Part 67: Crime Doesn't Pay
Update 36: Crime Doesn't Pay![](1-xeen_04833.png)
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If you fought your way through the Killer Cobras and Mantis Ants in the southeast of Darkside to get the key to this tower, you have no excuse for having trouble with Rogues, even in a large group. They selectively target Robbers and their attack does decent damage, but it's physical and they're low-level enemies so it'll usually just miss. They have the same amount of HP as the Gremlin Guards we fought back in Castleview, so it doesn't take much to kill them.
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There are several gates on the first floor, and several buttons hidden around the floor that will open and close them (including the entrance gate). The buttons are kind of unnecessary, since you can just pick the locks on the gates. I suppose they exist just in case you got yourself locked in and then your robber somehow died or something, leaving you trapped inside.
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Keep Levitate active when you explore the Great Southern Tower: there are a few pit traps on each floor, and they'll drop you all the way back down to the first floor.
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Ringing the gong an incorrect number of times causes some electrical damage to the ringer. Since we don't yet know what the correct number of times is, we'll just move on for now.
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Darkside sometimes gets a little lazy with its monster types, I have to admit. Thieves are just Rogues with more HP and stronger attacks.
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On the third floor, we find two more mysterious gongs. We could pretty easily figure out how to work them by trial and error, but let's not just yet.
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The Master Thief hits for a lot of damage (if he hits at all), but he has no more HP than a regular thief, so he should be very easy to kill. Still, make sure your Robber has plenty of HP when facing him, just in case he gets a lucky hit in.
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It's been a while since we've seen Eradication in action, hasn't it? Well, time to Lloyd's Beacon back to a temple and get Sloof recorporated.
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The Prince's Book can only be read by a Robber or Ninja who's received the Prince of Thieves award from the throne in the Northern Sphinx, back on Cloudside. The reward is well worth the trouble: this early in the game, 5 levels is a huge boost to Trish's power.
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This book can be read by any Robber or Ninja; the reward is smaller, but still worthy.
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As usual, at the top of the tower is a set of stairs leading up into the Skyroads. We're still not quite ready to poke around too much up there, so back down we go for now.
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Sure enough, the two gongs on the third floor open passages when struck three times.
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Some of the chests in the treasure rooms explode hard enough to wipe out the entire party from full health. Unless you want to save before opening every single one, Clairvoyance is a must.
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The non-exploding chests contain a modest amount of gold and some fairly high-level random items. But what's that at the back of the room?
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There's another energy disc in the other treasure room, of course, along with this rather interesting chest.
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Whoever's in the first position in your party when you enter the correct password will automatically try to open the chest, so you have to shuffle your thief into the front of the party order before doing so.
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By the way, entering an incorrect password does massive electrical damage to the party, so don't do that.
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The big thing to take note of this update is Trish's level and HP total: thanks to the Prince's Book, she's now on par with Fubar in both combat skill and survivability. He'll be ahead of her again in a few levels, but this dungeon has secured Trish's place as the party's second-best melee combatant. There's some good news for the rest of the party, too: we're several hundred thousand gold richer, we know the location of the Jewel of Ages and the remaining gold statuettes, and we're only two energy discs away from restoring Castle Kalindra's dungeon.
Next time, should the party finally get around to visiting the town of Sandcaster, or explore outdoors in the northern reaches of Darkside? Vote now!