|
This is a great LP, and I appreciate all the effort you've gone in to explain how complex and detailed it is. Read it all in one go and bought the game myself too, so thanks for the thread
|
# ? Oct 13, 2019 10:47 |
|
|
# ? May 5, 2024 15:35 |
|
We've already seen one of the events with Billy on our previous run. Visiting Preston at the Grand Haven Hotel results in his meal being interrupted as Billy Tate gets into a confrontation with Miss MacMurphy in the hotel's kitchen- Billy tried to get in to visit a girl he was courting, Miss MacMurphy pushed him back, he backed into the stove, burned himself and then struck her. Now she's got a knife and he's got a hand near his gun. The description of Billy actually changes based on whether the Marshal is responsible for killing an Upton at the start of the game- a framed Marshal would see a line about a confused Billy who "stares at his open hand as if it were a giant bug" while a dedicated murderer like Laura sees a confident one with his hand still balled in a fist. Telling them to calm down has different lines depending on if your Persuasion or Intimidate are high enough, or you can level your gun at one of them to bring things in line, but they'll talk regardless. There are a few different ways to decide the case- siding with Miss MacMurphy is the most lawful option, while siding against her gives a penalty to influence with Preston. Declaring both are at fault gets them to apologize and boosts law, while declaring it a misunderstanding gives a minor law penalty and annoys Miss MacMurphy but she'll still accept Billy's apology. You can point out that Billy is the only one who actually committed a provable crime, boosting honor and law and prompting him to apologize. If you're a lawyer you can just let a judge handle it next month, while with 20+ Legal you can get a jury set up in either the Grand Haven Hotel or the Mother Lode (and the description of the jury size changes depending on the town's prosperity)- the Grand Haven sides with Miss MacMurphy and the Mother Lode sides with Billy. All three of the legal options boost law and order, while the juries also boost honor. If one person gets sided against then there's the option of either letting them off with a warning or arresting them, though Miss MacMurphy is Preston's favorite employee and won't spend even a day in jail. There's also the option of just murdering people. If you draw your gun on one of them at the start you can simply shoot them down. Shooting Billy is pretty simple (All it takes is a single shot to end the conversation. Then the usual yelling and screaming begins but you leave all that behind when you walk out the door and get on to your other needed work.). Shooting Miss MacMurphy gives -5 to Honor and Law, +10 to Notoriety, and a whopping -40 to Preston, but Billy is pretty compliant after that. Of course, you can kill him too for another +5 Notoriety, arrest him, or stare him down with 41+ Intimidate meaning he comes quietly while less means you have to gun him down after he shoots you. If you're heartless you can go in, listen to everyone's problems, and then get the "Headache pending. Shoot them. Shoot them both." option, which gives you the same outcome of murdering them at the start but with an additional -5 to Law and Order. If you don't get involved when you hear the commotion Preston will try to convince the Marshal that it's county business. If you don't have an arrangement with him then he'll offer to fix up your office a bit with some new windows, while if you do have an arrangement with him then refusing him decreases the arrangement by one level. If you still decide not to have anything to do with it, then Preston will go into the kitchen and solve the problem himself. quote:Some yelling rises up and then a shot is fired followed by a wet second. Preston ambles back out and his pistol is still smoking. "Everyone? You'll need to get your grub elsewhere for a while." Over at the Mother Lode, if you've already visited the grave and haven't had an encounter with Billy yet then he'll be getting into an argument with the Mother Lode barkeep over a sack of gold and a set of measuring scales. If you're heartless you get this option: quote:A bullet is an easy cure for what ails. You can intervene, or keep watching. quote:The barkeep is a fellow with blonde slicked back hair and a fairly white apron wrapped tight about him. Billy lays into him with a icy tongue but the other fella digs in his heels. At this point you can shoot him even if you aren't heartless, though it still has similar (if reduced) influence penalties to Carrie and the possibility of her abandoning you. You can keep watching him make threats, and then either intervene, arrest him or just do nothing, at which point the barkeep flees and Billy grabs his gold pouch and leaves. You take a law and order hit as the patrons witness your negligence, but they're more sympathetic if you have a deal with Preston since that means you left town matters to him. At any point in this event you can intervene and talk to the two men. quote:Let Billy tell his side of things. Pondering the facts gives you a bunch of information that changes based on if you're a lawyer or not (a lot more legalese), used Billy's scales, searched Floyd or have 41+ Persuasion or Intimidate to convince them to accept your decision or back down entirely. quote:"Billy is in the right. Twelve ounces as he weighed." Siding with Billy reduces law, siding with Floyd increases it, with it being more lawful to hear out both of them before making a decision. Saying there isn't enough information reduces law and order, but less so if you heard out both of them. If you try to explain what's really going on, most of the options reduce order and/or honor since it's not too difficult to check and find out you were wrong. One decision ends things amicably... quote:"Billy lost the dust during his ride over." ...but it's not necessarily the one that ends things correctly. At 71+ influence Carrie offers her own input when you're pondering the facts ("Ever wonder why barkeeps always slick their hair? Only one I ever knew that didn't, and they called him Honest Bob."). But you can still piece the clues together by yourself. quote:"Floyd slipped some gold dust into his hair with the help of a little grease." Afterwards you decide what to do with Billy- let him be, fine him, arrest him, or even boot him out of town, and you can keep some or all of the fine if you choose (+1 or +3 wealth). If you're visiting Schmidt when you run into Billy, it's this scenario. quote:"You're a thief and a liar!" young Billy Tate declares in frothing terms then jabs a black calf skin covered finger at the bald topped assayer. "Its worth twice that!" If you don't have a deal with Preston, then convincing Gleason to KO Billy requires 39+ Intimidate or 41+ Persuasion, otherwise it's the buckshot buffet. Laura could arrest him now, but she's going to see how this plays out. quote:Stay quiet. This is town business, and the purview of the Sheriff. While shooting him or punching him out does sound appealing, Laura doesn't need the boost to her Order stat. So it's time for the nonviolent approach (also, I like Billy's responses). quote:"Billy, everyone is watching." This series of choices can occur following the arrest of Billy on any of the three encounters, though it doesn't necessarily mean all of the arrest options lead here- for example, arresting Billy at the very start of his encounter in the Mother Lode leads here (which would have been Laura's choice had it fired after dealing with Carrie), while arresting him after rendering a decision has its own various branches. Giving him a warning only sticks if you have the 39+ Persuasion or 36+ Intimidate (+3 Law, +3 Order, and a further +2 Notoriety if you used Intimidate to scare him straight), otherwise he just waves you off and you can either let him go (+3 Honor) or arrest him (+3 Order, +1 Honor, +1 Notoriety). If you take the Persuasion option he'll talk about how wants to court Becky but he's short on wealth this month, and if you have 10+ Wealth he'll wonder if maybe you're unfamiliar with that concept. But we still have the Laura option... quote:Shoot him while he's down and take his gold too. Killing him this way crosses his name off of the list, dumps her alignment stats, lines her pockets, increases notoriety, and doesn't upset any of her minions! What's more, it's an actual murder for the murder counter (the first one since Chapter 3), pushing her up to three (Danny, Harry Winthrop and now Billy Tate) and qualifying her for the Heartless tag at the end of the chapter. Billy sure knows how to treat a Marshal right. Laura is moving up in the world! What could stop her now?
