Part 29: Crypt of Drath, Level 2



But first, we flee back to Fort Emerald for a quick MP restore.











Pulling the top lever opens the door. Pulling the bottom lever does...something, it's not clear what.











A Vampire and two Banshees. On the plus side, this gives us a chance to learn what horrible things Vampires can do; looks like they have a poisonous breath attack! ...wait, what? As usual, the strategy is to blitz them down before they can get a chance to horribly kill us; the constrained space makes this straightforward.










The scroll is Return Life; we now have 8 of those stockpiled.




That Vengeful Shade (just above Kane there) is pretty nasty, and with our party arranged like this we can't easily pull back so Kane's facing only one enemy at a time. Fortunately, One-Eye's Sniper skill puts random debuffs on targets, and hit the shade with a Slow effect, causing it to miss its turn. Nice!







Two Spectres; ouch. We enter combat, they both use their weird AoE attack, One-Eye and Byff both die. Wandering around outside of combat mode down here is a recipe for getting killed very quickly. It's still not exactly easy even when we know they're there, simply because a single Spectre can nearly one-shot Kane from full health, but a little luck and a lot of healing sees us through.
These detached crypts contain a lot of bones, a shielding potion, some crystals, and some basic gear and money. They have no (active) occupants; just the guards we've already seen.





The Pustulant Zombie can cause the Lightning debuff with its melee hits...what? I'm pretty sure that at some point in development the Lightning effect was some sort of uber-poison/acid effect, since it's attached to a lot of gross monsters. Either that or pustules carry a static charge, I guess.
Mister Stinky here has a gold necklace in his coffin.














We get an energy elixir and some mandrake root. As for the book..








Say hello to three Vengeful Shades and a Mung Demon! We haven't seen Mung Demons before -- they're poisonous and have a wide-area poison attack much like the Ruby Skeletons' fire attack. And the game won't even let you read the book while you're in combat, so you're guaranteed to take four turns' worth of incredibly nasty attacks before you even have a chance to start combat mode -- at which point the enemy has initiative, so they get four more attacks before you can do anything.
Note that only Kane survived the first four attacks, and he's mostly dead, and suffering from Weakness Curse, War Curse, and Slowed. This encounter is literally impossible for the party right now. And I'm reasonably confident that there's no reward anyway!












The Rampaging Infernal gets two cleaving attacks per turn, and hits reasonably hard, but not as hard as Spectres do. He also has a lot of hitpoints, but as we're in no danger of getting one-shot, that just means Elly spends more mana on Minor Heal.
The other cell also has a Rampaging Infernal.







The lever in the demon cells opened the gate here. From here we can reach some small herb and mushroom patches, as well as this gate:








Six Quickghasts. Quickghasts in the original game had a native nine attacks per round, each of which could cause slowing. Fortunately they weren't very accurate or durable. In this version, they still cause slowing, and they're more accurate, but they only get two attacks per turn. At least they're still pretty fragile, and we have a natural chokepoint in the doorway.




On the plus side, we get another invaluable Speed Burst scroll, which is the only reliable way to give the entire party Battle Frenzy in a single action. These things can be literal lifesavers.
Also, an Aranea Fang for Hodgson in Fort Emerald.




Three Ruby Skeletons, a ghost with the special title "Honored Dead" which presumably makes it a miniboss of some kind, and two ordinary Cave Demons. What are those guys doing here? We've been chopping them up since the Nephar Fort.
Fortunately, again we have a nice chokepoint. Unfortunately, there's a lot of health to chop through to get to the Honored Dead...

Why is that unfortunate? Because he can cast Charm spells. Kane managed to resist the first two though! Go Kane!

Not the third one though.








Fortunately this is a much better position from which to fight, so that works out nicely. Unfortunately, the Ruby Skeletons won't chase us into the hallway unless we stand in the doorway to lure them out. Eventually we manage to lure out the Honored Dead though.


Our friendly ghost here has a frequently-critting, cold-damage melee attack...but again, he can't one-shot Kane. His big trick is casting Charm Person, and we appear to have drained all of his charges, or spellpoints, or whatever -- or at any rate he doesn't cast the spell again before getting exorcised.



We'll give them to One-Eye, who's needed better defenses lately. They replace his ancient Sandals of Dexterity.













Not only that -- see that wall segment that just popped open, back around the corner? There's two Ghosts back there.

This screenshot taken immediately prior to Elly having her soul sucked out through a frost-rimed hole in-between her shoulderblades.

This calls for Tactics. More rationally, it calls for noticing that that wall segment opens the instant any party member steps far enough along the corridor to see the Skeletal Warriors at the other end -- even if we're already in combat mode.



Elly then runs far enough south to open the wall, then retreats again so the Skeletal Warriors don't activate, letting us deal with "only" two Ghosts.
Oh, except there's three of them. And it turns out that all Ghosts know the charm spell.




Ahem. Take two makes a minor but important difference in Kane's positioning, so that only one Ghost can see us at a time.

This spares us from their preposterous alpha strike, after which we're able to chew through two Ghosts in one round of combat. Things go much more smoothly when half of your primary offense isn't busy killing the other half.


Surprise! There's actually four Ghosts!
















