So, there's a downside to multiclassing your mages. I'm sure it's worth it in the end, when they have access to all of the magic, maxed out stats, and HP/SP from all those levels gained, but in the short run, resetting their character levels means less resistance to magic and breath.
I tried bringing along the bard for some extra protection, too. It didn't help. The dragon spits fire quicker than Sunfall can spit bars, and I'm not even sure if music offers any protection here anyway. You beat the dragon guarding Harkyn's Castle relatively unscathed if it decides to claw at a heavily armored fighter in the front, and you lose your mages if it decides to breathe on them.
We train a bit in the catacombs. Viila & Scribe reach level 10. Magic Mike reaches level 13, so I let him multiclass and then swap him out for Sunfall.
The ground floor of Harkyn's castle isn't quite as maze-like as the underground dungeons, having a lot
of open, rectangular areas connected by doors and corridors. Monsters, apart from some special encounters, are nothing we haven't seen before.
A |
Stairs down |
B |
Message |
C |
Combat |
D |
Trap |
E |
Golem |
F |
Teleport |
G |
Jabberwock |
H |
Baron's Throne |
I |
Berserkers |
J |
Spinner |
K |
Crystal sword |
L |
Smoke |
M |
Master Ninja |
N |
Stairs Up |
|
|
Monster |
XP |
Wolves |
256 |
Jade Monks |
256 |
Half-Orcs |
256 |
Zombies |
512 |
Swordsmen |
512 |
Magicians |
512-1536 |
Conjurors |
512-1536 |
Sorcerers |
768-1536 |
Wizards |
768-1536 |
Werewolves |
1024 |
Black Widows |
1024 |
Assassins |
1024 |
Samurai |
1024 |
Statues |
1024 |
Ogres |
1024 |
Wights |
1024 |
Bladesmen |
1280 |
Goblin Lords |
1280 |
Master Thieves |
1280 |
Ninjas |
1536 |
Stone Giants |
1792 |
Dopplegangers |
1792 |
Spinners |
1792 |
Scarlet Monks |
1792 |
Stone Elementals |
2048 |
Jackalweres |
2048 |
Ogre Magi |
2048 |
Blue Dragons |
2048 |
Berserkers |
2560 |
Golem |
3072 |
Master Ninja |
3072 |
Jabberwock |
3072 |
|
One corridor, tucked to the side of an anti-magic zone west of the grand hall, leads to a teleporter to a damaging hall of hot coals.
In the southeast, a powerful, lightning-breathing Jabberwock monster lurks in darkness. Weapons seem ineffective, but Scribe's Deathstrike spell does what the name promises. It guards a crystal sword, which seems to be marginally better than the weapons currently used by my fighters, but it's hard to be sure.
A subsequent fight shows that my first one was lucky; its breath attack is instantly lethal to half of my party.
On the north wall of the grand hall sits the Baron's throne, which opens up a secret passage to the rest of the level when Sunfall sits on it. Anyone else gets zapped. I have to ask, is there a clue somewhere that hints at this, or are you just supposed to find this by trial and error? I could have also gotten through by using Phase Door.
A lone Master Ninja blocks the junction to the rest of the level, and immediately kills a friendly samurai who had just joined us with a critical hit. Sunfall's double-song ensures he doesn't land one on the rest of us, and Scribe's magic takes him out.
Stairs in the northwest lead upwards.
A |
Stairs down |
B |
Message |
C |
Combat |
D |
Trap |
E |
Chute up |
F |
Teleport |
G |
Smoke |
H |
Riddle |
I |
Silver square |
J |
Mandar Guards |
|
|
Bladesmen |
1280 |
Goblin Lords |
1280 |
Master Thieves |
1280 |
Conjurors |
1280-2304 |
Magicians |
1280-2304 |
Ninjas |
1536 |
Stone Giants |
1792 |
Dopplegangers |
1792 |
Spinners |
1792 |
Scarlet Monks |
1792 |
Stone Elementals |
2048 |
Jackalweres |
2048 |
Ogre Magi |
2048 |
Blue Dragons |
2048 |
Copper Dragons |
2048 |
Sorcerers |
2304-2560 |
Wizards |
2304-2560 |
Seekers |
2304 |
Dwarf Kings |
2304 |
Samurai Lords |
2304 |
Ghouls |
2304 |
Weretigers |
2560 |
Fire Giants |
2560 |
Hydras |
2560 |
Azure Monks |
2560 |
Hydras |
2560 |
Lurkers |
2560 |
Green Dragons |
2560 |
Wraiths |
2560 |
Mandar Guards |
? |
|
Extensive wrap-around gives this floor a confusing, non-Euclidean quality! I've done my best to demystify the map somewhat by tweaking the points of origin, but there's only so much that can be done here. Orange lines represent edges of the original 21x21 map which may be crossed.
The monsters on this floor are stronger, too, but the only bad ones here are green dragons. Thankfully, even they aren't as bad as the grey dragon outside. Unfortunately, they appear in groups. I bring along Houdini and Magic Mike for some training opportunity (the grey dragon lethal to them doesn't respawn; we just kill it without them and come back with them), but we run from the dragons inside when we can.
