Part 24

Emerging into the final normal world (more on that in a few updates) we are in the ruined foundations of a town. I suppose you can tell the difference between this and the very first town since there are still foundations left behind. Theres not so much to see, so well just dive into our first dungeon segment.

Were starting off in an area referred to as the torture chamber, which suggests all kinds of lovely things about the former rulers of the area. Just off to the left you can see a snake, which is a non-lair monster that charges if youre precisely aligned with it in any cardinal direction. Theyre actually pretty weak, having only 16 HP, but theyre worth more than three times as much experience as the enemies in the last world.

Next up, weve got skeletons from the wall manacles coming to life with murder on their minds. They cant attack at a diagonal angle, so you can approach them that way. Theyre actually physically tougher than anything else in the area, and give 750 experience each. Clearing the lair releases a soldier in the ruins.


Finishing off the entire mess and what must have been a snake is enough to push us up to level 20. That looks like a lot of HP, but well need it all by the end of this. Now, about that soldier






In contrast to some of the areas, we have to run a bit of a gauntlet filled with enemies that we cant kill. Ghosts pretty much rush back and forth at you, but arent really that dangerous at the moment. They can teleport, so the sensible thing is just to get out of their reach as soon as possible.


All that said, we get our next upgrade in moments so that whole first step didnt take very long. The Spirit Sword can kill spirit type monsters but not metal monsters, and theres a third category that we havent really encountered yet. Going back and clearing the ghost lairs weve seen thus far releases another guard and clears our way forward.

The true path forward has another skeleton enemy, but were missing something

Just above the snake we saw earlier, who has respawned since we left and came back, is another lair that gives us a chest with a whopping 80 gems inside. Before we go forward we can go talk to the newly released guard:




In the next floor down weve got a series of narrow corridors with monster lairs at the end. Weve also got a new enemy, but more on them in a moment. Clearing the first lair widens one of the corridors and gives us some more room to maneuver.

Were going to need it. The final enemy in this section are Steel Balls, who rush around like crazy and are worth more experience than anything weve dealt with so far. You can pretty much just slash away at them until they die, but its going to take some doing. The first lair releases another guard, which is a bit worrisome because we havent seen a single regular person yet.


Clearing out the next lair afterward releases a singer with their own theater, which is quite an improvement for the town as a whole.

Going back to the room of narrow hallways, the next set of lairs is another Steel Ball lair that widens the right hallway and releases a soldier inside a church or something similar.

After that, were going down a narrow hallway with snakes on each side that will charge as soon as you step between them. Its a bit of a mess, especially with ghosts coming down your throat. Clearing them out releases a guard who gives us a warning about thorns, as well as a helpful tip:





The next step down the pathway has a pair of lairs that release another lair, giving us another soldier/guardsman with a bit of a difference




After getting another 100 gems in a chest, we have to find a secret passage and wander around in the darkness to clear a lair of steel balls. Its more of a path than a wide open area, so you cant exactly get lost. Clearing the lair gives us a blue gem.





This is a pretty good opportunity to return back to town, since were now once again at a bit of a standstill.














Looking into the dream of the sleeping soldier gives us another look into Leos life.























Elemental Mail protects us from the spikes that were mentioned before, and might protect us from other types of damage. It doesnt come up very often at this point.


Next update: Joining the Platinum club, spirit hunting, and a heartbroken bard who doesnt even know it yet.