|
# ? Oct 15, 2019 09:22 |
|
niiiiiiiiiiiiiiiiice
|
# ? Oct 15, 2019 10:27 |
|
Heartless Laura! Xigbar would be jealous of your style.
|
# ? Oct 15, 2019 11:09 |
|
Nicely done.
|
# ? Oct 16, 2019 10:32 |
|
A lot of posters following this appreciate the recaps but don't feel like spamming the same "well done, keep this up" in response to each post. I did rank the thread, just in case I forgot to do so in the past.
|
# ? Oct 16, 2019 11:27 |
|
After three time segments in the investigation phase you trigger the dream sequence.quote:Late at night you rise from your blankets as thunder booms. The sky is a dark tapestry as lightning flashes from midnight clouds to dance atop jagged mountain peaks. Most of the responses are just flavor text, though you can punch out early and skip the reveal. By default it's Marshal Steele, and you can choose a response to how you feel about it to boost one of your skills. quote:The paunchy features of Marshal Steele are revealed. His head tilts, too sharply, to one side and you catch sight of silvery strings stretching on up into the roiling sky.", But if you're a murderer, you might face the specter of one of your previous victims instead. If you killed Ben Carson, then he'll appear if you have 51+ Honor. quote:The stern, leathery features of Ben Carson are revealed. He smiles a cold smile of far too many teeth as he raises up a boney finger and stabs toward your eye. If you killed Dan Schmidt, he'll appear if you have 51+ Order. quote:The gray grave features of Dan Schmidt are revealed. He glowers and the storm crackling behind him as he reaches an enormous hand out to crush your head. Similarly, kill Caraway Hartigan and she'll appear if you have 51+ Law. quote:Pale, bloodless skin greets the starlight as Miss Caraway is revealed. Her eyes match the storm as she opens her mouth and lets lightning spill forth to engulf you. If you don't meet any of the alignment requirements it checks for some of the other murder victims, with first priority going to Denny, the drover you could shoot after you got off the train in Chapter 1. quote:Mud spills out from beneath and worms wiggle down to reveal a man you brushed up against in California and shot for touching your horse. He raises up a hand creased by juts of bone and reaches for your throat. Last option is Harry Winthrop, the tanner you could have murdered at the start of Chapter 3 to solve the slander problem. quote:Tiny silver coins spill out as the gray features of Harry Winthrop are revealed. He looks to you with shining silver eyes and bares a mouth filled with teeth as he lunges for your throat. But Laura isn't going to let some conscience ruin her sleep, it's time to take off early (plus the +4 Survival bonus from flying is higher than the +2 Survival bonus from the Denny reveal). quote:Fly into the sky. Time to round out the investigation of Preston Springs. quote:Go see Preston. The 'Sheriff' probably knew Marshal James. The talk with Preston can change based on your influence, if you have an arrangement with him, and if you went to visit the grave first plus there are different questions you can ask based on your suspicions. Laura's selfish motivations don't give up much, but there are some interesting ones out there. quote:"Did you see the Marshal buried?" (if Doubts are 1- Fake Marshal) quote:"Was there only one coffin on hand?" (if Doubts are 1- Fake Marshal, and visited the grave) Preston and the dream basically represent the only time pressure the game has. In theory Marshal Steele is wandering around doing things and there are traces of mechanics to show it. The dream comes after 3 periods of action representing the first day, and if you show up at Preston's after the first day then Steele has already gotten there for breakfast and Preston is a bit suspicious of your business threatening the town's business. But since you can just not ask the question "You know anything about a second marshal for the county?" then you can avoid the minor influence hit entirely. Then it's just a matter of finishing off the remaining leads in town. quote:Ask around a bit. quote:Ask around a bit. Couple of dead ends here that don't actually provide any concrete evidence. If Harry is still around he'll slip you a bribe if you made an arrangement with him, and his dialogue changes depending on how civil you were to the brothers. Similarly, Jeff's response here is in full because he's opened up to the Marshal after the past few visits- if he was ignored it's a lot more terse. quote:Ask around a bit. Maddy is the first actual concrete lead you can get through asking the townies. Mother Maddy has a trust meter of her own that goes up (well, down- 0 is considered most trusted, 3 is least) when you visit her during the intermission chapters, and you can also annoy her by messing around with Frank Spear's injured body and dragging it all over her bar and tables instead of treating him on the floor. Choosing the Persuasion or Resolve choices improve her trust level by 1, choosing the Intimidate or Heartless choices worsen it by 1. Telling her "that's good to know" improves the trust level by 1, but doesn't get you her testimony as evidence. quote:Ask around a bit. quote:Ask around a bit. As the game already suggested, Laura's reaping habits have cut her off from a few potential sources of evidence. One is Frank Spears, requiring him to survive the carriage ride. quote:It doesn't take much to track down Frank Spears; he's taking his ease in front of the assayers with a bucket of beer and his favorite ladle. He clambers to his feet as you approach, "Marshal." And the other is Andy Smith, which requires you to have saved his life when he was at death's door in Albion Falls. quote:You almost stumble into Andy Smith on main street. The man is far more hale than last you recall and even has a spring in his step. With Maddy, Frank and Andy you can always choose the last conversation option if you wanted to not collect the evidence for some reason. quote:Go see Carson. He'll make sense of things. quote:"I wanted to ask you about something about marshals." Some minor conversation differences based on things like influence and if you knew about the pregnancy. Ben doesn't help that much with the investigation itself, but he does mention Andy's letters. It's mostly a social call with the option to borrow his firepower when you finally confront Steele. Laura won't be bothering him. He's a man with a job, a wife and a newborn (bearing Laura's name), but more importantly as a god- and law-respecting man he is not going to like what Laura is going to do to this charlatan interloper.
|
# ? Oct 18, 2019 07:24 |
|
Tin Star posted:"Wolves run in packs, but its the lone ones that are always ravenous," she says coldly. "But I'll be there when you give a howl because I know that if they aren't well fed, wolves like you will keep coming by." This game has the best dialogue.
