22: Dungeons and Dragons, Part 3
In which we explore a bit, awaken the mirror, solve the crossword puzzle, die horribly, and slay the dragon.
Previously on this LP, we totally made it to the evil crossword puzzle. And, with the help of a team of quick-minded codexers, we are now able to solve it.
BUT. First things first. While you, dear readers, were doing the riddle-solving, I was doing some exploring. So bear with me until we reach the solving-the-riddle part.
A large part of the dungeon of the dragon still remains unexplored, so let's map it through.
First we head back to URSHAS to rest a bit and back up our game. Along the way, in a scripted encounter, we kill two spiders. (I think I'm going to omit the already familiar scripted encounters -- we'll be doing the same ones many times again and again as we explore the dungeon back and forth. You cannot totally avoid combat in Dark Heart of Uukrul.) As we enter the sanctuary, Kalos levels up:
Yay!
He gains a point in Vitality as well as in Piety. Nice.
We teleport to the Circle of Magicians where spekkio gets a new shiny ring:
Also, a new archival passage is now available:
Sounds scary! Also: "black heart"? As in "dark heart of Uukrul", right?
In the temple area Kalos uses TULAR to replenish our food stock.
As well as obtains a new ring from Golthur:
Then we teleport to Sagaris to identify our coif, breastplate, and mace. At the shop, we sell the coif for 37 coins, the Breastplate for 73, and the Mace for 31. We also buy a Cone of incense for our dear Kalos.
As we return to the sanctuary we notice that Rocket can now wield a Scimitar:
Cool. Scimitar is especially good against "enemies of human form", as you may remember.
From UREAL we head west, back to the dragon dungeon. Turning south we face a huge birdie.
Another scripted encounter we easily win.
Then we get attacked by my favourite kind of enemy, the Green Mushroom!
The mushrooms poison Bee, spit acid and breath gases at us, and generall do all kinds of nasty stuff. But we prevail. After the battle, we ask spekkio to kindly cast ISO to cure the poison.
Moving further south, we stumble upon a scripted encounter with an acid/ice reptile.
It is totally nasty in that it can dissolve our armour if we let it come too close, so we kill it from afar using RALKORs and AMRASAKIMs.
Further south is a secret wall.
We are disturbed by two Black Orcs and a Centurion, but they are no real threat.
Now Lord Rocket is free to force the door open.
Yay! But there's nothing inside the secret compartment.
Totally emtpy. :/
Since, as you remember, this diamond/rhombus-shaped dungeon is totally symmetrical, we finally reach the southernmost room which looks the same as the northernmost one. There's an inscription here that we translate with NGOSMUR.
I STAND BEYOND THE CHASM OF THE INFINITE ENIGMA -- YOU CANNOT CROSS
:twisted:
There's also some kind of devilish device on the southern wall here.
Hmm.
Well, let's press ... 1.
But, no matter the buttons we push, nothing happens. Guess we must first get to know the right order of pushing the buttons.
So yeah, let's now explore to the northeast.
Another scripted encounter with a fire lizard. Long story short, we win.
Shiny.
Another secret door is found, in a quite predictable place.
A shiny-looking pendant is inside. Bee (!) picks it up.
Some troglodites ambush us, but they are nothing, pure nothing against our (un)holy might.
We get a Cone of incense for loot though, which sure will come in handy.
Along the way we come across another altar. Kalos burns a Cone of incense...
...and then invokes MORPETH to reduce the rate of random encounters.
MORPETH Quiet Walking
Drutho, Mistress of Stealth,
Bind our feet with soft silken cloth,
Silence our voices and muffle our steps,
That we may walk without calling our death.
(I just hope I got the prayer's meaning correctly. Took me some time though.)
Hell yeah, the dungeon is totally explored. Let's head to UREAL to rest up.
Lord Rocket levels up!
Meh, +1 in Dexterity.
Teleporting to Sagaris, we have the sage identify the newly found gems for us -- as well as the pendant:
Yay!
