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someone awful.
Sep 7, 2007


I love blind decisions! Go left!

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
In case anyone missed it, there's an update at the bottom of the previous page.

Trick Question
Apr 9, 2007


I say we take DEVO's advice and go forward. Move ahead.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Rolling...

Page 126 posted:

If you wish to press on ahead, turn to 46. (Thanks, Trick Question!)

If you wish to bear left (the same direction as the path you left far behind) then turn to 143.

Page 46 posted:

You have covered about two miles when the trees ahead thin out. You can see a small wooden shack on the edge of a lake. A cloaked man approaches you and offers to row you and your horse across the lake for a fee of 2 Gold Crowns.

If you have the Kai Discipline of Sixth Sense, turn to 296.

If you accept the offer, turn to 246.

If you refuse and try to ride around the lake, turn to 90.

Page 296 posted:

You sense something is wrong. With fighting all around and the forces of the Darklords so near, why has this man stayed in the forest? You feel a strange aura of evil about him and decline his offer.

Turn to 90.

Goofus, not having Sixth Sense, takes the man up on his offer. We'll see how that turns out for him later.

Page 90 posted:

Night falls and you are soon engulfed in total darkness. To press on would be useless, for you would be sure to lose your way. Tethering your horse to a tree, you pull your green Kai cloak about you and fall into a restless sleep.

Turn to 18.

Page 18 posted:

You are awoken by the sound of troops in the distance. Across the lake you see the black-cloaked figures of Drakkarim and a pack of Doomwolves and their riders. A Kraan appears from above the trees and lands on the roof of the small wooden shack.

It is ridden by a creature dressed in red. The Kraan takes off and begins to fly across the lake to where you are hidden.

If you wish to use the Kai Discipline of Camouflage, turn to 114.

If you wish to ride deeper in the forest, turn to 239.

If you wish to fight the creature, turn to 29.

All right. We don't have Camouflage, but we could. On the other hand, this isn't a forced choice like the Sixth Sense one was, so even if we did have Camouflage, we wouldn't be forced to 114. That means that, if you choose one of the other two options, we could still get Camouflage later. With all that in mind, What do we do? (Oh, and we've healed to 24 EP.)

hitty
Mar 4, 2013

Let's go with Camouflage. We spend a lot of time hiding.

RickVoid
Oct 21, 2010
Activate Optic Camo

someone awful.
Sep 7, 2007


Fighting the thing seems like it would draw the attention of those assholes across the lake, so let's not do that. Going deeper into the forest sounds like going backwards if we're surfacing from it after traveling awhile, so that's not so useful either.

Let's get camouflaged.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Page 18 posted:

If you wish to use the Kai Discipline of Camouflage, turn to 114.

If you wish to ride deeper in the forest, turn to 239.

If you wish to fight the creature, turn to 29.

Page 114 posted:

You coax the horse to lie down and begin to cover him and yourself with branches and dead leaves. You hear the wings of the Kraan as it passes over the trees. It returns and circles above you, but soon retreats back across the lake.

You decide to leave now, in case it returns with some of its friends.

Turn to 239.

The bad news is, this didn't take us anywhere we couldn't have gone anyway. The good news is, one more page means one more EP.

Page 239 posted:

As you push on into the forest, you hear the wings of the Kraan pass above the trees and disappear northwards. You ride on for nearly an hour until you come to a clearing. On the far side is a track that leads off to the south.

If you wish to enter the clearing and take the south exit, turn to 34.

If you would rather skirt the edge of the clearing and pick up the track further on, turn to 118.

We've met up with Goofus again, fresh from his fight with the ferryman, who turned out to be a Drakkar. What's a Drakkar? Why, it's this:



Not a terribly tough fight (we'd have lost 5 EP), but his only rewards were a Short Sword (which he didn't take) and six Crowns (which he did).

As for us... well, which way do we go? We're now at 26/27 EP.

someone awful.
Sep 7, 2007


FredMSloniker posted:

The bad news is, this didn't take us anywhere we couldn't have gone anyway.

:argh: lone woooolf

Let's avoid the clearing.

inflatablefish
Oct 24, 2010
Let's avoid the clearing.

Also, a very minor quibble: since we chose to eat a Meal of Laumspur anyway for the extra EP, it makes no difference whether we had Hunting or not, so technically that could still be quantum.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Also, a very minor quibble: since we chose to eat a Meal of Laumspur anyway for the extra EP, it makes no difference whether we had Hunting or not, so technically that could still be quantum.

