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Unexplored - A Dungeon Diving Journal

Alright, Isseq the Twenty Second. For the last twenty one generations, your ancestors have delved into the Dungeon of Doom in seek of the amulet of Yendor - they all failed. I’ll admit, the odds aren’t great. But, something out there compels me. I must brave this dungeon - and I must come out alive!

This is my story.

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Level 1, The Infested Everglades of Blades

Ok, not so bad. A few spiders, a couple turrets, nothing you can’t handle. A fire rune, that’ll come in handy. Those plants that shoot tiny blades are nasty though. A couple extra potions, nice. And an unidentified ring? Sure, slip that on a finger and see what happens! Hope it isn’t cursed!

Level 2, The Vaults of the Ruthless

Oh no, spikes. Not a fan. But, this chest holds some leather armor! It’s heavy, but the damage it will help keep at bay will be invaluable.

Oh no oh no oh no the turret I just stumbled across alerted the entire floor that I’m here, and now I’m facing a kobold, an ogre and someone called the Kobold Nine-Jah?! How am I supposed to manage this?! I’ll just quickly duck into the next room… and yep, they’ve followed me in, the door locked behind them, and a GARGOYLE has just come to life?! Ok, I’m screwed. Um um um maybe down one of these potions… wow, invisibility?! Phew, that’ll buy me some time, but… oh pray to the Gods, how do I get out of this one.

Ah, who’d have thought - the Gods answered! Teleported me just outside the room! Ha ha! Freedom from the Nine-Jah! Take that suckers!

Oh, and that ring has made itself known to me - protection from poison, nice! My luck is looking up!

Level 3, The Hot Hall

Smoke everywhere. Doesn’t bode well. Old King Arthur has left a journal mentioning a magic room in The Hollow Moldy on level six. I need to find out which of the four figurines to NOT remove from the pedestals outside it the room. Best make note of that.

A door with 3 triangle shaped holes. Two triangle keys in a chest… but where’s the third?

Level 4, The Burning Catacombs of the Cobalt Tribe

I doubt the Cobalt Tribe are very happy at the state of their lair.

A robed goblin that can summon bats and that is, itself, a collection of 6 bats?! Followed by a group of mice also masquerading as a goblin? What madness is this?!

Alas, I have found the third triangle - time to go see what’s behind that mysterious door!


Level 4, The Grounds of the Strong

Yep, baddies here live up to their namesake. Thankfully a helpful elf sold me some healing food and potions. At least this level leads me to...

Level 5, The Crawling Crossroads

I see why they call it that. Bugs everywhere. Two staircases leading down… but which one do I take?

I keep finding notes talking about The Fyre, which does not sound like something I want to come across. The same notes also mention a Pole Axe of Thorns +3 however, so… probably worth hunting THAT down.

Ah, a staff! fingers crossed it does something good…

It spews out flammable gas. Ok, I guess I can work with that? Just leave it in my bag for now, you never know.

Level 6, The Lower Hollow of the Ancients

First thing I did on this floor was step on a trap that summoned 12 bats. Was so great. I love bats.

No other staircases down here though. I did find some light chain mail at least. Oh well, back up to The Crawling Crossroads - let’s try the other path.

Level 6, The Hollow Moldy

Wait, there’s a scribbling on the wall here… "The key is made from Amethyst”? Ah, thank you King Arthur, the level with the magic room! And thank the Gods you mentioned the key needed to stay on the pedestal - I could’ve easily assumed that was the one to take off! So if I remove the Golden, Jade and Amber statues… voila, the door opens!

The magic room was in fact an armoury, filled to the brim with everything a dungeon explorer could dream of. I'll take only what I need - A special looking Bow, some arrows, a Great Shield and a special Great Sword - and continue on.

So, this level holds a door with three locks. there’s been various pressure plates around the dungeon, maybe if… Yes. That has to be it.

Ok, all three pressure plates are weighed down, the door is open, but… where does this teleporter lead?

… And yep, all of a sudden I’m in the library of The Goblin Shaman. His missiles drain my stock of potions, but several frantic swings of my sword and a throw of an unknown potion that just happened to EXPLODE help me scrape through. I am rewarded with his Cape of Mending (!) and several more scrolls and potions.

Ok, time to take stock.

Let’s check out this Great Sword. As I grip the hilt, I’m overcome with a horrible feeling - I can’t let go of it! It must be cursed! I’ve managed to stuff my bag full of various scrolls, surely one of these… ah yes, Remove Curse. Thank you, thank you! Now lets try out this bow...

