Part 3: Dungeon Level 2 Fast 2 Serious!
Chapter 2: Dungeon Level 2 Fast 2 Serious!Welcome back to the LP! Let's hit the mailbag, shall we?
Phy posted:
Ah, this would appear to be an idol to a minor Roman lar, or household god, known as Chatori. She was known for making a mighty fine rustic-style meal, and not much else. But she was so good at what she did, her name is remembered to this day. I mean, surely you've heard of Chicken-Cat Chatori ?
...actually, on second thought, let's not.
Oh, very well. One more from a fellow Wizardry lover:
The Wizard of Oz posted:
The most important thing to know about Wizardry is that when you get wiped in a battle, you can turn off your computer before you get back to the exploration screen and when you restart you'll end up right before the door you entered. Save scumming 1981 style.
I was getting to this, Mr. Spoiler Pants! But the Great and Terrible One is nevertheless right, and it's a positive corellary to the "restart before combat ends or you're fucked" rule. If you reset in the middle of combat and (R)estart your "out" party from the utility menu, you're left standing on the square you walked into, with the same HP and stats as before combat—and no monsters to be found. You can obviously use this to cross dangerous areas in the most irritating manner possible, but it won't get you out of scripted fights. The check for those apparently happens on arrival to the square and not on initiated movement, like combat. Restarting an "out" party counts as arriving into the last square they were on.
Wizardry: It's a game of inches.
The Wizard of Oz posted:
Exploiting what you can is integral to the Wizardry experience.
Amen to that. The game will show no mercy, I don't know why people think it deserves any in return.
The Wizard of Oz posted:
Just no more hex editing (unless if you do it with debug.com).
So use debug.com from now on. Right, got it.
Our adventurers are now Level 6—save for Sternn, who's Level 5.
Equipment-wise, the back three don't actually matter much. If one of them ever has to take over a fighter slot, chances are good we're already fucked beyond repair. Still, the completionist in me says to deck them out in the best gear available, and so we do.
Everything's looking good. Time to check out Level 2!
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Lomilwa is the extended light spell, with all of the great taste of Milwa and none of the short lifespan. Once you cast it, it stays cast—at least, until you hit a dark zone, leave the dungeon, or (R)estart an out party. That last one is the most annoying, but c'est la guerre. You can always see what effects are active on the HUD ((O)ff or (O)n to toggle it). There's only three permanent spell effects anyway, so we might as well go ahead and cast the other one we know.
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We now recognize monster groups on sight! Though it's not really worth it, since we'll rarely see more than one type of monster per picture per level. But hey, it's kind of nifty and makes the next screenshots easier .
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There are some new faces on this level. We didn't bother with monsters much on dungeon level 1, since most of them existed solely to be reduced to paste by Hanover within a turn or two. The monsters will start getting interesting from here on out, though, so they're worth a look.
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Mages and priests start cropping up, though they're too low level to make much of a difference. Still, be careful. Whereas only the first three party members can be targeted by attacks, spells can tag guys in the back rows, and your mages probably won't have much in the way of hit points. If the fight drags on, you can end up with a dead mage before you know what happened.
Oh, and Priests are absolutely worse than mages in this game. They don't heal or support much—they just cast lethal spells and then laugh at you. Literally lethal. (Not these guys though, they're scrubs.)
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Creeping Cruds aren't very exciting—other than poisoning your guys, which isn't nearly as dangerous as it was at the start. (It still means you drop what you're doing and leave the dungeon immediately.) They are, however, in possession of the single coolest monster name in RPG history. To this day, I still refer to wildly contagious, hacking chest colds as "the creeping crud." This proves both how much of an influence this game had on my childhood and how big of a dork I am. pretty big
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Creeping Coins can either be your best friend or worst nightmare. They have zero defense and HP, and they only have two moves—call for help, or employ a breath weapon. The breath weapon hits everyone in your party, but only for 1 damage. The catch is, there's usually 21+ of them spread over three parties, and they can knock some serious holes in you if they all decide not to be retarded at once. If you want to risk it, you'll need to get your Mahalito on. It will clear out an entire group of them in one shot, giving them much less time to wreak havoc. And the reward is well worth it—I've gotten easily 2k experience average from these things, which is the most I've seen since Murphy's Ghost.