True, but I explicitly asked about Hunting and eating separately, and someone awful. decided we didn't have Hunting. If it bugs you, we'll have a chance to pick it up when we get to the next book.

inflatablefish
Oct 24, 2010

FredMSloniker posted:

True, but I explicitly asked about Hunting and eating separately, and someone awful. decided we didn't have Hunting. If it bugs you, we'll have a chance to pick it up when we get to the next book.

Nah, I don't much care either way, I'm just being pedantic!

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Page 239 posted:

If you wish to enter the clearing and take the south exit, turn to 34.

If you would rather skirt the edge of the clearing and pick up the track further on, turn to 118.

Page 118 posted:

You spur your horse to a gallop and race down the long straight path. In the far distance you can just make out the silhouette of Holmgard on the horizon, its high walls and tall spires glinting in the morning sun. Your path joins a highway running from north to south. It is the main turnpike road between the northern port of Toran and the capital. You set off towards Holmgard, your eyes peeled for Kraan in the clear morning sky.

Turn to 224.

Page 224 posted:

You have ridden several miles and have seen no sign of refugees or of the enemy. You race on towards a high ridge in the middle distance. You should be able to see the capital from there.

As you reach the peak, the sight that meets you on the far side is one of hope—but there is still one challenge you know you have to face.

Turn to 153.

Page 153 posted:

Before you are the tall grey-white walls and glimmering spires of Holmgard, the city’s banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But below the mountain peaks you can see a vast black army marching relentlessly on towards the capital.



To your right you can see the highway heading off over the rolling plain towards Holmgard. At a gallop you could make the outer fieldworks of the city’s defences in less than an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. Directly ahead of you, a wide river drifts sluggishly towards the Eledil. If you abandoned your horse, you could swim towards the outer defences under cover of the river banks. Or there is a final alternative. To your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.

If you will try your luck by the highway, turn to 202.

If you feel that you stand a better chance of reaching the capital via the river then turn to 135.

Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 329.

Gallant! You made it!

Technically he didn't. Remember that I said you can go through the book twice and not visit any page but the first and last twice? Weeeeeeeell, that's only technically true. Page 142 is basically Page 153, except it describes you arriving at this point without a horse. Since (spoiler alert) we lose our horse on the next page we turn to, either voluntarily or otherwise, these two pages ultimately link to the same three pages, which represent three ways of getting to Holmgard.

Goofus is going to go the crypt route, for Reasons. (They're not combat-related reasons, for once; each path lets you fight at most one combat before you reach Holmgard.) Gallant, likewise, has his reasons for going the highway route. And we'll be taking the river route. So your question for tonight is unrelated to paths. Instead, consider this: Goofus has a fight he hasn't told us about yet, and we haven't heard much about Gallant's route for a while. Plus they each have their own adventures ahead, and while we'll bump into Goofus again, Gallant's on his own track to the end game. So, here's your question: Whose route should we see first? Goofus's, Gallant's, or George's our Lone Wolf's?

ZeeToo
Feb 20, 2008

I'm a kitty!
Goofus first!

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
We've been tagging along with Goofus, how has Gallant fared?

someone awful.
Sep 7, 2007


i'm gonna vote for our own dang selves because i'm selfish :colbert:

inflatablefish
Oct 24, 2010
Let's catch up with Gallant!

Tiggum
Oct 24, 2007

Your life and your quest end here.


I want to hear about Gallant.

FredMSloniker posted:

We've met up with Goofus again, fresh from his fight with the ferryman, who turned out to be a Drakkar. What's a Drakkar?
If I recall correctly, the Drakkarim are "men, but evil men".

These books have some really goofy illustrations. Look at how he's posing. Hold your hands like that and try to imagine what the gently caress he's trying to do. Also, the half-closed eyes and frowny mouth make him look either bored or sleepy.

Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

Tiggum posted:

These books have some really goofy illustrations. Look at how he's posing.

He's dramatically pulling back his hood while taking care not to snag the cloth on the dozens of spiky protrusions on his mask. You go through a lot of perfectly good hoods that way.

