Part 9: Underground Fort








Oh geeze, this is seriously unwise. Seven Nephil Warriors, six Nephil Archers, two Nephil Spiritists (shamans), and a Nephil Chieftan. We could maybe take a group half this size. No way can we fight the full group, though. The problem is one of damage output, or alternatively one of hitpoints -- they can kill us a lot faster than we can kill them. Unless we cheat.

Kane and One-Eye each use one of these, and the battlefield looks like this:

I wish in my previous playthroughs I'd been more willing to use those things. They have absurd range and the damage is pretty great for this stage of the game. The only guy left standing is the Nephil Chieftan, and he falls to a firebolt from Byff.

The Chieftan drops a gold necklace, we get 300 coins straight from the camp, we get some miscellaneous equipment to sell from all the dead nephils, and finally this sword:

It's an easy upgrade over the broadsword Kane's using, as its "cleave" ability rarely procs anyway.
Alas, this isn't the encampment that the job board quest was for. That encampment of hostile nephilim is closer to Cotra, and more northerly.








Easy money. You can fight them instead, of course, but as implied there's not much of any reward for doing so. You monster.
Near their camp is a maze of stalactite walls:

This was difficult to navigate in previous versions, where it was more labyrinthine and you had to do your own navigation. In the reremake you can just click somewhere on the map and the computer will calculate a path for you. The ultimate goal is to reach a "secret" passage along the rock wall to our south:













Further northeast, actually just a bit west of the



We'll get there eventually, Byff, not to worry.


This throws us into a fight with some Giant Lizards, which are easily dispatched.
Finally, we find the third lake in the sequence, and the one that actually has nephilim.


Indeed, you can just walk right past the guards as long as you don't step next to them.













Nothing we haven't seen before though. I've switched One-Eye from a spear to a bow for general combat; he brings the javelins out for high-value targets.









Everyone's set to level up, so Kane and One-Eye each get a single point in Priest Spells. They may have abysmal Intelligence scores, but they get 75 spellpoints to play with and Minor Heal only costs 3. Kane and One-Eye are now basically self-sufficient as long as they don't need mid-combat healing; Elly and Byff can save their spellpoints for casting the big spells.



























The aforementioned portcullis is just down the corridor from Renn. It's apparently unguarded, so we can walk right past it. Past the portcullis...




Oh thank god.





Back up the corridor before Renn is the secret in question.




That Nephar Warrior is disturbingly durable, and there's some archers in the back that tack on extra damage onto Kane (and their shots can also cause entanglement). Fortunately, he's gotten pretty durable too, so he can handle it. One-Eye switches to javelins, Byff dazes and firebolts, and Elly keeps Kane up.
Fortunately, once the warrior and archer are down, the remaining basic Nephar aren't too threatening.




The other southern door has a bedroom with some minor loot, like an Emerald (nominal value 200 gold).





More like it's my fault I misunderstood what Renn actually said. I confess I don't really understand why there's a secret passage leading smack into a pack of nephar. What would you use it for?
Oddly enough, this is a smaller fight than the one we just did, though it takes place in more open terrain. Careful play can kill these guys without aggroing the rest of the fort.







The Nephar Spiritists in this shrine puts a War Chant on their buddies, and then summon a Ghast. Unpleasant.










Unfortunately, nephar all have pretty good fire resistance, especially the spiritists, so this isn't a win button like those Radiate Ice scrolls were. It still helps immensely.
One-Eye follows up by hitting the Ghast with a Flawless Shot, ensnaring it. Hopefully by the time it reaches melee range most of the enemies will be dead (in actuality, the ensnaring lasts for 1 turn...meaning the Ghast recovers when its turn comes around and it's able to move freely

This is still a tough fight, though.

















This was a combination of bad tactics and really awful luck. First, we got One-Eye stranded in the room, where he got surrounded and chopped to pieces. Second, the spiritists got some awful summons in the form of a Ghast (hits can stun (forced turn loss) and slow (random AP loss), costing targets many turns) and a Cave Widow (whose melee deals really nasty poison damage, and they have an AOE poison spit attack too).
Back in Cotra...









And this was the secret Renn was talking about.







You get experience and a reputation boost for letting Renn flee; the mayor doesn't care about him, just the other prisoners. And yes, if you don't go back and talk to him, he'll stick around in the fort forever.
And now for Spectacularly Ill-Advised Theatre.