Word of warning: I've read in a beastiary somewhere that their breath weapon can sap levels from people. I have yet to see any evidence to this, but it's something to keep an eye on.
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As a general rule, you don't want to fuck around with undead in this game. Zombies are probably the nicest it's gonna get, as they only (only!) paralyze. Paralyze is not particularly devastating, but it doesn't autoheal like poison. Once you're paralyzed, you'll have to pay the Temple of Cant to remove it. If you're an idiot, I mean. If you're not, just have your priest cast Dialko. Dialko will also cure sleep and darkness, in case one of your fights starts going REALLY wrong. Level 2 likes its status ailments, and you'll probably collect all of them (save for darkness) at one point or another. Think of it as a primer.
Also, keep in mind paralyzed and sleeping members get shuffled to the back of your group. Make sure you (C)amp and rearrange your party accordingly, or else you may suddenly find your mage as the party's front line. As you can imagine, this is not so good.
So, that's the usual cast of suspects you'll see on dungeon level 2.
Oh yeah, plus these guys.
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I don't have a screenshot for you, since I had to restart fairly quickly, but yes. They cut off Hanover's fucking head.
Ninjas instakill. Samurai instakill. Highwaymen instakill sometimes, and I don't even know what the fuck those are. All are available to attack you on level 2. It doesn't matter if they're only Lvl. 1 monsters for now; their instakills are somehow massively more effective than yours will ever be. There's more of them than you, anyway, so odds are good at least one of them will eventually get through. I was going to introduce the concept of bailing out and reloading the game here, but it's already been talked about, so I won't belabour the point. Long story short, target instakill monsters first (with one exception, which we won't get to until much later on), keep your finger on the reset button, and don't barge blindly through combat messages until the instakillers are thoroughly, irrevocably dead. You don't want to accidentally end combat after someone gets decapitated and be stuck with
Fortunately, through the magic of reloading, Hanover is just fine.
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Believe it or not, except for the occasional instakill snafu, this floor isn't so tough for a party with 6 or 7 levels to their name. That gives us ample opportunity to go exploring.
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Yup, that's a pit trap. This is the kindest the game will ever be when it comes to them, and it's really more of an introduction to the concept—a very pointed, painful introduction. Pit traps are nasty. The game will do everything in its power to steer you into one, and it'll do a pretty good chunk of damage to anyone who blows their luck roll. But the worst thing of all? If a pit trap kills a character, they're dead. The restart exploit will not work, because you weren't in combat. Instead, it's back to the Temple to shell out thousands of gold to breathe life into their battered cadaver.
We have a map, and I won't be hiding pits from here on out (mostly
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Mercifully, they're
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There's a few other areas of interest on this level:
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Some floor panels require a certain item to be in your inventory in order to walk over them, or else it'll kick you back out of the room. In this case, we need a silver key. If you remember, one of the statue upstairs was silver and warned of demons. Pretty simple stuff, really.
Note that you won't get a message if you have the right key. The panel will just fail to activate, and you'll pass over it without a message. I'm including the original messages for completion's sake. Also, if you ever lose a key, you can go back and get another. There's an unlimited amount.
Continuing onwards, our team comes across another mark on the map...
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The party goes through...
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Fleeing from the Bear God of Madness, our party stumbles into another trap...
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Some more exploration later...
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Checking the northwest corner of the dungeon, the party comes across an unassailable obstacle!
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Even more fumbling around later...
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Finally...
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And that's more or less it for dungeon level 2. But wait! With all the fighting our party's been doing, they seem to have picked up quite the arsenal of weapons!
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NEXT UPDATE: Sternn Knows Shit About What They Do! (Also, Dungeon Level 3)