|
# ? Oct 18, 2019 07:35 |
|
It amuses me greatly that the religious upstanding mormon cowboy likes the mass murdering lunatic enough to name a kid after her
|
# ? Oct 18, 2019 08:44 |
|
If nothing else, Laura is very, very, very good at telling people exactly what they want to hear. Of the remaining options, Yiska, Tumbleweed Jack and the Telegraph Office are located down in Elko. It takes three turns to head down to Elko so it's usually faster to take care of them all at once. Not that the time really matters too much. quote:Seek out Yiska about this. His legal knowledge may be useful. quote:After two day's ride you reach the town of Elko. Yiska explains more about his guests the more he likes you, and gets increasingly catty the more he dislikes you. quote:81+: "Those were Mister and Misses George Gantz. Or they will be once they get properly married. As it turns out, Tahoma, a saloon keeper can't join two people in matrimony no matter how much whiskey everyone drinks." Your approach just changes the dialogue a bit, so Laura will just take the opportunity to remind people just how many degrees she has. quote:"I need your professional opinion." The second option depends on what your doubt was- it's usually just a different line, but it's more involved if you suspect there's ghosts involved. quote:"I know this is an odd question, but do you believe in ghosts? quote:Yiska lays the book out before you. The page he taps is entitled Judiciary Act of 1789. quote:Head back to Preston Springs. It's always time for stat boosts. quote:Take in a play while I am down here. Unlike other trips, this one isn't RNG-based. If you're in a deal with Hartigan you see Coriolanus (while Laura didn't make one originally, telling Carrie that she felt they could work something out counts as a minor deal). If you don't have a deal with Hartigan but you have one with Preston then you see the tragedy of Timon of Athens (+2 Survival). If you don't have a deal with either of them then you see the Merry Wives of Windsor (+2 Persuasion). quote:Find Tumbleweed Jack. Even if you let Tumbleweed Jack go, he still winds up in an easy-to-reach jail for a completely different charge. quote:"I got some questions that need answers." quote:"Let's talk about what comes next for you." If you tell him you can't make a deal he'll still give you the information if you have 66+ Honor, giving you the choice of either freeing him or leaving him in jail, with the same stat changes as the first two options, respectively. Laura's going to tell him what he wants to hear. quote:"I'll let you go if you tell me what you know." [lie] Then it's telegraph time. quote:Visit the trans-continental telegraph station. There's a hidden mechanic in the form of the Telegraph score. It doesn't do much, just affects your notoriety at the end of this section. It goes up when you send more telegraphs, and also when you make it clear that you're an important person doing important business. Since Laura is busy being the best at being the worst, I'm taking the opportunity to boost it when I can. quote:The young man gives a puff of his cigar, turns a little green, and nearly retches up. quote:The end of the cigar is snuffed by a pinch of fingers and the tobacco length retreats into a little wooden case in his pocket. If you did something big in at least one of the previous two chapters Martin will ask about it- blowing up the dam, seizing the camp, the mining massacre (not that he knows the Marshal did it), clearing Hartigan's gang out of Echo canyon or escorting the wagon safely. You get +2 Telegraph for every except the massacre (which is just +1), and you can get a bonus for both chapters 3 and 4. quote:"Tell me about the telegraph here." Flavor text. Then it's on to the actual messages. quote:"I'd like to send a message." The exact details regarding Tumbleweed Jack depend a bit on how you encountered him and whether or not you made a deal with him, but you can either release him back when you first encountered him, ignore him, transfer him to a better cell, free him via order, or just send him down the line. Since Laura got all she needed from him, it's one more for the pile. Farewell Tumbleweed Jack. quote:"Alright then. Remember, it doesn't take long for the message to get there, but you might be waiting a while for a reply," Martin says then dips the shiny zinc electrodes down into the blue solution of copper sulfate. Then it's just a matter of waiting for the responses. Marshal James and the resolution to Tumbleweed Jack's fate come within the first turn. If you were struck by lightning, you get an additional scene before the replies start coming in. quote:A miniature arc of lightning bridges the gulf between you and the metal ends with an audible snap of a summer storm. The crisp air is swiftly marred by a touch of copper that disappears only with a swallow. It's an expansion of the Marshal's legend. quote:Wait for more telegrams quote:Martin leans back in his chair and gives a whistle, "That was amazing. Heck, the whole situation is. I mean, stolen identity, mysterious incorporation, and a certain gun duel to follow. You live quite the life." quote:Wait for more telegrams. quote:Wait for more telegram messages. If your telegraph score is less than 4 then you haven't drawn Martin's interest enough and you can leave without comment. Otherwise he has something to say, and your responses determine quote:"Hell's coming, for that lying Mister Steele." There's nothing else to do in town. quote:Stay around Elko for a little while. Time to head on back to Preston Springs. Laura is going to make a social call and then a man is going to die.
|
# ? Oct 23, 2019 07:11 |
|
oh that's not the part where we drown the guy in battery fluid?