Now that Lord Rocket is level 8, we can buy a cool Silver sword for him:
Kewl. It's like that thing The Witcher was about.
Let's ask Sagaris to have a look at our new sword:
Yup, exactly like in The Witcher.
We also buy a Killer Blade for Bee:
What is it, I wonder?
Nice!
At the Fshofth shrine, Kalos is awarded yet another ring:
Yay. Now that we've started invoking TULAR, Fshofth shouldn't be too hard to please. Hopefully.
Let's now go study the mysterious mirror in more detail!
Lots of encounters along the way. First we slay the scripted spiders, which is easy. Then...
Oops.
Three beetles, a snake, and a troglodite. Looks scary.
spekkio casts SELAKIM, the silver armor spell, to improve our AC.
10 SELAKIM The Silver Armor
The strength of Selakim's armor is that of Selmur; the virtue of this Spell is that the purity of silver allows the incantation to last for a much longer time. The Spell is one that is very draining to cast and maintain.
Giant beetles are nasty in that they can spit acid:
Bee does her collar-grabbing thing!
But then the snake poisons her:
FUUUUUUUUUUUU-
The beetles go on spitting acid at us. spekkio casts KUN to do some AoE damage. Also, now that he has the golden ring in the arkana of fire, he can cast a new powerful offensive spell, AMRASLAZAR.
11 AMRASLAZAR The Golden Snake of Fire
Few can withstand the searing burn of the golden snake: any victim struck will be seriously wounded, for the fire of gold is indeed great.
The Giant Beetle loses 1/4 of its HP. Then Bee grabs a collar, and spekkio casts KUN again.
The Troglodite lies slain, and the others are p. low on HP. Good. We bring the battle to completion.
Some nice exp here. And it looks like Bee's collar-grabbing has paid off.
Bee takes the gem.
Next we emerge victorious from a scripted fire lizard encounter -- and here we are by the mirror:
We witness the dream-like image again.
Hmm, a tower of black stone, kauri trees, mist.
As well as a figure in gray. Mysterious!
So ... shall we check the manual? (Kudos to Fowyr's hint.) Let's see... No tower. Hmmm. But... what's this? "Kauri branch"? Let's have a closer look...
KUURAOTH The Waking Vision
Fshofth, hark at the kauri branch, a bird dips:
Takes honey from the silvered flowers, and stops,
Troubled by a dark mirage, far in the forest.
Your glass will shatter the foundations of the dream.
KUURAOTH is a prayer to Fsofth. It mentions "vision", "the kauri branch", "a dark mirage", and "glass". Let's try invoking it.
Luckily for us, Kalos does manage to successfully invoke KUURAOTH...
Hell yeah, it worked!
spekkio takes the mysterious plaque.
I WILL RULE :twisted:
The mirror has now lost its magic.
I guess we should show the plaque to Sagaris, shouldn't we?
We pay.
Turns out it's Areth's plaque. It will probably be useful later. At least that's what the vision of Mara told us earlier.
At this point I didn't yet know the solution to the crossword puzzle, and so decided to explore a bit to the east of UREAL, i.e., go a bit deeper into Eriosthe. (But first we back up our game at UREAL, of course.)
The corridor leads to a locked grate.
There is a chain nearby.
It's a lever mechanism.
We choose to Pull down the chain.
The grate is unlocked now (dunno why it says "a locked grate" in the screenshot), but the room beyond looks kinda scary:
Well, okay, let's enter it. I mean, why not?
It's a trap!
There's an inscription here. We translate it with NGOSMUR.
:twisted: Now that's what I call noir.
Let's check if we can escape this place. We go back to the grate.
:twisted: Oh-kay. Let's play along. We choose to Plead sincerely.
We Say "yes" to appease the tyrant. He seems to be quite pleased:
Phew. Let's go back to UREAL for now and leave this twisted area for later.
At UREAL we rest to replenish our virtue and psychic points.
