There was one aspect to the cleanroom thing that you didn't quite get. No gear also means no clothing. This.. wasn't ideal, but you realize that almost all the robots you see around are also wearing no clothing. There is a spell to clean up people, but no comparable spell to do objects, so you go in, disrobe, get a spell cast on you, and you're allowed in.
You have to do this because, as the robot gumshoe says, 'if they're going to disassemble or enslave people, they're certainly going to forge documentation.' So go in and do fairly quick inspections, while trying for maximum completeness. At least the gumshoe does have some other assistance, able to cut off buildings from the local communications networks to keep the word from getting out.
..There are also a ton of violations. It seems that even the ones who aren't getting murderous are, despite the utter cleanliness, actually seedy enterprises. Some of the construction robots or semi-humanoid cleanroom patrol robots want to start something, but naked or not, four high-level adventurers are enough to get them to back down.
..This continues until you meet the genuinely guilty parties. Who try to refuse the inspection. The gumshoe follows this up by casting a detection spell, mentioning that they absolutely have too many brains, and tells you that this could turn into a fight. Still need to be naked, though.. there are dozens of brains in there, and many of them could be under construction. So hostages. The detective can fight, but calls for backup and agrees to let you start the battle. If you want more support, call for backup and he'll come in and send in whatever police bots have arrived.
After disinfection you finally bust in. They're ready for you, and have three construction robots with makeshift weapons, a couple humanoid bots with actual weapons, and a brute squad of several heavy combat robots. At least the factory floor seems large enough for any dragon shenanigans.
Encounter Start!
Now facing three construction robots, two humanoid robots with halberds, and two groups of heavy combat robots. One group, of three have blue markings and what look like multi-missile pods This group is hanging back, out of range. The other group of three have gold markings, and what looks like prong like melee weapons, like some kind of double-tipped spears.Trence Colunstin
100/100 HP
54/54 MP
Fight
-> Punch! Trence strikes one enemy with his fists. +++, but his fists are only equivalent to a +1 weapon!
Skills
Magic
-> Dragon Form. Choose up to 3.
Venom, Cost 5MP
Ice, Cost 5MP
Water, Cost 5MP
Blade, Cost 10MP
Maximum, Cost 10MP
Flight, Cost 10MP
Willis Naver
77/77 HP
37/37 MP
Fight
-> Punch! Willis strikes one enemy with his fists. +++, but his fists are only equivalent to a +1 weapon!
Skills
-> Meditation. Next spell does one damage level more than normal.
Magic
-> Meteor Strike! Massive fire damage that hits a whole group of enemies. Costs 28 MP.
-> Absolute Zero. Extreme cold damage to a single enemy. Costs 22 MP.
-> Fireworks! Moderate fire damage that hits all enemies. Costs 24 MP.
-> Tsunami! Heavy water damage that hits all enemies. Costs 36 MP.
Sessha Naver
184/184 HP
58/58 MP
Fight
-> Punch! Sessha strikes one enemy with her fists. +++, but her fists are only equivalent to a +1 weapon!
-> Hammer Blow. Sessha strikes one enemy with her fists. ++++, but her fists are only equivalent to a +1 weapon! Tiring.
Skills
-> Indignation. Raises magic resistance on self by one level.
Magic
-> Heal, cost 6 MP Heals a little. ~80 HP
-> Healmore, cost 18 MP Heals a lot. ~140 HP
-> Group Heal, cost 20 MP Heals all party members for a little. ~70 HP
-> Vertigo, cost 5 MP. Reduces target's attack and defense.
-> Armor One, cost 12 MP. Increases defense significantly for one target
-> Sonic Stun, cost 11 MP. Target may miss next turn.
-> Shadow Messenger, cost 6 MP. Talk to any known target within this city.
Alice Nepenthe
91/91 HP
60/60 MP
Fight
-> Punch! Alice strikes one enemy with her fists. +++, but her fists are only equivalent to a +1 weapon!
Skills
-> Harry+. One enemy will attack Alice Nepenthe next round. Will take minor counterattack damage. +
-> Stance of Valour. One friendly target will be protected from all damage next round, up to Alice's HP total. Tiring.
Magic
-> Crackle. One group of enemies will take moderate lightning damage. 14 MP.
-> Thundershock. One enemy will take moderate lightning damage. Enemy is likely to become paralyzed, and will not be able to use tiring moves. 12 MP.
-> Heal. Heals target a little. ~45 HP. 7 MP.
-> Heal Aura. For the next 6 turns, all allies are healed for ~12 HP a turn. 11 MP.
2 medium firebombs
3 potions (Heal 50)
3 smelling salts (revive at 10%)
3 high potions (Heal 200)
6 mana potions (Restore mana)
4 Antidote herbs (Cure Poison)
1 smoke bomb (Escape from encounter)
6 scan crystals
Farflame Mana Symbol. (restores 15MP, doesn't use a turn, Trence only.)