Alopex
May 31, 2012

This is the sleeve I have chosen.
Oh poo poo, I was way into these books as a kid! All I remember about them now is the opening scene from a later book, though.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Okay! Let's see who's first up to bat. (roll) And Tiggum decides we're going to follow Gallant! First, let's get caught up. Way back when we saw the refugees...

Page 157 posted:

The forest begins to thin out until finally you can make out a road through the trees ahead. The highway is full of people heading south. Many are wheeling their possessions along on handcarts.

If you wish to join the refugees and perhaps learn more of what has happened in the north, turn to 30.

If you would prefer to continue to move south but under cover of the trees, turn to 167.

...we went into the trees, while both Goofus and Gallant joined the refugees. Goofus mentioned killing some Giaks, but what did Gallant get up to?

Page 30 posted:

The people look tired and hungry. They have come many miles from their burning city. Suddenly, you hear the beat of huge wings coming from the north.

‘Kraan, Kraan! Hide yourselves!’ the cry goes up all along the road.

Just in front of you, a wagon carrying small children breaks down, its right wheel jammed in a furrow. The children scream in panic.



If you wish to help the children, turn to 194.

If you’d rather run for the cover of the trees, turn to 261.

Running for the trees here would just meet back up with us, so both Goofus and Gallant go to 194...

Page 194 posted:

You sprint towards the wagon. People are running everywhere in panic as the Kraan make their attack, carrying their poor victims off into the darkening sky. A large Kraan is hovering above the wagon and three snarling Giaks drop from its back onto the startled horses. You must fight them or leave the wagon and run to the safety of a nearby farmhouse.

If you wish to fight the Giaks, turn to 208.

If you wish to run to the farmhouse, turn to 148.

...at which point Goofus goes off to fight the Giaks, while Gallant realizes this isn't a mandatory fight and takes a different route.

Page 148 posted:

Kicking open the door, you dive into the farmhouse. A Kraan soars overhead, letting out a shriek of victory, a victim hanging in its claws. Getting to your feet, you find yourself alone. But propped against the fireplace is a Warhammer. You may take this Weapon if you wish.

If you want to stay in the farmhouse, turn to 81.

If you would feel safer in the forest, you can make a dash by turning to 320.

If you wish to search the room further, turn to 199.

Goofus can reach this page or page 320 after the Giak fight. Because he routinely makes poor decisions...

Page 320 posted:

As you race across the open field towards the wood, a Kraan dives at you and claws your arm. Before you can fight back, it has flown off again, shrieking with cold malice.

You enter the wood, but you have lost 2 ENDURANCE points.

Turn to 264.

And he bumped into us. Gallant, on the other hand...

Page 199 posted:

Most of the cupboards and drawers are empty. Whoever lived here took nearly everything they owned with them, but you do manage to scrape together enough fruit in the cellar for one Meal. You may mark this on your Action Chart.

Turn to 81.

...picked up one of the more useful kinds of loot for him.

Page 81 posted:

After nearly an hour, the Kraan and their cruel riders vanish towards the west. As the shocked refugees start to emerge from the woods, you can hear the sound of horses in the distance galloping nearer. You stay hidden and wait as the riders come closer. They are the cavalry of the King’s Guard wearing the white uniforms of His Majesty’s army.



If you wish to call to them, turn to 183.

If you would rather continue along the forest edge towards the south, turn to 200.

Page 183, you may recall, is where we got a horse and sent to the Prince... and the Gourgar. Gallant wants no part of that with his luck, so...

Page 200 posted:

Night is starting to close in. The shadows of the forest are growing longer and darker. Just as you are about to stop and rest, you see through the trees a line of people moving south along a wide highway. Moving closer, you notice a large merchant’s caravan in the centre of the dusty turnpike. It is drawn by six large horses and is moving much faster than any of the other traffic. This could be your chance to reach the capital as quickly as possible.



If you wish to use the Kai Discipline of Camouflage to hide in among the packing cases strapped to the roof, turn to 168.

If you wish to jump onto the caravan, turn to 78.

There are only two ways for Gallant to survive this encounter. One is for him to have Camouflage. But as you may recall, he relies on Disciplines as little as possible, so...

Page 78 posted:

As the caravan careers past, you leap for the tailboard and manage to hold fast. Pulling yourself upright, you find that you are standing on the bottom rung of a ladder leading to the rear door of the wagon. Suddenly the top half of the door flies open and you are confronted by the angry face of a bodyguard.