|
# ? Oct 23, 2019 08:19 |
|
Martin has survived this encounter with Laura, but his next encounter may be different.quote:You saddle up and take ride on back to Preston Springs. Pondering reveals all the evidence you've accumulated so far, which in Laura's case is every lead she left alive, and one she didn't. She's pretty well-set. quote:Head to the lobby of the Grand Haven Hotel and confront Steele with what I know. Maria's line about '"focused to a fine point" scales with the Marshal's Intimidate. At 40- it's "leave you to it", 41 to 45 is "leave the hotel", 46 to 50 is "leave the town", and 51+ is "leave the county". quote:A solid thump upon the floorboards makes you turn as Carlos fills the doorway. Maria's uncle appears little different than he had at your first meeting; his nearly bald head is only partially hidden by the jaunt of a tilted, round brimmed hat. In his hand rests a stout mug and judging from the nip of it in the air, it is not merely coffee. Most of the responses are an easy way to get some influence with Maria. quote:"Forgive my uncle. He prefers the hot lands of his birth," she suggests after a long pause. "Emperor Maximilian…well, things are not going well down there." quote:"Let us talk about more immediate concerns." Infodump time. quote:"While I've got a minute, I was wondering if we could talk a bit. Just you and me." There's a lot of places to rack up influence with Maria in this section through nothing more than conversation. quote:"Is there something you wished to ask me?" Maria gets an influence boost if the Marshal responds with Honor/Law/Order at 61+, or a penalty if the Marshal's alignment scores are 40-. Laura is not a very moral person, so she just dodges the question entirely. quote:"How important are your titles to you?" quote:"This is all very confusing." The more of the conversation options you explored, the more comprehensive the recap response is and the more influence you gain from it. quote:"You are a fascinating woman. I would very much like to know you better." [Begin Romance] Maria's romance and friendship options differ a bit from the others this chapter in that they're not based on having a high enough influence, but a high enough honor. 51+ is the minimum, with better results at 61+. Laura's current honor is... 3. quote:The Babylon saloon fairly churns with townsfolk. Oil lamps are lit against the settling dusk and rambunctious laughter roils out from within. Ben only shows up if you specifically invited him when you came out to see him, but Dan and Carrie show up as long as you visited them during your investigation. Laura is going to go in with her gun holstered, less out of concern for the patrons and more quote:I had best keep my pistol holstered as I head in. Innocents could be caught up in the crossfire or hit by back scatter. Minor detail, but Sam Pitcage's description in the scene changes based on whatever you convinced him to do. The easiest way to settle up with Steele is to simply arrest him. Normally he refuses to budge when you state your charges, but with around 50-odd Intimidate his tune changes. quote:"You... you got my pistol then," he says and lets you ease forward to take the weapon from its holster. It varies from charge to charge- 53+ Intimidate for resisting arrest or impersonating a marshal, 51+ for telling him to surrender his side-arm. If you go in with your pistol out the difficulty drops around 2 points and you can also use your notoriety instead- 21+ for impersonation, 19+ for resisting arrest, 17+ for surrendering his sidearm. So if you wanted to speedrun this chapter you could skip the entire investigation, walk straight into the saloon and tell this nerd to give you his badge and gun. Laura is scary enough to pull that off, but that does leave this imposter annoyingly alive. If you're not scary enough, you have the choice of either laying out your case or starting a fight to take him into custody. The showdown with Steele is a bit different from the other fights since it's a series of hazards you have to manage. There are basically four problems that need to be sorted out. 1) Steele himself. 2) The Gibson brothers, Steele's hired muscle. 3) Ralph the bartender 4) The crowd. Steele is more or less the Marshal's problem, but each of the remaining three can be handled by one of your companions- Carrie will take the Gibsons, Ben will handle Ralph, and Dan will keep the crowd from getting out of hand. For each companion you don't have, you've got to take care of things yourself. Steele has a wariness score that depends on how threatening the Marshal was coming in- if the Marshal came in with a gun in hand it's at the maximum of 3 (so Steele also has his gun out) but it can be lower if they talked first. At 3 wariness it's do-or-die time, you need 51+ Gunfighting to get a shot in on Steele before he kills you outright, and he'll still injure you in the process. It's 47+ Gunfighting at 2 Wariness, and 42+ at 1, but failing those just means an injury (though the injury is less severe the less wary Steele is). With Steele down, Carrie will take down the Gibsons, or it's up to you. You can gun them down with 44+ Gunfighting, or beat them down with 40+ Brawling, but you'll get a minor injury either way. Failing the check means it's -3 health compared to the -1 for succeeding (and you empty your pistol if you failed the gunfighting check). Alternatively, you can call on Dan or Ben to take care of them, but that means you're going to have to deal with whichever threat they were going to deal with. Similarly, ducking for cover will have one of them take care of the threat, or lets you wait it out entirely if you're alone (you're still dealing with everything else though, so it's not that much of an advantage). With the Gibsons dealt with it's on to Ralph the bartender if you don't have Ben to knock him out. He's not really against you, it's just that as far as he can tell you came in, shot a US Marshal (and two other guys) and he doesn't know what's going on. He's got a shotgun so he's still a threat. quote:"Not in my bar!" Ralph the bartender, ordinarily a portly and ordinarily easy-going soul, roars out. "There'll be no murdering here!" If Ralph's shotgun goes off it's an instant kill in almost every case except for having Carrie shoot him, so getting him to put it down is very important (and failing any of the checks results in him shooting you). After Ralph puts the gun down the crowd panics and begins to surge towards the exit. If you still have Dan he'll yell to command their attention, otherwise it's stampede time. To deal with the stampede you've got several possible options. You can push your way through with 45+ Brawling or 41+ Stamina, shoot a round into the ceiling with 45+ Sharpshooting (and having at least one remaining bullet) to get them to clear out, let out a yell with 41+ Survival or 49+ Stamina to startle them out of your way, curse and growl with 41+ Intimidate or 44+ Resolve, or you can call on Ben or Carrie. Ben will shoot the ceiling as well with 51+ Influence, while Carrie has her own method of crowd control... quote:Carrie opens fire straight into the crowd. Men scream and fall, a lamp shatters and flames lick at the wood, but the majority are divert and leave only rivulets of blood to dribble your way. Carrie sends you a smug grin as she holsters a still smoking hand cannon. There is nothing left to do but confront the still slumped Steele. (-5 Honor, -5 Order) Failing the checks (or choosing to follow the crowd outside instead of resisting) means that Steele has enough time to pick himself off the floor for one final encounter. Failing to push your way through, shoot the ceiling (either you or Ben with 50- Influence), or spooking the crowd too hard with a failed Survival/Stamina check means that things get out of hand, a lamp breaks, a fire starts and people end up injured/dead in the Carnage at the Evening Star internal flag (which also gets triggered if you put Carrie on crowd control duty). But if you succeed you can wrap things up with the disabled Steele. If Steele had enough time to recover then the final encounter is fairly simple. You can shoot him straight in the chest as long you have a bullet left, no check required. quote:Your single shot brings the man down. Taking him alive takes 41+ Gunfighting, with 51+ to shoot his gun from his hand, or 41 to 50 to hit him in the arm, 40- means he kills you instead. You can melee him with 36+ Brawling, though it takes 46+ to do it without getting injured in return for a hefty -3 health. Failing entirely is also fatal. If you try to shoot him but you emptied your gun in the earlier fights then you're going to die unless you have a companion with you. quote:Your hammer clacks on an empty chamber. Instead of doing it yourself you can call on one of your companions to take him down for you with the same effects- Ben and Dan capture him, Carrie kills him (and the scene can be a bit different too like "Dan rushes through the back door like a raging bear. Steele barely has a chance to gurgle a scream before he is plowed into the bar."). And if you emptied your gun or you don't remember how many rounds you fired you can still choose to reload and then pick from the option of shooting him in either the chest or hand to kill or capture him. A violent outcome is pretty tempting, but Laura is still a lawyer somehow, and she didn't run around the county collecting evidence for the past week just to throw it all away. Plus out in the telegraph station she learned a couple of things about the legal system and received a request from the other Marshal Steele. There's more than one way to solve this fake marshal problem... Next time- the Trial of the False Marshal Roger Steele. You can probably guess what the verdict and sentence will be! LightWarden fucked around with this message at 07:14 on Oct 28, 2019 |
# ? Oct 28, 2019 07:10 |
|
Guilty, death.
|
# ? Oct 28, 2019 07:43 |
|
Did we miss out on the Gibsons, or do you have to keep them alive for the trial?
