Dungeon 9 Turn 48
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Ricki changes into the new bone armour, then pops open the upper sarcophagus, unleashing another angry wraith. She then flees back down the tunnel just in time to see Botanya freeing two more ghasts. They both then follow Lara and Kamau out of the room, but Ricki notices something on the way.
“I feel like that ghost’s eyes are tracking me through the ceiling.”
“what ghost”
Kamau and Lara head further into the dungeon, with Ricki and Botanya one room behind.
Why didn’t the group kill the necromancer first and do the crypts after?
Assumption was that Killing necro ends the dungeon so we wouldnt be able to clear all zombies after had we done so.
We’re trying to get four-five turns of leeway for the boss so that the Necromancer can be defeated without summoning more zombies during the fight, which is a possibility that some people are worried about. There’s also concerns about whether or not killing the Necromancer will end the dungeon immediately, and we’re trying to accomplish side-missions like killing all of the zombies or unlocking the ghast chest for the rewards.
It’s risky IMO, especially since it seems like we have to fight the undead owlbear as part of the ‘kill all zombies’ mission anyways, but it’s been a while since we’ve managed to crack open a puzzle chest so that might be nice to grab if we’re able. If it’s Ghast related we might get some sort of paralysis weapon, which might be nice with Botanya’s pipes.
The rule is: since this dungeon doesn’t have an “and escape” clause in its primary goal, the moment we complete it, cutscene power takes over and we are immediately booted out of the dungeon.
There is a possibility that killing the necromancer won’t destroy the undead source, as Kamau alluded to. Also possible that destroying the source will trigger a Guard Entrance Twist instead. But we can’t ignore the possibility that killing the Necro ends the dungeon pronto.
Also, as was said, we don’t want to fight him as he summons the zombies. We can’t take them and him together. So we gotta wait until he summons them anyways.
Given the cutscene aspect, it’s probably worth a reminder that we’ll need to return Coc’s armor to him before the bossfight. I expect the “conversation” part of that will only be a single turn – but it’ll still occupy Ricki, so the schedule needs to take that into account.
Ricki: Maintain position. If the Wraith arrives, Fireball it.
Botanya: Stay with Ricki. If the Wraith arrives, Pipe it.
Kamau: Head left. Interpose for the group.
Lara: Head left. If the Wraith arrives, Corn Spear it.
Flytrap: Bite Wraith.
Do we really want to use a whole turn waiting just see if the wraith follows?
We could try running it first, just to see if it’s even able to follow?
We don’t know its MOV stat. We can’t run.
IF we have to, isn’t it better to face it in the lever room, away from the ghasts?
Wrong idea. Ricki is already in the lever room. Move on.
To clarify why this is the only plan.
Roamer enemies, especially unknown roamer enemies, are the greatest threat we have.
This is one can move through walls, and is apparently following us.
If its MOV is 0, we look like dinguses. But we don’t get hurt, and will be in range to fight ghasts for gold treasures and the puzzle chest.
If its MOV is 1 or greater, it can attack Ricki and Botanya as they exit the room, as seen on the farm and discussed on its followup stream.
Therefore, the only safe play is backtracking to the lever room and interposing there.
I’d also like to point out that if Wraith does follow us and we keep moving, it will eventually catch up to us while we’re engaged with the ghouls which would be bad extra bad if it happens to be the turn Kamau is most likely-paralyzed.
We knew things could go wrong during with the Zombie plan. I think we need to abandon that plan and either try to salvage it with a Ghast plan or just wait past turn 50 and kill necro after.
Zombie plan was never 100% success rate.
No plan is. We do the best with what info we have.
Risk/reward ratio probably favors finishing the clearing up of the loot room anyways.
Lara should have three arrows in her inventory – they seem to have gotten lost in the shuffle on T44.
(I know, who cares about three arrows? But since there’s been discussion of giving some to Coccyx as a peace offering, as well as the possibility that he’s somehow generating arrows out of his own body – and therefore he might really like to get them back, if they were originally his – I didn’t want it to get forgotten.)
Those weren’t forgotten, but they got clipped to the backrooms the turn we made the mistake in the item summary
No takebacks is a rule. It worked in our favor before.
OK, thanks for confirming that. Now that I think about it, that suggests that the arrows really weren’t important; otherwise LSN wouldn’t have let them get lost that way.
The rule is: since this dungeon doesn’t have an “and escape” clause in its primary goal, the moment we complete it, cutscene power takes over and we are immediately booted out of the dungeon.
There is a possibility that killing the necromancer won’t destroy the undead source, as Kamau alluded to. Also possible that destroying the source will trigger a Guard Entrance Twist instead. But we can’t ignore the possibility that killing the Necro ends the dungeon pronto.
Also, as was said, we don’t want to fight him as he summons the zombies. We can’t take them and him together. So we gotta wait until he summons them anyways.
Do you guys think those ghasts are gonna try to attack us, since we’re planning on staying in the same room as them to brace for the ghost?
Wait nvm we are in lever room
That was very much my fear as well. But it was pointed out to me that most monsters don’t move at all. Roamers like these zombies or the drunks are actually the exception.
And we’re in the next room over actually.