Part 16: This Means War

The evil party's current destination is the Dark Warriors' Keep, a little south of Baywatch.







Great mystery lies hidden in these walls, guarded by the mightiest of warriors. Any who enter must be prepared to fight, for death is the only alternative.


Like many dungeons, the Dark Warriors' Keep has a whole bunch of grates and locked doors to block the party's path. The grates are easily bashable with our frontliners' current Might, and Cyrus's Thievery is more than enough to deal with the doors too.

Speaking of Might, the skeletons in this dungeon can be searched for permanent stat boosts, for a total of +45 Might, +30 Endurance and +20 Speed.

Monster-wise, apart from the dwarves there are also more of those Evil Rangers from Slithercult Stronghold. They still selectively target Druids, but at this point Flowers' AC is good enough that they're totally non-threatening and the only interesting thing about them is that they each drop 1000 gold.





There's lots of treasure chests in this dungeon with low/mid-tier loot in them. Expect to come away with lots of Silver and Steel stuff and other materials of similar power, plus a handful of Gold items.

Oh, and there are also chests that do this. Quite a few of them, in fact.

There's no treasure inside and they instantly kill whoever opens them, regardless of HP. To add insult to injury, whenever you open an exploding chest, the game plays the same grim little musical jingle that played whenever a PC fell unconscious in Might & Magic 2. The one and only recognisable art asset recycled from the previous game is used solely in this one dungeon to rub in the news of the player's misfortune. Isn't that just special?
Okay, time to get Cyrus revived and get this show back on the road.

200 Yellow Soldiers marched across the swamp to drive the minotaur back into his maze. Few returned.




Meet Jousters, the main enemy worth worrying about in this dungeon.
Statwise, Jousters are quite similar to Cyclopes, but a bit better in every way. They have a little more HP, better AC, higher speed, and a stronger attack. They can only hit once per round, but for a whopping 20-400 damage, which means a good hit can render anyone in the party unconscious and could easily kill our more fragile PCs outright from full health. The one saving grace is that they won't attack in groups like Cyclopes did: they'll line up patiently to fight the party one at a time, either out of a sense of honour or because otherwise it'd just be too damn crowded for anyone to do any fighting.
With her obsidian weapon, Sails is our main damage dealer at this point: we have Minty and Tianas buff her with Heroism and Holy Bonus and let her tear apart the Jouster for an average of over 100 damage per round. Flowers and Calgon launch Lightning Bolts and Energy Blasts for a little extra damage output. Once she's done buffing, Tianas can help out with Cold Ray, which hits the Jouster and any others lined up behind it as well. If we were concerned about Sails's survival we could buff her with Bless and Power Shield too, but her AC is already high enough that she's relatively unlikely to get hit.

Once killed, Jousters drop an impressive amount of gold and have a reasonable chance of carrying a high-tier item.

And just to remind you of what we're dealing with, this is what a Jouster did to our second-highest-HP party member, from full health. His armour's been broken, too; unless we're willing to run back to a town blacksmith every time that happens to someone, people are going to be taking hits even more often as we progress further. If we had two Sorcerer-type spellcasters we could hop to town and back easily enough with Lloyd's Beacon, but in this party we only have one.

73 Grey Paladins laid siege to Castle Blackwind before the mighty fortress finally collapsed.




2 Black Warriors, with the courage of an army, took the walls of Castle Greywind.





Searching that skeleton just gave Cyrus 2 full levels and a corresponding amount of experience. I'm deliberately loading +level boosts onto Cyrus at the moment because his Thievery skill increases with level, and he could use a leg up. Plus, as a ninja his innate combat skills are as good as Sails's, so he'll be a force to be reckoned with once he gets an obsidian weapon of his own.







That... could have gone better, but it also could have gone worse, so I'll take the victory and dash back to town to revive Tianas before continuing. Sails had all of 6 HP left at the end of the fight, so we were a hair's breadth from losing as it was.

In the chests along the side of the room, we get this little baby, plus two Ancient Artifacts of Neutrality, which we'll soon trade in for a cool million experience for our Neutral characters.





The Top Jouster follows this game's standard pattern for boss enemies: bonus HP and an extra attack every round. In this case, though, that extra attack means he can take out two characters per round if he hits both times. He also seems to have much higher magical and elemental resistances than the other Jousters, making Flowers and Calgon mostly useless for this fight.
Since Sails is our only character capable of dealing meaningful amounts of damage, our strategy will be to load her up with the full set of combat buffs and hope she doesn't get hit.





As befits his station, the Top Jouster usually drops a top-tier item. We were lucky enough to get an obsidian necklace, which is +20 AC for anyone who needs it. The shield was a drop from a regular Jouster: diamond is the second-best material, and the Pyric property gives it added fire resistance. Not bad at all.

For deeper access to this Dark Keep, count the secret number with Fire Hood and Desert Breeze, but deduct Frost Wing, Forest Green, and Phantom Sorrow. Multiply by Shadow Grave and the answer lies before you.


Answering incorrectly or failing to answer just teleports us back to the entrance of the dungeon, so it's no big deal.

16 Red Knights took the Isle of Fire from the beasts that lived among the flames.

8 Green Rangers searched the Orc Meadow for a week plus two before finding the lonely unicorn.







7 Blue Crusaders rode the points from north to south on the Great Isle to recover the scattered artifacts. Their wills were strong, but their campaign doomed.








Getting the correct answer causes the east wall of this room to slide away, opening a passage leading to the real treasure of this dungeon...








Well, we've finished exploring the Dark Warriors' Keep and we've collected our first two major plot coupons. There are 31 Ultimate Power Orbs in all, and giving a total of 11 of them to any one king initiates the endgame. Naturally, I'll be stretching this out longer than is strictly necessary.
















Handing in Ultimate Power Orbs nets us a whopping 1 million experience points to every party member for every orb we turn in.













Once again, it's everyone's favourite part of the update: the part where you, dear readers, get to decide what happens next! Should the good party explore Swamp Town or keep filling out the map of the outdoors? Vote now!