items, or maaaaybe eyes of some NPC to be rescued.
I think the beds are like chests. Could have loot, could have a monster.
It’s definitely worth talking to them just in case you’re right about the dungeon info being lies, but… I’m of the idea the hat-wearing guy is an enemy. They have that huge bandana covering what could be a very monstrous bottom half of their face. (We’re all conditioned to just see the top half and assume the rest under the mask is trustworthy, cause that’s actually the NICE thing to do 😛 ) Or maybe the loose part that looks like a cool wrap is actually uhh a freakin tentacle or something. Beware the hidden sting!!
As to the skulls on the door being a red herring? I love the idea that it’s a trap based on assumption and likelihood of death (if the intruder tries to fight ALL the monsters) and some random set of keys opens the door instead XD
Oooooh, he could be hiding a set of very pointy teeth (= vampire). 😀
This is a GREAT point. Just to add onto this, the bat next to the scarf person ALSO has scarves in the same location hiding its fangs. That bat may actually be another vampire.
Ricki: Attack a dire rat.
Wolf Spider: Get attached to Ricki, join her in the rat hole and attack the other dire rat.
Macadamia: Join Ricki in the rat hole, dodging the trap floors on your way in, and attack the dire rat the wolf spider targeted.
Lohk: Head right, drop your shield by wardrobe for Lara to grab, then head downstairs. Dodge both trap doors on your way down to the skeleton door, and once there work with Daisy to get the keys by the door. Since Daisy can reach high places and can also be lifted by other characters, I’m assuming together you can manage this somehow. If you have to, try attacking the keys with your ice ray to knock them down and grab them next turn.
Daisy: Help out Lohk.
Lara: drop the cigs, rabbit paw, and purse by the rusty chain mail. Pick up the bucket, a mug of cheap ale, and the shield. Head one screen to the left.
Explanation below – safe for LSN to ignore:
I’m operating under the assumption the pokemon trainer is friendly and we can recruit him. He looks like a nice guy and he’s the first live not monster we’ve seen here. Ricki is the only one who can do that, but we don’t yet have access to the right rooms, and we might as well take out the dire rats while she is there.
I think the most important thing we can do right now is get access to the screens we haven’t seen yet, and because we have only one lockpick, we should prioritize getting keys. The keys in the library are gated behind a skeleton group that would be very unsafe to fight, so the Lara and Lohk inventory changes are to get Lara boosted up to 10 defense after drinking the ale so she will only take 4 damage from the skeleton group in the library. This would let her run through them, grab the keys, and then come back through them that same turn. If we have time, we could also give her some defense rings or the magma shield to get her to 13 defense as a max, which would mean only taking 1 damage, but I think this is sufficient for our purposes.
Another idea – Lara can be given all the defense rings. Doing so would let her kill the longsword skeleton and still survive with 1 hp left (8 defense +7 HP = 15 damage to kill. Skeleton group does 14 damage). That would leave the skeleton group as non-lethal to fight for Ricki and Mac after that turn (if we get Mac back his ring), or we could have Lohk heal Lara and have her keep fighting. She’d only take 1 damage in that next fight, and then it’d be totally safe afterwards.
There are also a couple of longsword layouts that would let Lara kill the skeletons. Giving her the magma shield and a longsword would put her to 9 defense. With night eyes and a longsword Lara deals 5 damage, so smoking her cigs would let her kill the longsword skeleton in one round and survive with 1 hp. That would leave two ring slots open to get Lara to 11 defense (thus surviving with 3 hp) at the cost of 4 defense on Mac and 1 defense on Ricki, as well as the actions required to switch inventories.
Reminder: Smoking Kills.
In case Claudious’ post wasn’t clear enough: Lara already has only 7 HP left, because she smoked a cigarette and that cost her 1 HP. So this is NOT a good plan.
You quoted my example that listed 7 hp you know. The 7 hp is included in that calculation.
