Part 2
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So, the starting area is a bit empty for now. Fixing that will be a bit of work. In the meantime, our first destination is a bit south down a flight of stairs, but we wont get there without an interruption.
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So, our first enemies are these little green goblin-like things which are actually called goblins. Theyre dumb enough that theyre in more danger from the local terrain than from us. Take three hits to take out and give one experience. Clearing the second lair results in
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Moving on, we have our next enemy. Plantmen will continually pop out of their lair until its empty, and they wander around kind of aimlessly. This actually makes them more difficult than the enemies who try to come after you. Still 3 HP and 1 experience.
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Nearby we also have some blue slimes. These arent attached to lairs, so theyll respawn every time you exit and enter the cave. Theyll also respawn when you free a person from a lair, so its possible to find yourself suddenly surrounded.
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Anyway, clearing out the lair this time gives us a chest. The Medical Herb has to be equipped in our item slot, but once equipped it will restore your HP if you die.
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Right next door, we get introduced to another dungeon fixture. Flame statues shoot balls of flame at you, as youd pretty much expect. They have more HP than anything else in this first dungeon, and give two experience instead of one. Theyll respawn just like blue slimes.
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Note: This gets us 30 experience. Quite a bonus for a conversation.
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The Jewel Fairy is our exit mechanism. You can restore HP by going back to the Celestial Palace, so this is a chance to refresh before moving on with the rest of the dungeon.
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No, we cant actually do anything here. Its purely cosmetic.
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Heading back to the Underground Castle the enemies have all reset. In theory you could use this to grind, but wed only get 4 experience for killing all of the respawning enemies. Its honestly kind of useless.
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Clearing this lair opens up a bridge that allows us to progress.
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Sometimes youll also find chests like this one randomly sitting in an area. 12 gems isnt much, but its also nothing to sneeze at. You need 4 gems to fire the most basic magic, and they also serve as the penalty for dying. If you die you lose all of your gems, regardless of how many you have.
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Moving on to the right, we have our first conveyor belt. These things can either speed up or slow down your movement, but they cant stop it completely. They can also be used for crowd control.
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Next up we have the Imp, whos actually pretty much the toughest enemy in the dungeon. They get the ability to shoot flames at us, and they have four HP and give two experience. Theyre also a bit smarter than goblins when it comes to pathfinding.
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The easiest way to deal with them is using the Mage Soul to shoot a fire spell at them. The way it works is that the spell goes in a straight line in the direction youre facing based on where the orbiting Mage Soul is. It requires a certain amount of timing to get it right. Also, you can see that once you hit an enemy you can see their HP under yours. This only lasts for a couple of seconds.
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Clearing out this lair is enough to get us to our first level up, which increases our HP and Strength. Experience is cumulative we have 100 experience now, and need an additional 180 to get to the next level. The maximum level in this game is 14. Well almost certainly hit it before the game is over.
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Pressing start gets us this menu, and a countdown of how many lairs we have to clear.
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Next update: Well finish up the Underground Castle. One way or another.