Dungeon 7 Turn 17
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Kamau returns to the first room of the barn and attacks the potatobeast with his torch. Once again it shies away, as far as it can go without leaving the room. He deals a decent amount of damage to it, while its counterattack isn’t able to get through his Def (through it still hits pretty hard). Kamau’s torch breaks in the scuffle.
Macadamia smifs his corn spear into another silver ring of aggression.
Ricki trusts her armour to let her approach the chicken coop (it works, she takes no damage). She takes some corn from Molly and puts it in the sliding compartment in the coop’s side, and she hears some happy clucking noises coming from within. She feels like she did the right thing, but she doesn’t seem to have gained anything from it, at least not yet.
Lohk’s ray of frost hits the rooster, but barely does any damage.
After taking their actions, Ricki explores the room above while Macadamia heads to the right and then upward.
The upper-left room of the barn appears to have several locked doors. Ricki might actually get some use out of all these lockpicks she brought.
She can also see, using her Dungeon Eyes ability, that the upper half of the room is open to the air. Based on what she saw from outside, though, trying to walk left from this room would just constitute jumping off the roof of the barn, which would hurt a lot.
Macadamia can see, using his Regular Eyes ability, a small room with a chest and a ladder.
Kamau: go to right, interpose corn from outside of tomato melee range.
Mac: go stab corn Kamau is interposing (left corn)
Daisy: bite corn Kamau is interposing (left corn)
Lohk: go torch corn Kamau is interposing (left corn)
Ricki: pick a lock to one of the rooms (bottom left I guess)
Lhok, Keep your torch out the entire time just in case that’s what Potato is afraid of.
I’m not allowed to edit anymore, but this was intended to be part of this post. Please consider it so, LSN.
CornSpear, 4 atk 1 def against undead.. but I think we should ignore the skeletons. Even if clearing them would allow us to finally punch the stalkroach.
…and up there, is it a wind toy, or do I see a metal elemental chicken there? xD
It’s pointing to the right. Might be a hint, or a coincidence. I don’t think it means “throw a rooster there” 🙂
Anyways, it should be the end of the building there, but we don’t really know, since we have only so far seen the bottom part at turn 11, and it’s totally possible that the roof ends up with some kind of a small platform. Ricky told us to NOT go left, we could ask her to take a look at the right side as well.
The only thing that worries me is coop, we invested a corn there, and I hoped we’d get immediate outcome. But as it is now, we will have to check it every few turns.
The thing on top is almost certainly a weather vane. It could mean the wind is blowing right, or it could be indicating something else with ‘right’.
Or it’s a new unique weapon. Like a polearm of sorts.
Lots of new information here.
We found the hole leading to the rats and it is quite a gauntlet to run if we want that one chest. (2 spear corn knights, 2 centipedes, a potato and the rats and squirrels). At this point, I’d say we should ignore.
While we still have attack power, we should focus on clearing the corn above the chickens and peeking outside the right side when we have a chance. Hopefully it’s the last room and we can make determine our final goals then.
Maca: open chest.
Lohk: Stow shield for now. Hold torch in one hand, while ray of frosting chicken with the other, assuming it’s not pacified.
Kamau: Attack potatobeast with hilt.
Ricki: open leftmost door with lockpicks
Squirrel: keep doing what you’re doing to make the potato scared, as long as you’re safe from harm.
Explanation: The intent is that we get pet chicken (and an attempt to answer the question: do we need to feed more corn, or just wait? or, and here’s my thoughts, clear the existing chicken so coop disgorges friendly one) and lockpick the chests ASAP (we need money DESPERATELY), while kamau tries fighting some more to clear the way for the smols to be able to move around unimpeded to the rightmost screen (source of floral smell might be there, alongside bull, which we won’t be able to get to without another penalty, so looting now won’t hurt us more than we are now- if the flower is or can be a new character (likely), getting to her without a third penalty should be a priority after looting).
Reason for above: I think we’ll have to bail the moment or the turn after we see bull. Given current monster power level, bull’s first attack will likely cause dauntless to activate, or nearly so. Puzzle chest represents (clearing) the barn. I do not think we can clear the barn (sorry farmers, we’re too weak), unless it is possible to remove the timer by finding the flower that is emitting the smell.
Looting now is worse if it means we can’t efficiently kill the things between here and the rightmost screen, or any other goal for that matter.