If you decide to inform him that you are a Kai Lord with an urgent message for the King, turn to 132.

If you decide to offer him Gold Crowns for safe passage to the capital, turn to 12.

If you decide to attack the guard with your weapon, turn to 220.

Page 132 posted:

The bodyguard looks at you with great suspicion and slams the door. You can hear voices chattering inside the caravan. Suddenly the door swings open and the face of a wealthy merchant appears. He recognizes your Kai cloak and apologizes for his servant’s behaviour.

He says that they have been attacked several times since they left Toran: by Kraan, by bandits, and by robbers. They thought you may have been a bandit. Inside, the caravan is full of silks and spices. The merchant offers you food which you gratefully accept. After your sumptuous meal, the fatigue of your ordeal finally overcomes you and you slip into a deep sleep.

Turn to 64.

Every other path from 78 eventually leads to a fight (and remember, Gallant can't win a fight unless it's absolutely unavoidable) or to an attempt to avoid fighting by jumping from the caravan, in which case...

Page 234 posted:

You jump clear of the speeding caravan but land very badly and break your ankle. The pain is terrible and you soon lose consciousness.

Unfortunately you never wake up, but it may be of interest to you that your head is now adorning the saddle of a Kraan.

Your life and your mission end here.

Honesty is the best policy!

Page 64 posted:

You are awoken by the cries of a Kraan circling above the caravan. It is early morning and the sky is clear and bright. You can see a pack of Doomwolves less than a quarter of a mile away along the highway ahead. They are preparing to attack. You must act quickly.

If you decide to gather your equipment and run for the cover of the trees, turn to 188.

If you decide to cut free one of the horses and try to break through the attacking Doomwolves to the clear road beyond, then turn to 16.

Page 16 posted:

You manage to free a horse from the straps securing it to the caravan. It is frightened by the scent of the approaching Doomwolves, and the cries of their evil riders—the Giaks.

Preparing your weapon, you spur your skittish horse towards the oncoming beasts. They are less than fifty yards away and they are lowering their lances at you as they get nearer and nearer.

You are charging head-on towards each other. Turn to 192.

Page 192 posted:

You see the razor-fanged mouth of a Doomwolf and hear the hideous cries of the Giaks. Two of them are coming straight for you. You are saved from certain death when your horse jumps at the approaching beasts, knocking them both to the ground. You lash out at the Giak and open a large wound in his head … and then suddenly, as if by a miracle, you’re through and racing on down the highway, clear of the rest of the pack.

But a shadow follows you. It is a Kraan and it has started to dive. Its target is you.

If you veer off the highway towards the cover of the trees, turn to 171.

If you press on regardless of the Kraan and gallop flat out down the highway, turn to 120.

Page 120 posted:

Behind you can hear the blood-crazy Giaks killing the caravan horses. You risk a quick glance over your shoulder and see a Kraan start to climb high into the air. Will it attack you or is it interested in something else? The dark shadow that is gradually getting larger all around you tells you that you are its intended victim. The Kraan is diving full speed at you!

If you wait until it is about to strike and then jump from the saddle, turn to 84.

If you head as fast as you can for the trees, turn to 171.

If you put your head down, pray to the heavens for good luck and gallop on regardless, turn to 54.

It is very important that Gallant follows this exact route. (Well, page 120 is just for fun.) Page 84 leads to page 188, which we could also have reached from page 64.

Page 188 posted:

You can see the shadow of the Kraan getting larger all around you. It suddenly strikes, pitching you forward onto your face with the power of its attack.

Pick a number from the Random Number Table.

If the number you have picked is 0–6, the Kraan has ripped away your Backpack. You have lost the Pack and all the Equipment that was inside it.

If the number picked is 7–9, your Backpack is intact but you have been wounded in both arms. Lose 3 ENDURANCE points and run to the trees.

Now turn to 303.

The 0-6 result is worse than you may think at first glance, given how little Gallant is carrying. Without a Backpack, you cannot carry Backpack Items - and opportunities to get a new Backpack are limited. But that's not the worst path here. If Gallant were dumb enough to hope for good luck...

Page 54 posted:

It would seem that the heavens have not heard your prayers. A spear whistles past your head and embeds itself in the neck of your galloping horse. With a shriek of pain, the horse topples forward and you both roll in a tangled heap on the highway.