I’m pretty sure LSN won’t let us have Lohk drop the Shield and Lara pick it up on the same turn without counting it as trading items.
(Rule Change reminder for those who need reminding: Trading Items now counts as the action for the turn of the characters trading items.)
So long as LSN lets Lara get all those items, I’m not super concerned if that takes Lohk’s action too. She can always grab the keys next turn, or help Ricki to get them instead.
Aren’t the skeletons 3 damage each? So long as they are fought with the whole party it should be safe, all four would have to attack one member for it to be lethal and the group should be able to take out two in one round, so it is only potentially dangerous on the first turn.
This seems like spending future actions (equipment trading and potential healing) to get the keys a little earlier. And we would still need to fight the same semi-dangerous encounter later to get access to killing the owlbear, but with less overall HP to work with.
I am also of the opinion that the trainer will either be an enemy or give access to a new pet, two new party members from one dungeon seems unlikely.
The longsword skeleton adds 2 more damage. If it and 2 others target any member other than Lara, that member dies. The skeletons can easily be cleaned up after October ends, but getting the keys now will give us access to locked chests or doors that we would otherwise have to ignore. It is possible to build all members to survive an 11 damage attack, but it requires getting one member drunk and in a bucket (has to be lohk for damage purposes) and requires trading inventory on everyone but Lara, who can already survive 11 damage. I’m not sure what the exact odds of that exact situation happening (3 skeletons including the longsword attacking one member) but there’s a 20% risk of any member suffering an attack from 3 skeletons. It’s possible that it’s only 5% since the odds of an individual skeleton attacking one part member are 25%, but I don’t have the time to think the specific odds out right now. 5% risk of a party member dying seems too high to risk so we’d have to make the inventory switches I think.
Ah, I forgot about the sword, that messes up my math.
Someone worked out the likelyhood for skeleton attacks on turn 3, only one having a sword changes the math a little but they came to around 18% chance for three skeletons to hit one person.
If the plan is to wait until October is over to fight them then I would hold off on getting that key. So far, every room except the entrance has had both locked doors and keys. If the pattern holds then both of the unrevealed rooms will also probably have keys. I also find it unlikely that the key will be for the door in the same room, having them be for different rooms would encourage more back tracking and spending turns on moves.
So the only useful room that it would be to reach the tower would be the room connecting the Library to the tower. Personally, I would hold off on equipment swapping to see what the key next to the wolf spiders goes to. That would get more info and may show more of a pattern.
Sure, if we want to do that you should probably make a similar post that has Lara do something useful in the kitchen or basement this turn then. If Lara moves from where she is it gets much harder to do those inventory swaps later (she needs the ale and if she doesn’t pick it up we will need to spend way more actions to get it to her). No posted actions have anyone grabbing keys other than this plan. I’m totally down for another set of actions that still gets these keys.
I also made a post https://dungeoneyes.com/dungeon-6-turn-6/#comment-6104
I also made a post https://dungeoneyes.com/dungeon-6-turn-6/#comment-6107
Basically the same as King Marth but I have Ricki grabbing the keys instead of attacking a dire rat.
Everyone: Watch the Trap doors by hole and tools.
Ricki: Go back through hole, Receive Wolfspider pet from Lara. Got back Up the hole. Attack a Squirrel
Mac: Go up through Hole. Attack Dire Rat1
Lohk: Go Right, down and through hole. Attack in Melee other Dire Rat2
Daisy: Attack Lohks Dire Rat2
Wolf Spider: Attack Dire Rat1
Lara: Go down and kill a wolf spider.
We’ll get some intel on the squirrels (maybe they have a dodge chance but i dont think they’d be tougher much), and clear some rats. We can finish the room off and loot next turn. Lara can kill wolf spider 2 next turn and knock the keys down for ricki to pick up next turn.
Suggesting an alternative for Lara: Go back to the Entrance and use Venomous Sting on a Bat.