After experimenting a bit with some inscriptions in the temple area, I now know that UMESH -- the translating prayer -- stacks, so that we can use it several times to make an inscription more legible. So let's return to the corridor guarded by unearthy apparitions and attempt to translate the two inscriptions we couldn't translate earlier.
We apply an UMESH and a NGOSMUR to the first inscription. Not much progress so far. Let's keep trying.
Much better. Another UMESH and...
...we can now make out the inscription!
ORDER SYMBOLS AS WORDS -- THOSE EQUAL IN NUMBER SHALL NOT BE USED
Hmm, sounds like an important clue. Not sure what it means though.
Now on to the second inscription. Rinse and repeat.
Yay!
WHERE DIAMONDS OUTNUMBER SQUARES USE TOP SYMBOL -- CONVERSE USE LOWER
Another hint, eh?
But anyway. It is at this point that our glorious team of codexers has managed to solve the crossword puzzle, so let's go input all the answers and see what happens. Here's the solution by the way:
So yeah, we start with ICICLED:
Yay!
Some kind of message. Hmm. Let's see... Oh yeah. We have our hint already: WHERE DIAMONDS OUTNUMBER SQUARES USE TOP SYMBOL -- CONVERSE USE LOWER. In this case,
square is obviously the answer.
You do remember the southernmost rhombus wall having two kind of buttons, a square one and a diamond one, right? I bet we must input the right combination there. So we write down: 12. ICICLED: three diamonds above four squares -> square.
Next comes FRAIL.
Oh-kay. 1. FRAIL: three diamonds above two squares -> diamond.
On to ASH now:
Hmm. 9. ASH: four diamonds above five squares -> square.
And now to RENOUNCES:
'K. 11. RENOUNCES: three squares above two diamonds -> diamond.
Onwards to KNEE we go:
Hmm. 8. KNEE: three squares above three diamonds -> which means that, since THOSE EQUAL IN NUMBER SHALL NOT BE USED, we should, I think, skip this one.
So yeah, you get the idea. Here are all the answers:
ORDER SYMBOLS AS WORDS - THOSE EQUAL IN NUMBER SHALL NOT BE USED.
WHERE DIAMONDS OUTNUMBER SQUARES USE TOP SYMBOL - CONVERSE USE LOWER.
1: FRAIL: three diamonds above two squares // diamond
2: INSIDE: three squares above four diamonds // square
3: NEED: four diamonds above four squares // ---
4: DRAGON: four diamonds above two squares // diamond
5: TEETH: five squares above three diamonds // diamond
6: HUM: three diamonds above three squares // ----
7: ENGRAVE: four squares above two diamonds // diamond
8: KNEE: three squares above three diamonds // ----
9: ASH: four diamonds above five squares // square
10: UNDERFOOT: two diamonds above three squares // square
11: RENOUNCES: three squares above two diamonds // diamond
12: ICICLED: three diamonds above four squares // square
Cool!
We head to the sanctuary to rest and back up our game. And then back to the southern wall we go!
Hmmm. I wonder if the correct combination of squares and diamonds follows the numbered order of the crossword riddles...
We push diamond-square-diamond-diamond-diamond-square-square-diamond-square, or, in other words, 121112212. Open Sesame!
Triple
!
A sharp, cold tinge? That doesn't bode well...
A tower of black stone, again? I wonder...
There are two doors here. First we enter the eastern one.
A stone heart!
spekkio picks it up, and we now have four stone hearts. We sure are making progress.
There's nothing of further interest in this room though, and so we approach the western door.
Heavy footsteps?
Let's see...
OMG A DRAGON!!
Good thing we recently backed up our game, which means we won't try beating a hasty retreat. Rather, let's engage in dragon diplomacy.
Diplomacy: Fail.
Hmm, I wonder how tough this dragon beastie is...
Rocket misses. The bad thing is, he keeps on missing. It ain't easy, hitting at a dragon.
spekkio casts SELAKIM to boost our armour, and Bee attempts collar-grabbing the dragon:
Nice.
But... what's this?...