Dazed and pinned down by the weight of the dead body of your horse, the last thing you remember are the sharp penetrating spearheads of the Giak lances.

You have failed in your mission.

So yeah. Let's see what comes of making the right call.

Page 171 posted:

You are at the very edge of the wood when your horse rears up in agony. The Kraan has sunk its claws deep into the horse’s hind legs and is trying to knock you to the ground with its wings. The ghoulish Giak rider squeals with delight as he stabs at you with his spear. You jump to the ground and dash for the trees, leaving the poor dying horse in the clutches of the Kraan.

Turn to 303.

Page 303 posted:

The forest here is sparse and hilly. It does not give much cover from an attack from the air. You move as quickly as you can from tree to tree, to avoid the Kraan but you can hear the sound of Doomwolves close behind.

If you have the Kai Discipline of Camouflage, turn to 237.

If you do not, turn to 72.

Now you may think at this point, 'Ah! Gallant can use Camouflage to avoid a fight!' But you'd be wrong, because...

Page 237 posted:

You make full use of your Kai Discipline and quickly burrow deep into the loose earth of the wooded hillside. Covering yourself with your cloak, you pull a loose branch across your hastily dug shelter.

Pick a number from the Random Number Table.

If you have picked a number 0–4, then you have passed undetected. Turn to 265.

If you have picked a number 5–9, then you are not so lucky! Turn to 72.

Gallant must fight at least one fight in this book. He does, however, get to pick between this one and the Gourgaz fight we had. This one is easier, so he went this way. And since he has to choose at this point, he takes Camouflage anyway, because it could be useful later.

Note that this does mean you can get through the book without a single fight - but only on a coin flip.

Page 72 posted:

You turn to face a sneering Giak and the razor-fanged jaws of its mount. You must fight them as one enemy.

Giak + Doomwolf: COMBAT SKILL 15 ENDURANCE 24

If you win, turn to 265.

Gallant has normal luck whenever he's in a fight he must have. Let's see how this turns out for him...

Combat Analysis posted:

Probability of victory: 49.07%.
Probabilities of remaining EP:
  • 1+: 49.07%
  • 2+: 46.42%
  • 3+: 43.25%
  • 4+: 38.70%
  • 5+: 33.47%
  • 6+: 28.53%
  • 7+: 24.48%
  • 8+: 21.71%
  • 9+: 19.51%
  • 10+: 17.15%
  • 11+: 13.97%
  • 12+: 10.45%
  • 13+: 7.18%
  • 14+: 5.26%
  • 15+: 3.71%
  • 16+: 2.87%
  • 17+: 2.24%
  • 18+: 1.76%
  • 20+: 0.80%

Okay, that's pretty dire. He has less than a 50% chance of surviving at all, and less than a 20% chance of having even half his health after. Time to cash in a quantum Discipline.

Weaponskill won't help. It could randomly be for any one of nine weapons, and as Gallant has horrible luck, inevitably it'll be for a weapon he doesn't have. He can, however, take Mindblast, which will give him a +2 CS against this opponent. Let's see how much that helps.

Combat Analysis, with Mindblast posted:

Probability of victory: 75.39%.
Probabilities of remaining EP:
  • 1+: 75.39%
  • 2+: 73.23%
  • 3+: 69.06%
  • 4+: 62.52%
  • 5+: 56.01%
  • 6+: 50.73%
  • 7+: 46.63%
  • 8+: 43.43%
  • 9+: 40.47%
  • 10+: 35.27%
  • 11+: 27.55%
  • 12+: 20.98%
  • 13+: 16.29%
  • 14+: 12.92%
  • 15+: 10.44%
  • 16+: 8.88%
  • 17+: 6.30%
  • 18+: 3.80%
  • 19+: 2.00%
  • 20+: 0.80%

All right. That's better. Not great, but better. Cross fingers!

Combat Results posted:

Gallant: Combat Skill 12 (with +2 bonus from Mindblast), Endurance 20
vs.
Giak + Doomwolf: Combat Skill 15, Endurance 24
Combat Ratio: 12 - 15 = -3.

