Should probably consider updating this more often
Chapter three - Deep Rock Tunneling
Albert Tokaj enters the mana mines, and hears the dreadful cries of the lost and the damned.
Finding some mana crystals, he summons rabid pixies to protect himself.
That's a cool thing about them mines. There are so many mana crystals around, you can spam spells like there's no tomorrow.
Albert meets the first enemy forces! Including a giant cave spider that leaves him POISONED!!
Poison is usually not much of a big deal, and you can just sit through it instead of using antidotes.
A door with explobarrels. But first, the observant observer will note
A cracked wall with a secret area
In an alcove to the south Tokaj finds a spellbook
Moonglow is pretty much a flashlight spell, that makes your mouse pointer provide light wherever it goes. Pretty useful for navigating some of the more tricky and trapped dungeons we'll see later on.
Ah, Albert finds the first miner, who, interestingly enough, did not mutate due to the Confinement Syndrome.
We'll need to find 5 trapped
jedi masters miners, who, interestingly enough, all have one-use keys to their hideouts.
Albert takes a first random door to the right. Finds a wolf beast scroll. Should come in handy
That's... an interesting way to keep a mine, I guess?
Still, doctor Tokaj makes the wolf share its childhood problems. The hounds make for really good early game pets, since they are decently fast (so they don't fall behind), and pack good hp/damage.
Albert moves on and finds a horrible imp!
They have the same hp as bats and a simple ranged attack. Pretty useless unless you meet like 5 at once.
We find a mushroom. They can cure poison, but make your character confused for a few seconds, leaving him stumbling about in directions you don't want to go.
warning: excessive mushroom use might cause visions of spectres and saboteurs
Later on we find a troll
When standing, they aren't much of a big deal. Only 20 hp, and their kicks do moderate damage
but when they die, they troll you with noxious farts. Standing in the cloud does damage and poisons
trolls trolling trolls
can never have enough chests with glod
Time to escort Jedi Master Naldo to the lobby.
Rescuing the miners causes new monsters to spawn along the way back
But it can't stop the venerable doctor Tokaj
Let's penetrate another corridor
Many trolls
Jedi Master Wolverine is on his way to freedom
secret place spotted
And we get a whopping 25 xp for spotting it. What, you mean it was obvious with all the explobarrels?
But still, combined with the spidersquishing, Albert advances to a prestigious new level
And is now a novice conjurer!
He finds and charms a new wolf (YIFF YIFF YIFF). Having two meatshields is p cool
Then we run into three imps which almost pose a threat
And there we have Jedi Master Claude
HOW DID THEY GET ALL THOSE KEYS
Down the elevator, wolves are a-howlin'. Unfortunately, our charm pop cap is full, and we can't persuade a third furfag to join our army
Uh-oh. Further down this tunnel is a giant scorpion.
Early in the game, those fuckers are serious. They have a lot of hp, hit like trucks, and their poison is actually somewhat serious.
We need to employ care when...
This scorpion is obviously mutated. TASTE MY FIRE AXE, BEAST
ALBERT NOOOOOOOO
Well, that was easy
Next time, we let the wolf meatshields take the hits, while we manoeuvre around shitting out pixies. The scorpions are slooooow, so this can be used to our advantage.
In a nearby chest, we find a lesser heal spellbook. Finding more spellbooks of the same type increases the potency of spells
Some more imps and chests
and even more imps
A room filled with explobarrels. The game is definitely not trying to tell us something
So we just destroy them all!
Burn, baby, burn. R00fles!
HOLY SHI-
Aaaaand the incredibly dumb pet AI made the wolves suicide in the flames.
Fortunately, the scorpions are just as eager to suicide as the wolves were. Unfortunately, we don't get the XP for that, and scorpions give lots
The last two jedi masters
BOW TO ME FAITHFULLY
BOW TO ME SPLENDIDLY
Perhaps this needs a bit of background info. As with most Westwood games, 'Nox lore in a nutshell' is presented during installation.
A few decades before the game takes place, there was a fuckhueg world war between the necromancers of the north, and the righteous noxians of the south. The Southerners tipped the scales when a warrior named Jandor obtained something called the Staff of Oblivion (who would want that), that could massacre entire armies by trapping the negrodancer souls inside. After a decisive battle at the Field of Valour, the negrodancers were wiped out to the last man. Except for a baby girl named Hecubah. Jandor was too much of a Lawful Good pussy to Do What Must Be Done, and let the child live and be raised among the ogres.
The staff was too powerful to just have it lying around, so it was disassembled, and its parts were given to all major factions - the warriors took the halberd component, wizards got the 'heart of nox' and conjurers received the 'weirdling beast'. The fourth component was the orb, which the grand wizard Horvath sent into a different dimension. It's the same orb that's being snatched by the bitch queen in the intro.
It's usually not worth the bother to buy stuff from merchants in the first few chapters of Nox. The prices are shit, the items unspectacular, and you can mostly find them in dungeons.
Thus, Albert Tokaj boards the airship, and will investigate whether whole nations have been enslaved by necromancy in the Field of Valour!