Oh yes, jackpot! When I fire this bow, the arrow transforms into three magic missiles! Now I KNOW that’s going to help get me through this.

A handful of invisibility and explosion potions, some recharge and teleport scrolls, a second ring that protects me from magic and a few more rations. Let’s use some of my identify scrolls to find… three strength potions and two life potions? I could have been so much stronger and I didn’t even know it?! Best quaff them now then. Also two resist fire potions… what awaits me below?

Level 7, The Weird Point

Way to live up to a name. Traps everywhere, and four different ways down. Pedestals with owl icons on them, but no statues around to place on them… must remember that.

Level 8, The Great Grandground

Oh good, the remains of a castle - with lava everywhere, and flying monsters that shoot fire from they’re eyes roaming the halls of these crumbling walls. Between them and the heavily armoured kobolds running this joint, it’s a struggle… but I pull through. Did you know that the eye monsters are immune to magic, but susceptible to drain magic potions? A handy tip.

I see a library at the center, surrounded by lava… how to get there? I've circle it, taking out eye monsters and kobolds along the way, but can not find a way across. That is until a kobold I am fighting steps on one of the many pressure plate traps, which releases a burst of cold magic - freezing the lava temporarily! How fortunate!

I pick the library clean of it’s scrolls and skill stones after laying waste to the many kobolds guarding their beloved treasure. Oh, and the library notes that the eye monsters are called “Wardens”. I prefer eye monsters, but what you gonna do.

One interesting find in this hellhole was - you guessed it - an owl statue! Looking forward to getting back to The Weird Point and opening one of those locked doors. Unfortunately, the doors to those stairs have locked tight behind me… all I can do now is go further down.

Level 9, The Arcane Grounds of the Fire Goddess

Is this where the legendary Fyre lives?

Turns out, yes - amidst a whole host of flame elementals, exploding flowers and lava. I down my resist fire potions and go to town.

Minutes later, I’ve walked across the entire lava pit, taken out several elementals, and am halfway through downing Fyre herself, when my potions run out. Fearing for my (currently) unburned tush, I hightail it - running across exploding flowers all the way - only to have accidentally done exactly what I needed to. The fire flowers exploded behind me like land mines, taking out Fyre in the process! With 3 fire sigils now tucked safely away in my bag, I head for a newfound teleporter, plonking me right back up to The Weird Point.

Level 7, The Weird Point

Wasn’t there a Forge on this level? Ah yes, I remember.

I take my trusty Great Shield and hammer in a fire sigil. It begin to glow, a beacon against the darkness below. A second sigil - the shield now guards me from flames! Could’ve used that in The Arcane Grounds and Grandground. My third sigil completes the job, turning my shield to a thing of beauty - a Fire Storm Great Shield +2, that now also shoots 2 fire bolts when blocking a hit! Sweet.

I take the owl statue I carry and open one of the rooms, which rewards me with a large stash of resist fire potions.

Alright then, what next?

Level 8, The Wild Hollow

Hmm, a level full of vents pouring out flammable gas. The entire level is full of the stuff. Like the madman that I am, I take a torch out and light up - right after scoffing down one of my resist fires. I coat myself and the level in flames, taking out a few sleepy trolls in the process. A handful of owl statues later, I make my way down once more.

Level 9, The Catacombs of Champions

This floor is laden with trolls, but I’m confident. After I’ve cut my swath through these Catacombs, I haven’t found a way down… obviously this isn’t the way. But before I go back up, let’s just check out this secret room… ah, the Pole Axe of Thorns +3! You beauty! At least I got something awesome out of this dead end. Back to The Weird Point, let's try another way.

Level 8, The Lake of Molten Lava

Boy, this place sure has a lot of fire and brimstone, doesn’t it? Despite being a natural home for fire monsters, the elementals floating around here are made of ice - not good. I’m built to protect against the heat, not the cold! Thankfully, my Cloak of Mending keeps the frost damage at bay, while my new Pole Axe positively destroys them in a few swings.

Level 9, The Grounds

Ok, this place is pitch black. I’ll use my Fire Storm Great Shield to light the way. Lava, check, poison gas, check, lake with fishing swimming in it… Wait what? Oh, it’s boiling hot. Of course it is. I circumnavigate the lake to find… another teleporter back up to The Weird Point. Well, that’s three out of four routes taken - at least I know where to go now!

Level 7, The Weird Point

This floor has started to feel a little like home. A home infested with kobolds, magic beetles and turrets, but you know what I mean. Before heading down the final staircase, I place the remaining owl statues on their plinths - scoring a Mithril Monkey, worth 500 gold pieces! Nice.