It ain't us! It's the dragon casting a spell!
And it's kinda devastating. :/
Time for spekkio to resort to the most powerful healing spell we can cast, HELASLAZAR:
11 HELASLAZAR The Many Golden Fingers of Healing
Incantation of Helaslazar will call forth a phantasm of many golden rays of light. These will cover all those in the gaze of the caster and heal any wounds that have not cleaved to the bone.
It costs 11 psychic points though. Quite draining.
Bee lays hands on the Ice Dragon again, and drains it of 21 hp. The Ice Dragon attacks Rocket melee-style:
Bee drain the dragon yet again. The Dragon breathes acid!
Kalos' RALKOR does some damage to the dragon. Not bad.
But then the dragon casts another spell.
Bee lays hands on spekkio to patch him up a bit.
That doesn't help though...
spekkio's dead.
Bee is next.
Kalos invokes SIRDHE and then RALKOR. But...
Now Rocket is dead, too. :/ Kalos remains alone. He uses SIRDHE to heal himself up a bit, but...
The Ice Dragon casts a stunning spell (it's probably KRAMUR or KRAAKIM, assuming the enemies have access to the same spells we do.)
Now Kalos is stunned, and so totally worthless.
Oops.
Kalos is no longer stunned, yet he is weak.
The end is nigh!
Indeed.
As you can see, the health bar has now been replaced with a different one. It's a, uhm, corpse decay bar -- it decreases over time and diminishes our chances of being successfully resurrected. So yeah, the time passes...
(You can see the corpse decay bars have diminished.)
A mysterious stranger brings us to the mausoleum.
Looks like Kalos is being resurrected.
Indeed. Oh-kay. Before we reload
roll
, let's have a look at the way resurrection works. First we present Lord Rocket's corpse to the priest.
We pay.
And...
Lord Rocket is alive again! But at a cost: he loses some of his exp and strength. Horrible.
Now it's Bee's turn.
We pay, sure.
Bee is resurrected. But her Piety is lower now.
Now only spekkio remains.
We pa---
We sell some things at the nearby shop and then return to the mausoleum. But spekkio's corpse decay bar has been slowly diminishing all this time...
The resurrection chances are low.
Let's see what happens...
No, spekkio-kun, nooooooooooooooooooooooo!
spekkio's totally dead...
We automatically find ourselves in the Guild.
Three magicians are willing to replace spekkio:
But our dear spekkio-kun cannot be replaced! So we reload the game.
Oh-kay. Attempt #2 at slaying the dragon.
Fight! Fight! Fight!
Reloading, please wait...
I decide to grind Bee to level 8 first.
Yay!
Bee gains +1 in Strength, Piety, and Vitality.
Let's buy a Killer Blade for Rocket, too.
As well as another Cone of incense and a Healing salve:
We back up our game -- and now it's time for revenge!
No u!
And so the epic battle begins! I decide to go all-offensive, using the most powerful spells and prayers like RALKOR and AMRASLAZAR.
This pays off. After a couple of turns, Dragon's HP is substantially diminished.
Luckily for us, the Dragon forgets to cast his nasty ice spells.
With the Killer Blade equipped, Rocket can finally hit the Dragon. Just look at the damage he inflicts!
RALKORs and AMRASLAZARs keep doing their job.
The dragon, feeling its immanent demise, finally remembers that he can, in fact, cast some quite devastating spells!
Too late, you dragon thingie!
Victory!
Exp!
Money!
Treasure! Like every real dragon, the Ice Dragon was guarding something shiny.
Looks precious! Bee picks it up.
Nothing of further interest here.
Press a button to awesomely exit the area!
Kewl. And to UREAL we go.
spekkio advances to level 9!
He gains +1 in Intelligence, Dexterity, and Vitality.
Major
of spekkio-kun.
Bee is still lagging behind. :/ Oh well.
But anyway. Congrats, folks! We've totally cleared the dungeon of the dragon. Time to be moving on now. So stay tuned!
Next time: some crazy shit. As always.