Round 1: Gallant rolls a 3. Giak + Doomwolf lose 3 EP; 21 EP remain. Gallant loses 5 EP; 15 EP remain.
Round 2: Gallant rolls a 6. Giak + Doomwolf lose 6 EP; 15 EP remain. Gallant loses 3 EP; 12 EP remain.
Round 3: Gallant rolls a 10! Giak + Doomwolf lose 10 EP; 5 EP remain. Gallant loses 0 EP; 12 EP remain.
Round 4: Gallant rolls a 7. Giak + Doomwolf lose 7 EP; 0 EP remain. Gallant loses 2 EP; 10 EP remain.

Giak + Doomwolf are slain! Gallant survives with 10 EP.

Nice! Gallant actually managed to get a bit lucky there. And since that's the only fight he has to fight this book, getting those EP back is just a matter of time.

Page 265 posted:

You quickly move off into the forest before more Doomwolves or Kraan appear.

You have walked for more than an hour when you reach the top of a rocky hill. The sight that befalls you on the other side is one of hope. But there is also a daunting challenge to be faced.

Turn to 142.

Page 142 posted:

You can see the tall grey-white walls and glimmering spires of Holmgard, its banners fluttering from the battlements in the fresh morning breeze. Stretching out towards the west, the River Eledil traces its course from the mountains of the Durncrag Range to the Holmgulf. But from below the mountain peaks you can see a vast black army marching relentlessly on towards the city.

To your right you can see the highway heading off over the rolling plain towards Holmgard. At a run you could reach the outer fieldworks of the city defences in an hour, but you would be in the open for most of the time and vulnerable to attack by Kraan. However, ahead of you, a wide and muddy river drifts sluggishly towards the Eledil. You could use the cover of the river banks and swim towards the capital. Or towards your left lies the Graveyard of the Ancients. These tombs and crumbling monuments to a forgotten age would conceal your approach, but it is a forbidden area. Many are the unnamed horrors that lie there in restless sleep, waiting to consume the unwary trespasser.



If you will try your luck by the highway, turn to 58.

If you feel that you stand a better chance of reaching the capital via the river, then turn to 135.

Or if you are brave enough to risk the unknown perils of the Graveyard of the Ancients, turn to 102.

As I mentioned previously, this is the 'no horse' version of page 153. (And Gallant is up to 12 EP.) And since this post is getting a little long, and I have RL things to do, we'll pick up again with Gallant in a few hours!

DGM_2
Jun 13, 2012
>> "Without a Backpack, you cannot carry Backpack Items - and opportunities to get a new Backpack are limited."

It's been a while but as I recall, you tend to lose either your backpack or its contents every time you so much as sneeze in these books. I think it's the standard penalty for falling into water.

Tiggum
Oct 24, 2007

Your life and your quest end here.


DGM_2 posted:

>> "Without a Backpack, you cannot carry Backpack Items - and opportunities to get a new Backpack are limited."

It's been a while but as I recall, you tend to lose either your backpack or its contents every time you so much as sneeze in these books. I think it's the standard penalty for falling into water.

I don't think it's particularly common, but there are at least a couple of really annoying ones where it's unavoidable. Fortunately, the more interesting stuff tends to be special items and you never lose those outright, only get them taken temporarily.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
So 'a few hours' turned into 'a few days'. RL's kept me away from my computer, and it's way too awkward to update from a tablet.

The good news is, I had at least a little warning, so I was able to print off some directed graphs. I'm using this time to work through them and figure out the optimal paths through the first five books, so when I get back there'll be a lot less 'uh, dunno if this'll be useful or not'.

vdate
Oct 25, 2010
I just found this LP, but man, this looks rad as hell. The Lone Wolf series always interested me (my university's sci-fi club has a huge library and there were a fair few of them in it), but I was always intimidated by the sheer size and/or put off by not starting from Book 1 (because MY COMPLETION), so I'm very glad to see you're doing this, plus it's got a neat gimmick to show off a lot of the stuff we didn't do.

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
I like how Gallant's become a psychic warrior by sheer necessity.

DGM_2
Jun 13, 2012

Glazius posted:

I like how Gallant's become a psychic warrior by sheer necessity.

"If you cross me, I will crush your mind like a grape. You will die screaming and the psychic agony will follow you to the afterlife, haunting your very soul. You will suffer and burn for eternity if you dare defy me.

So can we just be friends instead? Please? Pretty please?" :)

DGM_2 fucked around with this message at 20:45 on Mar 21, 2017

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
State of the LP update: I just finished processing books 4 and 5, and, as previously mentioned, I've gone through book 2. Once I polish off book 3, I should be good to go!

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