Level 8, The Magma Cauldera

A maze of lava, fire turrets and darkness. This has to be it, surely. I carefully make my way through, deactivating all the turrets, avoiding the lava… and make my way down once more.

Level 9, The Jade Burrows

Apparently, two more levels down, lives something called a Balrog? Wielding a fire whip?? And a flaming sword??? Anyway, that’s a problem for later Isseq. Let’s concentrate on the here and now.

This level is full of extremely tough trolls. I could fight them the regular way, likely losing all my health potions and my life along the way… But wait, what was that staff I picked up before? Gas? Hmm...

I use a scroll of Alarm - a normally useless piece of paper - to lure 6 of the trolls to a central room. I hide near the door, waiting for them to enter. In a flurry of movement, my staff sprays gas all through the room and, as I run out the door, I toss an explosion potion over my shoulder. The room is set alight, the trolls burn, and I’m safe once more.

There’s another secret door on this level, with four pedestals. Notes I’ve found indicate I should also use gas in this room to reveal which pedestal to lay the key on, but which idol is it this time? Thankfully some scrawls I find a couple rooms over note that The Magma Cauldera holds a secret library with the answer.

Level 8, The Magma Cauldera

Using one of my scrolls of Magic Mapping, I’m able to find this secret library with ease. Nothing inside seems to hold the information I seek… However, I notice the oil stained rug is woven with pictures of a bull. Interesting.

As I exit the library, A large Rock Golem digs its way out of the earth and nearly crushes me! I run for my life, making my way back into The Jade Burrows, and grab my treasure - a Golden Fox, worth 50 gold pieces! If I make it out of this hell alive, at least. Be worth squat if I don’t.

Level 10, The Hollow Mines

Finally, we’re here. There’s no other way to go but down. Rock trolls abound, but my trusty Pole Axe keeps them in check. Lava flows past my feet as I press onward.

Level 11, The Springs of Molten Lava

The Red Dragon is close now, I can feel it. Literally, it’s boiling down here.

I stumbled across someone’s old journal: “Aha! This is useful gossip! The lair of the red dragon I am looking for is rumoured to be in the The Lair of the Great Red Dragon.” I found this in a room containing six fire turrets and a flame elemental. Clearly lost their mind.

I’ve found the final staircase down - guarded by the infamous Balrog. Thank the Gods for my magical bow and resist fire potions, or I’d be burned alive! It’s Flaming Whip is devastating, and it’s Flaming Sword would destroy me if I got too close. After an intense back and forth (mostly me hiding behind rocks with my bow, firing off shots between whippings, but I digress) I defeated the beast! With the Balrog’s weapons in tow, I head down for the final time.

Level 12, The Lair of the Great Red Dragon

I take out a few fire elementals before I see it. A big, red, flying, ball of inferno. Blood pumping battle music plays from seemingly nowhere as we spend an immeasurable amount of time duking it out over the boiling lava.

My resist fire potions, my bow, my pole axe - my ingenuity and cunning. I get in a few good hits, then retreat as the flames set the world alight. I swing, I fire, I heal.

It goes down.

Finally. It is done. I take my reward, the amulet of Yendor, and take stock of my surroundings. After looting the dragon’s lair spotless, I trudge my way back up the dungeon, retreading all that familiar territory I’ve come to know so well.

The Ascent

As I make my way up from The Magma Cauldera to The Weird Point, a shiver runs down my spine; a voice, disembodied, screams for it’s belongings, of which I have taken. The Guardian is here, and it is not happy.

It traps and stuns me, so I dart around helplessly in a panic. When I open my eye The Guardian is hot on my heels, so I run like I’ve never ran before. I can’t beat it - all I can do is make it to the surface, and escape.

I check my bag for anything useful, and am reminded of those potions of invisibility I’d saved for a rainy day. Well, it’s bloody well pouring now, so here goes nothing.

As I run higher and higher up the dungeon, through The Crawling Crossroads, up The Hot Hall and into The Vaults of the Ruthless, The Guardian teleports itself in my general vicinity multiple times. It knows I’m here… but it can’t see me. Thank the Gods, one more time.

My final invisibility potion runs dry as I make it back up the The Infested Everglades of Blades. The Guardian teleports in front of me, but I’m nimble enough to dart around it. With barely anything left to lose, I barrel toward the barred door - which magically opens for me as I frantically brandish the amulet of Yendor.

Up the final set of stairs I go. A few digits swim in front of my eyes: “Seed 1,742,771,583”. I have no idea what it means, and I don’t care - I have my treasure, and I am free.