|
# ? Oct 28, 2019 12:09 |
|
Xander77 posted:Did we miss out on the Gibsons, or do you have to keep them alive for the trial? I think the Gibsons only become an issue if you decide to fight Steele or he attacks you. Otherwise they fade away in the crowd (if he’s arrested or tried & convicted).
|
# ? Oct 28, 2019 13:18 |
|
The investigation is all about collecting up to 11 different pieces of evidence, which get added to a hidden evidence score. Most pieces are worth only one point, but some are worth more. The evidence (and their values) that you can collect are as follows: -Mother Maddy's testimony (1) -Franks Spears' testimony (1) -J.T. Preston's testimony (1) -Dan Schmidt's testimony (1) -Tumbleweed Jack's confession (1) -Visit to Marshal James' grave (1) -Andy Smith's letters (2) -Telegram from Marshal James (1) -Telegram from Marshal Steele (5) -Telegram from the Secretary of the Treasury (5) -Telegram from President Johnson (5) Once you actually start the confrontation, you use your evidence and skills to boost the hidden crowd appeal mechanic. A higher crowd appeal means that the crowd is on your side and is looking to see justice done, or at very least won't get in your way. quote:"I name you an imposter and I have the evidence to prove it." You get a boost to crowd appeal at the start based on your skills- +2 crowd appeal for 51+ Persuasion ("The whole saloon turns an ear as you begin to lay things out."), +1 crowd appeal for either 41 to 50 Persuasion ("Those nearby bend an ear as you begin to lay things out.") or 41+ Resolve ("Those nearby can't help but listen as you begin to lay things out."), but -1 crowd appeal if you're a Native marshal ("At the edges, some grimace and turn away, bitten by the aspect of your race.") There are three approaches- Small to Big, Mixed, and Big to Small, and each of those approaches has the evidence divided among three phases. A piece of evidence may appear in multiple phases of one approach, but you can only submit a given piece of evidence once, causing it to be unavailable for any later phase. Here's the Small to Big approach. Approach 1, Phase 1 posted:Move on to larger issues. (go to Phase 2) Pretty much running down the line is the best way to do things. The testimonies from Mother Maddy, Frank Spears, Preston and Dan aren't inherently valuable by themselves, but they boost crowd appeal by +1 if you've called upon at least one of the others. Maddy and Frank's get boosts if you've called on the other one already, Preston's gives a boost for both Frank and Maddy, Dan gives a boost if you've already called on Frank. Tumbleweed Jack's testimony depends on what happened to Tumbleweed Jack afterwards- it's +3 Law and +1 appeal if he's still in jail (transferred or otherwise), +3 order and +2 appeal if he was hung, or a ruckus if you let him go: either +3 honor at 61+ Honor, or -2 Honor, -1 evidence and -1 appeal at 49- Honor because they think you're crooked. Telling them about the empty grave does nothing on its own other than make Steele think you're telling ghost stories, but it does set the stage for the reveal of Marshal James' telegraph and a +2 appeal. Telling them about the telegraph before you tell them about the grave is just -1 evidence and -1 appeal since everyone knows the Marshal is dead. Approach 1, Phase 2 posted:Move on to the big stuff. (go to Phase 3) Revealing Dan's testimony in Phase 2 instead results in Steele insinuating that he's only saying things because he's friends with the Marshal, Dan's testimony still gives +2 appeal if you're at 51+ Honor, but only +1 if you're at 50- Honor and they think you put him up to it. Andy's letters give +1 appeal each if you've already called on Dan and Frank. Approach 1, Phase 3 posted:End the oratory and confront the imposter. (ends the trial) The telegrams in Phase 3 of Approach 1 follow a similar format- Steele tries to convince the crowd that the Marshal bribed the telegraph office to forge them. At 49- Honor, it actually works for your first telegram submitted, giving -1 to appeal and evidence. Otherwise the telegram offers at least +1 appeal, and a further appeal boost based if it's the second or third telegram you submit and your current crowd appeal- at higher appeals you get a higher bonus since the crowd is less inclined to believe his claims. President Johnson's telegram is unique in that if you submit it first with 0 appeal, it also adds nothing to the appeal because the crowd has no idea what's going on anymore, but provides +2 appeal instead of +1 if you submit it first with an appeal of 3 or more. For the highest bonuses, it's probably best to go Steele, then the Secretary then President Johnson. Whenever you've taken an action, you can get a sense for your crowd appeal based on the audience reaction: quote:0 Appeal: Most of the patrons are far more interested in their beer and games. Once you've hit 7+ Crowd Appeal, you get the following scene. quote:You have the crowd in the palm of your hand. Inviting him to surrender automatically puts him into custody, while pulling your gun starts a fight as normal but with him at max level wariness. Calming them down lets you go back to what you were doing, sets the appeal back to 6 and also sets the "Oratory at the Evening Star" flag, which is part of your legend. You can still finish things up at any point in Phase 3 by selecting "End the oratory and confront the impostor." Then there's the Big to Small approach. The Big to Small approach is... not very effective. Approach 3, Phase 1 posted:Move on to smaller things. (Goes to Phase 2) The telegram submission is much like Phase 3 of Approach 1, except that the bonuses for just dropping a stack of telegrams on him are a lot smaller. It's still an Honor check for your first telegram, where 49- Honor gets -1 appeal and -1 evidence, except that you only get +2 appeal for a passing it on your first check and 0 appeal for any additional telegrams after the first while Steele is able to keep the crowd in disbelief. Calling on Dan is +1 appeal at 51+ Honor or -1 evidence otherwise. Tumbleweed Jack's testimony again depends on his fate- +1 Appeal and +2 Law if he's in jail, +2 Appeal and +2 Order if he was hung, and a ruckus if he got out with +2 Honor and 0 Appeal at 71+ Honor, or -4 Honor, -1 evidence and -1 appeal at 49- Honor. Approach 3, Phase 2 posted:Finish things up. (Goes to Phase 3) Andy's letters are +1 appeal if you already called on Dan. Marshal James' telegraph is +1 appeal if you revealed the empty grave beforehand, -1 evidence and appeal otherwise. Approach 3, Phase 3 posted:End the oratory and confront the impostor. Maddy's testimony is +1 appeal, but only if you haven't called on Frank Spears because at this point Steele is just verbally retaliating against an old woman by implying she doesn't like anyone. Frank Spears' and Dan's testimonies don't offer any appeal at this point because Steele is able to convince the crowd that they're talking about one of Steele's relatives. Preston's testimony only