Teleport and phase door don't work here! And surviving each trip isn't a guarantee, but I don't worry about it too much; when someone dies, I keep going and continue mapping until everyone is dead and then reboot/reload. Whenever we survive long enough for magic to start running low, I teleport to the castle entrance (this is allowed) and go home to recharge, save, and check inventory/levels.
%20disk%202%20-%20character_000000012.png) |
There's flavor text, but this room is empty. |
%20disk%202%20-%20character_000000013.png) |
An easy riddle. Solve it for a chance to find a plot token. |
%20disk%202%20-%20character_000000014.png) |
Cranford tests your theology. |
One fixed encounter remains unbeaten; a company of "Mandar Guards" stationed just inside the slave quarters have no magic abilities, but attack with armor-piercing hits and shrug off our own magic like cheap parlor tricks. I will have to come back for them later.
In another room, an alcove in the ceiling continues upward.
A |
Stairs down |
B |
Message |
C |
Combat |
D |
Trap |
E |
Riddle |
F |
Teleport |
G |
Berserkers |
H |
Spinner |
I |
Mad God |
|
|
Bladesmen |
1280 |
Goblin Lords |
1280 |
Master Thieves |
1280 |
Ninjas |
1536 |
Conjurors |
1536-2304 |
Magicians |
1536-2304 |
Stone Giants |
1792 |
Dopplegangers |
1792 |
Spinners |
1792 |
Scarlet Monks |
1792 |
Stone Elementals |
2048 |
Jackalweres |
2048 |
Ogre Magi |
2048 |
Blue Dragons |
2048 |
Copper Dragons |
2048 |
Sorcerers |
2304-2560 |
Wizards |
2304-2560 |
Seekers |
2304 |
Dwarf Kings |
2304 |
Samurai Lords |
2304 |
Ghouls |
2304 |
Weretigers |
2560 |
Fire Giants |
2560 |
Hydras |
2560 |
Azure Monks |
2560 |
Hydras |
2560 |
Lurkers |
2560 |
Green Dragons |
2560 |
Wraiths |
2560 |
Mad God |
3584 |
|
There are a lot of one-way doors on this floor, which aren't straightforward to mark in Excel, but that's okay, Phase Door and teleportation do work on this floor. Which means you can get here directly from the entrance and skip the first two floors entirely.
If anything, this floor is pretty tame. Monsters are the same as before, combat spots are fewer, and they even seem to appear in smaller numbers, though this is hard to confirm. The worst part is a nasty maze of darkness in the southwest; the sole reward for exploring it being a message on one of its walls: The Crystal Sword will leave the crystal guardian in many pieces.
%20disk%202%20-%20character_000000017.png) |
A surprise urban geography quiz forces us on a pub crawl. |
Another challenge on this floor is the barracks, where 396 berserkers attack. Individually they'd be no threat to us, but the sheer numbers mean they land enough lucky hits to kill the entire front row. Reload!
Thankfully, as mentioned, Phase Door works here, and I can just go through the wall instead of the door, bypassing this fight. The Mad God waits in an antechamber, past an annoying array of spinners.
It's an anticlimactic fight, as all he does is cast poison spells at the party. In a few rounds, he goes down to my concentrated attacks and Mind Fist spells.
We are teleported outdoors.
Now, in the previously inaccessible northeast corner of Skara Brae, Kylearan's Tower is seen right in the middle, but we're too depleted right now to start doing another dungeon. At least we've still got Tarjan's eye and can get here again without too much trouble.
The map of Skara Brae is now complete.
A |
Guild of Adventurers |
B |
Credits |
C |
Garth's Equipment |
D |
Temple |
E |
Review Board |
F |
Tavern |
G |
Iron gate |
H |
City gates |
I |
Ogre Lord |
J |
Stone Giant |
K |
Golem |
L |
Teleport |
M |
Samurai |
N |
Scarlet Bard |
O |
Temple of the Mad God |
P |
Roscoe's Energy Emporium |
Q |
Sewers |
R |
Mangar's Tower |
S |
Grey Dragon |
T |
Harkyn's Castle |
U |
Kylearan's Tower |
|
|
Monster |
XP |
Kobolds |
60 |
Hobbits |
70 |
Gnomes |
80 |
Dwarves |
80 |
Hobgoblins |
90 |
Magicians |
100 |
Conjurors |
100 |
Orcs |
100 |
Thieves |
110 |
Skeletons |
110 |
Nomads |
120 |
Spiders |
150 |
Mad Dogs |
180 |
Barbarians |
200 |
Mercenaries |
220 |
Wolves |
256 |
Samurai |
1024 |
Stone Giant |
1792 |
Ogre Lord |
2816 |
Golem |
3072 |
Grey Dragon |
3072 |
|
Throughout this crawl, the most exciting character development was seeing my spellcasters build their way through the Sorcerer rank. Scribe and Viila are nearly done, now each at level 12 and with about 60,000 XP left before they reach level 13 and can pursue Wizardry. They've learned the useless-seeming Mind Warp spell, and the very possibly useful Wind Dragon spell, and will learn Wind Giant at the next level. I really should try using summons more, but there's so many to choose from and I have no idea which ones are actually good.