Part 53: Down and Dirty
Update 28: Down and Dirty


The sewers are dark, so it's a good thing all spellcasting classes begin with the Light spell. In fact, it's the only spell Flench knows right now, since we're still strapped for cash.





The structure of the Castleview sewers is a network of small rooms and long, narrow passageways separated by locked grates. Even with the automap, it's easy to miss side passages if you're not paying attention.
Although most of the dungeon is covered in water, we don't need the Swimming skill to move around here: thankfully, the sewage isn't that deep.

It's safe to search the rubble scattered around the sewers, and you can sometimes find low-level random items in there.


Sewer Slugs like to pop out of the filth and ambush the party: at specific places in the dungeon they'll spawn right in front of your nose and attack immediately. Fortunately, aside from the surprise factor they aren't too dangerous, with very low AC and a single weak physical attack. The game considers them insects, and if you picked up the Insect Spray spell in town, their HP is low enough that it will one-shot them.


Sewer Rats have more HP and a stronger attack than Sewer Slugs, but they're a bit weaker than Gremlin Guards overall, so a party that's solved the Gettlewaithe quest shouldn't have too much trouble with them. They do sometimes appear in large groups, so it can be helpful to have some multi-target attack or status spells for crowd control.




The sewer has several entrances, and one of them is just outside of town. You can use this to get back into Castleview if you leave town without a pass and without the money needed to buy one.











After fighting our way through an assortment of Goblins, Gremlins and Gremlin Guards...

... we can find a chest with some cash and several mid-tier random items. This part of town is accessible only through the sewers (or via teleportation magic).




Remember how I said crowd control spells were a good idea for this dungeon? If your spellcasters know Beast Master or Lightning Bolt or anything like that and have spell points to spare, now would be a good time to pull out the stops.




Rooka's really just a sewer rat with some extra HP, but her attack has a chance to cause disease. If you've got any spell points left, use them to kill her quickly.










Each barrel raises Endurance, but also poisons the drinker.

There are six barrels in this room, which works out neatly to one for each party member.













There are four barrels here, each one granting a Might bonus and a disease to the drinker. Fubar is plenty strong already and Anleisa and Vandesloof won't be great in melee regardless of stats, so I give two doses to Ms Swallow and one each to Flench and Trish.




Felix teaches the Direction Sense skill; I'll get it at some point when I can spare the cash, but the automap kind of makes it redundant.

Behind a secret passage in the north, there's a large Sewer Slug ambush. Nothing we can't deal with, though. The important thing is the ladder leading up that you can see behind them.



This chest contains several decent random items, while the other two in this room contain no items but 5000 gold and 50 gems. That money is sorely needed right now.






Valio gives us a mid-tier random item that turns out to be a Power Cloak (increases energy resistance). Not too bad. If we'd spoken to him before killing Rooka, he'd have had the following dialogue:

But this game isn't shy about letting you complete quests you never actually received, so we just got some free experience and an item for doing something we had to do in the course of another quest anyway.








Valio's chest usually has some pretty good items in it, but the catch is you have to fight Valio for them. His immensely powerful magical attack hits a single character with 100% accuracy and has the potential to one-shot anyone in the party right now.

He only has 150 HP, though, so it's possible to take him out in a few hits with good weapons and some buffs from Anleisa.

This was actually a below-average hit for Valio. An above-average one could potentially have killed Vandesloof outright, even from full health and with his newly-boosted Endurance. Valio doesn't mess around.







Once again, I spend most of the money from this update on spells. Flench and Vandesloof now both have Lloyd's Beacon, so we can hop back and forth between any two places in the world.

Most of the party's picked up some weapon and armour upgrades from the sewer: between those, the levels they've gained and their stat boosts, they'd be in good shape to clear out any of Clouds of Xeen's early-game dungeons by now. Of course, Darkside has plenty of souped-up monsters to match its souped-up rewards.

And between all the time the party spent levelling up on the training grounds and all the resting I did to survive in the sewers, more than half a year has already passed since the start of Darkside.
As another update draws to a close, it's voting time again. Should we do the sensible thing and go to Ellinger's Tower with the key we just acquired, or avoid the plot for as long as possible and go traipsing around outdoors instead?