This time we form up outside the door and force their melee units to come after us one at a time. Doesn't help with the archer and spiritists, of course, who are happy to hang back and pepper us with projectiles, but it takes some of the heat off.
Once the fighters are dead, we step away from the doorway so we can't see inside. This lures out the ranged enemies.

Unfortunately, the Nephar Spiritists summoned an Ogre, which we can barely hit. Then, when one of them charges out, he hits us with a really nasty spell, which does this:

Acid Spray. We only get a single-target version (and not for a bit yet), but he doused almost our entire party. We'll be eating nasty acid damage every turn until it wears off. Kane's fine, but as soon as any of the others gets a turn, they're liable to die from acid damage. Time to break out a Group Healing scroll!

Much better: turned a guaranteed party wipe into something we might just survive. We cure the acid, heal up, kill the ogre, and get the spiritist out where we can dogpile him. Eat battle disciplines!


(The poison is from our Cloak of Curses)
He responds by summoning an Experimental Rat, giving Kane a momentary case of the jitters. But then he dies, and the rat alone is easily dealt with.





I could have sworn there was another spiritist. No idea where it went.







Yep, partywide Slow effect combined with three Cave Demons, whose melee can hit multiple targets. Not really survivable without a lot of luck right now. Which is a pity, as the reward is pretty decent:

But I guess we can't get it right now.







A bunch of basic nephars, a Nephar Warrior, and Chief Arr'Eh.

We pull Kane back to the doorway, creating a nice killbox where only one or two enemies can fight us at a time. They didn't bring any ranged fighters, the fools.

...except that Arr'Eh has the same Acid Shower ability that that spiritist did. I think it's an item they can use, though, so at least he should only have the one shot of it. We spend two turns curing and healing, get everyone back to full, and

He gets more than one shot of that thing.




In the confusion, I failed to realize that Byff was still being dissolved, failed to cure him, and he died. Oops. Oh well; he'll keep.





The chief is a beast, with enough base AP to get two actions per turn. He can cast Call Beast, which just creates chaff enemies, or he can attack twice per turn. He's also very hard to hit and damage. Fortunately he doesn't re-use the Acid Shower effect. Unfortunately, he gets two criticals in a single turn, and kills Kane...from full health.

Meanwhile, he still has easily 2/3rds of his health remaining. We're not doing that with only two characters.

















He gets his Acid Shower uses back.

In our third attempt, we get the chief stuck next to a table, and hide everyone as best we can from his Acid Showers:

Then it's just a matter of keeping Kane healed and protected, playing cautiously, and hoping the chief doesn't get lucky with critical hits. And he doesn't.





The chief has a platinum ring (vendor trash, nominal value 500 gold), and some nice gauntlets.




Amusingly, if we then walk out of the dinner hall, we trigger an event that's kind of irrelevant now:

It's irrelevant because we killed all the nepharim that would notice us. They're dead. They're all dead.
Well, except for the gate guards, and a few rooms around the outside. So we get to killing them too.


This is a problematic room. It has Vk'Arr Split-Tail and Herrrm Split-Tail, two spiritists. Kane's new gauntlets are not enough of an edge. And like seemingly everyone else in this damned fortress, they can cause Acid Showers.


So it's back to LOS trickery to keep them from casting spells at all while we chew up their guards, and then spreading out to avoid getting everyone blasted when they decide to pour acid all over us. Fortunately they're very eager to use that acid attack, so we can use Kane (who will most likely survive it) to bait them out and eat the attack, after which the rest of the party is safe-ish.



Our loot is worthwhile, though:

Basically a better version of the Radiate Ice scrolls we've been abusing.
The spiritist brothers were also guarding a book.




We're still holding off. Curing isn't that important anyway.
All that's left now is the gate guards, and while they're tough cookies, they don't have ridiculous acid AOE attacks, so we chop them down in fairly short order.






Until we have to return for the crypt, anyway. Note the map: tunnel along the east wall, Renn was in the northeast nook, !s are, east to west, the unholy altar, the prisoner room, and the crypt. The chief was just west of the prisoners, and the spiritist twins were in the larger of the western rooms.






An easy upgrade for One-Eye, who is still using just a Fine Cloak.