gives +1 appeal if Maddy has already testified and they both agree on something. Approach 3 is the weakest approach because it doesn't build a strong narrative against Steele- he's able to parry the telegrams thanks to his reputation and survive the late-phase reputation attacks once people have already made up their minds that this is a hit job. The other approaches let you just continuously dunk on him as long as you have enough evidence, but the Big to Small approach is an uphill battle. It's still technically possible to win if you're an honorable marshal and submit the evidence in the correct order, but Laura would basically be sunk. Fortunately, Laura is also a legal expert, so if it's a villainous narrative she needs, it's a villainous narrative she'll provide... Approach 2, Phase 1 posted:Weave together a startling tale of treachery and deceit. Approach 2 is all about parrying and riposting Steele's claims for maximum style. Notably, invoking Dan in Phase 1 doesn't do much, but you can bring up the telegram from Steele for a big +3 appeal boost. Tumbleweed Jack is pretty much the same as in the other two approaches, except the stat bonus is bigger- +4 instead of +3 in Approach 1 or +2 in Approach 3. Had Andy and Frank Spears survived, their testimonies support each other- Andy gets +1 appeal if you called on Frank first and Frank gets +2 appeal if you called on Andy first. Approach 2, Phase 2 posted:Move on to the pertinent details. If you call on Dan's testimony here he gives +1 appeal if you already called on Frank Spears. Similarly, Preston gives an additional +1 appeal if you also called on Frank Spears already, though Mother Maddy only gives +1 appeal if you haven't called on Frank Spears. That's more than enough to offer Laura the option to close out the case. quote:You have the crowd in the palm of your hand. Laura's on a roll here, so she's not going to take it- she doesn't want to arrest him and doesn't feel like shooting him. quote:Calm the crowd back down and continue laying out my case so that there is no doubt at all. Approach 2, Phase 3 posted:Prepare to bring out the big guns amongst your evidence. Since Laura already submitted Steele's telegram in Phase 1 she doesn't have to worry about the Honor check for submitting another one (which is good, because she'd fail it and get -1 appeal and evidence since she has 49- Honor). Interestingly enough, I don't think the telegraph from the Secretary of the Treasury shows up in Approach 2. quote:"Now, there is one other thing I want to bring up. I went out to Boot Hill and visited the grave of Marshal James. Or I would have, except that the coffin ain't there anymore." Like usual, reveal the empty grave first for maximum bonuses. Revealing the telegram first is -1 appeal and evidence, though you can still get +1 appeal from revealing the empty grave afterwards. Revealing the grave and then the telegram gives +2 appeal, and revealing the telegram from Marshal James after you've revealed the empty grave and the telegram from the president gives you +3 appeal. I had to hit the "keep going" button about three or so times during this one, but it's finally time to settle up. The outcome of the showdown depends on two things- the most important being your crowd appeal and the second most important being your evidence collected. At 6+ (well, technically 6, since you have to either arrest him, shoot him or reset your appeal to 6 at 7+) appeal and 6+ evidence, you get a solid conviction with an angry mob about to grab him and string him up. quote:End this oratory and confront the impostor. Taking him into protective custody requires 36+ Persuasion or Intimidate, or Dan as your companion to serve as a bouncer. Fail that and the mob gets to him giving -2 Order and -2 Law, but +2 Honor because at least you tried. At 6+ Evidence but 5- Crowd appeal, you get an uncertain crowd. quote:You know you have the facts, but the crowd remains uncertain. After all, the tin stars are identical. Steele will surrender with 43+ Intimidate or 46+ Resolve, otherwise he kicks off a fight. The crowd isn't super happy with this arrest, but will accept it. The trickiest option to get to is the one at 6+ Appeal but 5- evidence since that one requires you to collect only a few pieces of evidence (and probably none of the big three telegrams from Steele, the Secretary and the President) and use them well. But then you get a frenzied mob: quote:The crowd has been whipped into a frenzy and they want blood. Steele's blood. Knives come out with a soft whisk from dozens of sheathes and their eyes are wide and staring. Talking the mob down requires 46+ Persuasion, brandishing your pistol requires 46+ Intimidate or 11+ Notoriety, otherwise the crowd manages to get to him. quote:The mob is no longer listening to anything but the drum of blood rushing through their hearts. They fall upon the false Marshal, stabbing at him until his screams no longer fill the night air. Eventually someone brings a rope and strings the man up. If you managed to complete bomb the trial with 5- Evidence and 5- appeal, you get the following quote:"Is that it? You're not a marshal. You're not even a deputy dog-catcher," Steele chuckles over. The crowd shifts about uneasily. At that point, getting into the shoot-out is the only way to survive to the end of the chapter. Laura's cells are currently undergoing renovations with a grand reopening on approximately never, so you kids have fun! quote:Let them have him. If Ben were with her, he'd take a -10 to influence from witnessing a mob killing. No matter what the fate of Steele is, there's always the question of what to do with his star. If you talked him into surrendering from the start you get it automatically, same if you managed to arrest him and take him into custody. If you arrested him at the end of the trial you usually have the option of ripping it from his chest to boost your Law and/or Order scores (unless you arrested him with low crowd appeal, in which case it reduces Honor as well since they still think he's a marshal). If you or the crowd killed him, you can take it from his remains or leave it alone. But hey, free star! quote:Pick it up. And she kept her promise to the real ex-Marshal Steele- she did not shoot his cousin! While you can pretty much steamroll the trial by being thorough enough in the investigation, it's got enough complications and variations under the hood that make it pretty interesting to look at. Next time: Steele is dead, so it's time to wrap up Chapter 5 and move on to Chapter 6.
|
# ? Nov 4, 2019 07:28 |
|
Grinning at the Heartless lines as always.
|
# ? Nov 4, 2019 08:36 |
|
RIP to a fake one.
|
# ? Nov 7, 2019 18:35 |
|
Light Warden seems to be no longer posting, which is unfortunate. I really wanted to see all the various outcomes for the killer-est marshal. "Reading through the game script" has been mentioned, but I can't seem to find an explanation of how to do so. Anyone?
|
# ? Jul 3, 2020 21:25 |
|
Is this ever getting completed?