Reason: Lara is slower so we want her closer to rooms where she can do other things, like the ones upstairs. This Dungeon is going to be a murderfest and no one will take damage from all the bats, so kill them all! >:D (Or just one while we have nothing better to do. :P)
Another possible plan
Lara : assign wolf spider to ricki then go over one room to help Lohk. Take a look at the picture for any info of your can’t get it off the wall.
Lohk: stay on Daisy’s back and try to be in the other side to take the picture down and see if anything is behind it. If that can’t be done, go up a level and raid another bookshelf.
Ricki : attack a squirrel.
Wolf spider : attack a dire rat
Mac : move into the hole and take out another dire rat.
Dire rats need 4 damage to kill. Mac and the wolf spider could take one out, but splitting damage they will kill neither.
Macadamia: Return to the entrance, give Lohk a boost. If there’s still an action, check if the dagger pinning the note up is a regular dagger, and if there’s writing on the back of the note.
Lara: Assign Wolf Spider to Ricki. Head left to the entrance, take down the painting with Lohk and Macadamia.
Lohk: Help Lara take down the painting. Gloat about how your magic didn’t require a binding pact with evil gods. (Talk about how Master Wand works.)
Ricki: Attack a dire rat. Send wolf spider to attack a murder squirrel.
These don’t have the same eyes as the blood rat, at least.
I don’t mind this, but I really want us to get the keys sooner rather than later. Locked doors are now the single biggest obstacle we have (other than, I guess, the terrible skeletons)
Between a habit of joking too much (if joking too much is possible :P) and paranoia, I want to remind you of what happened in LSN’s last comic. Ardon might have given these squirrels rabies too. If rabies makes it so the Squirrels have 3 Attack each and both attack the Wolf Spider… I wouldn’t complain. That’d be too funny of a fail to be mad about.
Ricki: Kill a dire rat.
Wolf Spider: Join Ricki, avoiding floor traps along the way, and attack the other dire rat.
Lohk: Move to the kitchen. Drop your healing potion by the ale. Move to basement. Join Ricki in the hole, avoiding the trap doors on the way in. Attack the dire rat the wolf spider attacked, using your cane.
Macadamia: Join the other small folk in the rat hole, dodging the trap doors as you go. Attack the closest squirrel.
Daisy: Attack the other squirrel.
Lara: Drop your cigs with Lohk’s potion/the ale, then go back downstairs, avoiding the trap doors. Grab the set of keys by the skull door (use your pickaxe to knock them down if you need to). While you’re there, see if you can casually notice anything about the door.
This gets us some more info about what the keys might do, and also starts clearing out some enemies.
My idea is almost the same as KingMarth (stealing the idea of checking the back of the note from their post)
Macadamia: Return to the entrance, give Lohk a boost. If there’s still an action, check if the dagger pinning the note up is a regular dagger, and if there’s writing on the back of the note.
Lara: Assign Wolf Spider to Ricki. Head left to the entrance, take down the painting with Lohk and Macadamia.
Lohk: Help Lara take down the painting.
Ricki: Go back through the hole, avoiding the trap doors. Grab the set of keys by the skull door (use the wolf spider to get a boost if you need and are able to). If still able to move go up to the kitchen.
I am not prioritizing looting the tower rat room since it is one move away from the basement workshop, which is where we will end up returning to later. Ideally I would want to clear the three top rooms before backtracking, but that seems unlikely.
Also, I am assuming the line in the item description for keys about them being added to the same key ring means it will not take up extra space if the same person picks it up. I am not sure if other people picking up keys will auto send the keys to the one key ring.
Actually, looking at the height of the key I would rather risk Daisy counting as a height boost instead of the wolf spider, so send Macadamia to boost Ricki and have Lohk help Lara with the height boost from Daisy (hopefully). Not sure if conditional statements work, but if Daisy does not work for boosting Lohk then both Lohk and Lara can shoot bats. This at least tests if 1 hp enemies counts as small skulls.