Girls And Dungeons Walkthrough
Welcome to the Dungeon & Girls Wiki Edit. NOTICE: Deficient wikia, go to this one instead. A Wiki for iQuibi Inc.' S app 'Dungeon & Girls', where you explore, well, Dungeons and Girls. In this game, you must pass through a dungeon-like tunnel where cute monster girls will attack you. Girls and Dungeons Review. Girls and Dungeons is an eroge that features top-down dungeon exploring with turn-based combat. Including that “grind”, obtuse save point, get ready for that type of game, where you die to something stupid, and restart to that point in the game, before you killed that annoying boss.
Most people are familiar with the general idea of the badges you earn in Girl Scouts — learn about a topic, tick a couple boxes worth of requirements, and you’ve got yourself a cute triangular patch to iron onto your vest or sash. One of the badges girls can earn is the Fair Play badge, which discusses why we play by the rules and why it’s important that everyone is given a chance to play if they want to, followed by putting that into action and playing a few games. The Girl Scout manual suggests a field day — but we figured, what game has more rules to follow than?Our group of Brownies numbered twelve total, ranging in age from 7-9, most completely unfamiliar with more than the basic concept of D&D. Twelve would be unmanageable chaos in one group, so we knew we’d have to split up to play. Mercifully both my husband and I, and another girl’s mom, all put our heads together to get everything off the ground.Picking the right campaignThe first thing we had to do was choose a simple one-shot campaign. We debated a few.
Would’ve been relatively easy to run, but you’re kinda locked into the whole “bear” theme. Same thing with the.
We wound up going with, which has an Ogre steal a cake from a little girl’s birthday party, after which it’s the job of the party to get it back. Though there is some combat, when monsters fall below 1 HP they run away, and the set comes with simplified character sheets you can customize to your liking, including a spot to draw your character. This particular adventure is built around the 5e ruleset, so we decided pretty much immediately the parents would serve as DMs. We felt that the breadth of material to remember as players would be enough for the kids to deal with, and the prep work as DMs proved to be just as extensive as any session we’d play with adults.We split things up into two sessions. In the first session, in addition to leading the discussion of the Play Fair info, the girls did a presentation of the various races and classes in D&D. Dino crisis 3 wiki.
We did this by prepping a presentation in Google Slides with a whole bunch of pictures of female Sorcerers and Fighters — because if you’re not into high fantasy, it’s kind of tough to visualize exactly what the heck a Bard is, or how they could use Charisma (and that the H is silent). It was bizarrely difficult to find archetypal art for female characters which was appropriate for their age range to accompany these. We did find a couple really good ones, though many weren’t really D&D at all, but rather the general kind of the look we were going for.Emphasize imagination (and give some wiggle room)Our examples were just their jumping off point — we let them draw and describe their characters, putting as much emphasis as possible on imagination and being who they wanted to be.
A lot of our group is into Harry Potter, so several girls decided they were Wizards, down to describing their wand wood. One girl insisted that she had to have nunchucks to be an effective Rogue. My daughter wanted to be a Mage-Rogue, with a decidedly blue color scheme and shurikens.At that point, the adult DMs took home all these amazing ideas and drawings and translated that into character sheets. For this age group, we felt like it was important to honor their wishes as closely as we could rather than striving for absolute accuracy. The girls who invented wands were given them, with stats based on quarterstaffs using an Intellect modifier.
Similarly, the nunchucks were a scimitar. One Wizard got a spell called Midnight Missile instead of Magic Missile, because she was in all black (except for bright red lipstick).Since multi-classing isn’t really a thing at Level 1, my daughter was more Rogue than Wizard, but we let her know that if she hits Level 3 she can become an Arcane Trickster — assuming she keeps playing, of course — and the Dancing Lights cantrip we gave her was blue. No, Rogues don’t usually get to cast Cantrips until far later, but we felt that giving her — and the other non-Wizards — a cool “free” spell wouldn’t be too big of a power shift. It would also let her aim her shurikens in the dark as one of the few Humans in the party. Win/win, really.Bring it to life in a way they’ll understandWe also prepped little cards showing the polygon dice face with their shorthand name, which were invaluable in keeping the game moving. It’s tough to remember your d20 from your d12 off the bat, so just having something they could reference made things easy. Our partners in crime have a huge Lego collection, so they created minifigs to go on the map — An Ogre and His Cake comes with one — that matched what each girl wanted for her character.
We also decided to roll initiative just once for the whole one-shot, then seat them in order around the table, solely to manage the chaos. Keeping the Play Fair rules in mind, the whole thing went smoothly — as smoothly as you can expect with a half-dozen excited little girls looking for cake.As is usually the case with D&D, making sure each player got to have a little moment of glory was key, and after the session it was really gratifying to hear them discuss it with each other, especially one girl. She was playing our other Rogue, and she had a very distinct idea of who her character is.“I just wanted to let you know,” she shouted as the party returned triumphantly, “that none of this was my idea! I wanted to hide, but no!” Then she collapsed into giggles, and asked when we could play again.
People are still getting stuck but somehow not checking the forums so I guess I'll do a miniguide here for the two puzzles people get stuck with.
Water Cave Puzzle
Winner of the 'Most frustrating puzzle' award of 2017. ; ; Everyone gets stuck on this one, some longer than others. It was actually such a problem that the game makers themselves had to tell us how to beat it. xD
Anyway it turns out that the solution is actually really simple. After you beat the sub-boss big slime, you'll enter what I call the entrance room. (See picture 1 below) If you go out to the west/left exit, you'll come out to the western room. (Picture 2) Follow the picture and take the exit to the north and you'll enter side treasure room 1. It's got only one exit, so go back out and you'll appear outside the door to the north from the entrance room again.
From there, just repeat the directions! :D Go west again, then go north again and you'll appear in the boss room, instead of the treasure room before. You'll see a red gate and the alcohol fumes showing it's a boss room, so make sure you're healed and stuff. Also if you want to save yourself some pain later, here is a special spoilery tip:Make sure Loreley has any equipment apart from her weapon and fairy armour unequipped. You'll lose her immediately following this battle!
Cylinder Puzzle
There is a point in the area past the water caves (Don't fight the dust bunnies! Their defence is way too high and they'll only take damage from Hiro's skills! ¬_¬) where you will have to go back and forth between the actual dungeon and the twisted version, tuning gourds to progress. This puzzle causes quite a few people trouble also, so here's what you do.
It tells you to press the pillar counter-clockwise three times and check the sign again to proceed. Unfortunately, there's no feedback of any sort so you can't tell if you're doing it right or wrong. A lot of people make the mistake of starting from the top side, which makes sense but is the wrong starting point.
What you're actually meant to do is start from the right side of the cylinder. Press it with C to begin and from there, you press the bottom side, the left side and the top side in order. Then repeat that two more times, before finishing on the right side. (In total you'll have pressed 13 times on this stupid cylinder.) When that's done, click the sign and it should let you proceed.
If you don't understand, just follow the picture below and follow the numbers. (So press C on #1 first, then move to #2 and so on) Don't forget to check the sign after #13!
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