|
# ? Nov 24, 2020 10:41 |
|
I hope so. I had some personal things happen, my computer failed, I finally replaced it and then the pandemic kicked off. Though I hadn't posted out in my shame I still had a great amount of respect for this game and the mammoth amount of work Allen Gies put into this thing, plus there's still several cool things left to talk about. It's the season for giving, so I wanted to get back on this horse (and possibly get Laura Engels to stop haunting me). Thank you for sticking around, let's finish what I started. quote:You pick the fallen tin star up, dust it off and find it as shiny as ever in the moonlight. The game considers there to be five outcomes for the showdown with Steele: Outcome 1: Intimidated him into surrendering as soon as you met him. Outcome 2: Convinced the crowd of his guilt and took him in. Outcome 3: Didn't convince the crowd- had high evidence but low appeal, though you still managed to talk him into surrendering with a high Resolve or Intimidate Outcome 4: Fought Steele and brought him in. Outcome 5: The mob got him. (We are here.) The scene is a bit different in each case- outcome 1 has Preston show up when you're leaving the saloon, 2 and 3 have him and his deputies hanging out in the Marshal's office when the party shows up to throw Steele in a cell, while 4 has him wait outside the office as the group locks the wounded impostor. In the first three outcomes he'll point out that town business was his domain, but if it's a fake Marshal then it's obviously county business. Steele will then state they had a deal (unless the Marshal already had an arrangement with Preston- in which case he'll wonder if that's the reason they never worked together) only for Preston to inform him that the deal's off if he got himself arrested. Preston likes it if you intimidated Steele (+5) and really likes it if you got the crowd against him first (+10) but definitely doesn't like it if Steele was killed (-10) nor is he happy (-5 influence) if things devolved into a shootout and he'll even comment on hearing Carrie shooting or Dan shouting if either was present in the fight. Each of your companions has something to say after Preston speaks, and there are different conversations for each combination of party members- trio, duos and solo. It's pretty impressive. Example of Arresting Steele posted:You walk Steele out the door of the saloon and find Preston leaning idly against a nearby hitching post. His jacket has been pulled back from his pistol but the iron remains holstered. The same is not true of his four deputies who lounge about with rifles and shotguns cradled in hand. If Steele was murdered by the mob and Preston had a deal with the Marshal then there's also a minor bit where Preston will have his goons present the Marshal with a glass eye, sack of crumbs or sack of feathers if the Marshal made the corresponding joke about a blind eye, crumbs from the table or a pillow back when they first made the deal. Your companions will break off afterwards, each with their own parting commentary. Carrie has fun pretty much regardless of outcome and if she's being romanced will ask the Marshal if they know what else might be fun next time they meet up. Ben is happy (+5) as long as it didn't end violently- a heartless Marshal can try to mock him for it but he'll point out this was uncharacteristically nonviolent for them. But if it ended in violence he's not happy (-5) or worse if a heartless Marshal rubs it in (-10). Dan is similarly proud of the Marshal for solving it nonviolently or somewhat uncomfortable otherwise but will accept it either way and mention that he's looking forward to seeing the Marshal again if he's romanced. If Maria's influence is 51+ then she makes a brief appearance, approving (+5) if things were nonviolent, or disapproving (-5) if they were. quote:Marshal Engels Laura: quote:Winter comes on slow like a herd on the horizon; the cold is there and you can't miss the chill, but it is just strolling along like it has got all day. Stray flakes often drift down during the night and a hint of frost keeps to the corners of the windows until the long sun chases them away. The description of the town varies based on prosperity, and it also introduces the Winter Expectations variable. This has no real mechanical effect, just determines some of the flavor text for the Marshal's reaction- 1 is a costal Californian wondering HOW IS THIS HAPPENING!?! while 4 is someone who's distinctly unimpressed. Laura is a woman who's seen some poo poo, and I'm pretty sure her heart is already frozen over. quote:I expect to be hip deep in snow before long. The townsfolk have different responses to each of the five outcomes in the Steele showdown, with different responses based on which of your three stats (Honor/Law/Order) are above or below 60. While Laura has thoroughly dumped Honor and Law, she squeaked over the line for Order thanks entirely to the +2 from letting the mob have Steele- so they're somewhat ok with this. There's even an unused Outcome 6 that implies there was a way to shoot Steele dead in the fight. As long as you investigated Marshal James' grave you can dump Steele's corpse in it (though you'll bury him in a different hill if you still believe James was a ghost). There's a smaller interlude at the start of Chapter 6, mainly letting you shop. Not a ton of new things to do but conversations with the store owners hint that Steele might have been planning on something bigger before he got stopped. quote:Head to the blacksmith. quote:See if Godfrey the gunsmith has gotten anything new in stock. If you got into a shootout with Steele and didn't manage to control the crowd before things got out of hand then there's another new book in stock. quote:Stare at the dime novel entitled 'Carnage at the Evening Star'. Gotta love merchandising. Also one of the few ways to decrease Notoriety, which is surprisingly difficult to shed if you're going for the achievement. quote:"Got a moment to talk?" The washboard is one of the random items that shows up in the store- no mechanical effect, just set dressing. quote:Head over to the Saddler. Laura could buy the saddle for Maria but she'd have to actually pay for it at this point in time since she can't just shake him down because she isn't broke. There's still a way to get it for free, but that's something she'll have to do in a later intermission. quote:Skip the window shopping this time around. Laura's a bit lonely with her nemesis gone, so it's time to fill that void in her heart by dating everyone she can.
|
# ? Dec 25, 2020 04:20 |
|
Hot drat, this is back. I almost forgot about this until you posted today. Excited to finally see the end of Laura Engel's saga.
|
# ? Dec 25, 2020 05:11 |
|
Seeing this thread back makes all the aggravation I’ve been through between the last update and now worth it. Welcome back, and may you stick around long enough to finish things.
|
# ? Dec 25, 2020 05:34 |
|
Something awesome this way rides.
|
# ? Dec 25, 2020 07:37 |
|
It’s back!
|
# ? Dec 25, 2020 08:30 |
|
There are five romantic choices in Tin Star, and while Chapter 4 is the earliest you can get involved in one (going on your second outing with either Dan or Carrie), Chapter 6 is the last chapter you can get into a romance and all five options are available even if you haven't spent too much time with them. Working our way down the list starts us with Maria. If you have 49- Influence then stopping by just gets you a +2 as she then tells you to leave. Otherwise she says hello, with a friendlier greeting if you're at 71+ Influence. quote:Head over to the hotel and visit with Maria. A minor detail in this conversation is that there's a conversation time variable where Maria's flavor text changes based on the order of conversation topics, so she'll go from motioning to the chair beside her to closing the bible to folding her hands to settling back. It's a lot of work for minimal effort so it doesn't show up very much. If Laura bought the saddle, this is the time when she could give it to Maria for a +10. She couldn't make an attempt to court Maria last chapter since Laura is an honor-less scoundrel, but if she had then she could have continued the romance here. quote:"Can I ask you something personal?" [Start Romance] Skipping past the chess discussion since we already saw it. quote:Choose her left hand. Again, it's a coin-flip, and just determines who goes first, which has no mechanical effect on the game. quote:Castle my king to a better position as quickly as I can. The chess game itself is weirdly mechanically complicated, since it tracks four different variables- board control, piece advantage, Marshal's Defensiveness and Maria's Defensiveness. If board control or piece control hit 0 the Marshal wins, or if they hit 6 Maria wins. You pick your opening strategy and then Maria picks a number between 1 and 3 to determine how she responds, which determines the opening state of the board. Then you make your next plan and she responds based on how aggressive/defensive she is, possibly changing the board control and piece advantage. The catch is that between each phase of the game (earlygame, midgame, endgame) her defensiveness has a 1 in 3 chance of increasing, decreasing or staying the same and you don't know which one happened at the start of your turn, so it's never entirely certain which move is the best. Generally you want to play to whatever strength you had in the opening- acquire more pieces if you had a piece advantage, or acquire more board control if you had a board advantage. Winning gets you +20 if you beat her in the earlygame, or +15 if you beat her by the endgame, while losing means you can play again. You get an increasing stat boost based on how many games you play. 1: +2 Resolve 2: +3 Resolve, +1 Stamina 3: +4 Resolve, +1 Stamina, +1 Legal So the theoretical optimal play would be to throw the first two games and win the last one. Winning is hard, but it is possible to throw a match- reaching the endgame and selecting "wait for her to commit to a strategy" will draw if her defensiveness is 5 (giving you +7 influence), or result in your loss in an increasingly rapid fashion the lower her defensiveness is, but either way gives you +5 influence. The Marshal's defensiveness rating doesn't have mechanical effect, but Maria will comment on it if she wins or you draw the match. Somehow I manage to pull it off though. v:confoot:v quote:Maria sets her pieces to storming your position at a grievous cost to you both. Maria required a 51+ Honor to romance her back in Chapter 5, which was never going to happen with Laura, but in chapter 6 all it requires is that you the 50+ influence to have an extended conversation with her. quote:Her skin is smooth, almost silken as it glides across your own. Her breath catches in her throat as she gazes into your eyes. For most of the romances you have the opportunity to describe the kind of love it is, which determines things like flavor text and what bonuses you get if you romance Dan or Carrie while out in the field. I'm not entirely sure if I'm describing it accurately, but Type 1 is sort of sweet and light, 2 and 3 are something like romantic and serene, while Type 4 is fiery and passionate. Play with fire and you're going to get burned. quote:My heart is burning and I love it so. quote:A soft cough from the hall. Maria eases back then taps the table twice in rapid succession before she sets about putting away the chess board. Eduardo reappears and slides back into the place he formerly occupied. One down, several to go. quote:See if Dan is around. If Laura had visited Preston, got interrupted by Billy Tate confronting Miss MacMurphy in the Grand Haven's kitch and used the opportunity to gun down Miss MacMurphy, visiting Dan now would result in him taking a -20 Influence hit and abandoning Laura for good. quote:When he sees you he gives a low growl, "You killed her. You killed Miss MacMurphy. She was my friend and you just…forget it!" Otherwise how enthusiastic he is depends on how much he likes the Marshal, though if it's 50- and Laura is still outside the rest of the conversation never takes place as he walks off. He's already a fan of Laura so he's happy to see her. quote:"I just wanted to see how you were doing." We've already seen the topics of conversation that change based on where this conversation takes place (either inside the hotel with Miss MacMurphy, or outside when Dan has to go clean himself off). So let's go to dinner. quote:"Got time to swap stories?" Dan is a fountain of stories and wisdom. Laura already has an excess of social skill so she just learns some more about survival. quote:"I'd like to know more about panning for gold." At 70- influence Dan will talk about how he'd rather just be friends. quote:"I been thinking about the two of us.…" [Start Romance] The thing about the Kind of Love variable is that it's not per romance, it's just reset each time you get into one. So either be consistent or don't worry about it. quote:"I'll admit, I banked this fire for a time, but now my coals are red-hot." If you're already in a relationship with Carrie, Maria or Yiska then Dan will notice. You can convince him that it's fine with around 51+ Persuasion (41+ for Yiska, 45+ for Maria, 48+ for Carrie), or with a similar Resolve (though he'll take a -5 for it and wait for you to tell them about it). If you can't match the stats then he'll break up, but this can be avoided by romancing him first. Laura lies as easily as she breathes. quote:"Well, that doesn't mean anything. I only have eyes for you." quote:Drop in on Carrie at the Mother-Lode saloon. Waiting for the song to end doesn't do much, while getting a drink changes a bit depending on how much Mother Maddy likes you- if she does she mentions the round is on the house (but it doesn't cost wealth either way). Then you can have a conversation where she complains about having bought an out-of-tune piano from a traveling piano salesman- a heartless marshal can offer to shoot either the singers or the player! Obviously nothing comes of this so Laura's just going to add to the mayhem in her own way. quote:Join in. quote:"There are some things I was wondering about.…" Speaking of random people propositioning Carrie for the winter... quote:"I was thinking we could spend some time together." [Start Romance] quote:"So what's this about?" Laura's keeping things hot. quote:"Its about the fire you stoke within me with every glance you give." Now, if you were already in a relationship with someone at the start of Chapter 6, these previous opportunities would be expanded or replaced by the ability to continue the romance. Carrie has the option to hang out and help her sift through a new barrel of gunpowder she bought with her gambling winnings (+4 Explosives, plus the opportunity to fool around instead of working), while Dan's is pretty similar to his dinner with Laura save for some new conversation topics. quote:"Any new stories?" If you got chocolate from the general store then you have the chance to give it to him for desert. The subject of winter lodgings comes up quote:"Have you decided where you will winter?" If the Marshal has fixed up the office or owns an intact house they can offer him residence but he keeps refusing and gets surprisingly flighty. The Marshal can eventually confront him about it... quote:"Dan, you don't want to hurt my feelings, but you are doing that right now with this song and dance." And with all of three of them, you have the opportunity to accompany one of them to a play down in Elko. There are five different plays you could see, and the play you see depends on the Marshal's alignment stats. 51+ Honor, 50- Law, 51+ Order: King Lear (+5 Persuasion, +5 Resolve) 50- Honor, 51+ Law, 51+ Order: Julius Caesar (+5 Intimidate, +5 Resolve) 51+ Honor, 51+ Law, 51+ Order: Macbeth (+5 Intimidate, +5 Persuasion) 51+ Honor, 51+ Law, 50- Order: The Tempest (+5 Resolve, +3 Legal, +3 Engineering) Otherwise: Caliburn (+5 Resolve, +3 Brawling, +3 Intimidate) Each date option has their own commentary during and after the play. They all like Shakespere, but none of them are particularly fond of Caliburn. Maria seems to have her own ideas as to why you see each play. quote:"King Lear is a classic tale of warning to anyone who would divide their realm." Once you've seen a play with one of your romantic partners you can't see another one with a different one. Anyways, Laura did what she needed to do in town, so next time she's going to meet some new people, go on a date and commit some warcrimes!
|
# ? Dec 26, 2020 01:57 |
|
Good to see the thread moving along.
|
# ? Dec 26, 2020 07:01 |
|
I was idly thinking about picking up the LP where the OP left off (hence my question about reading the gamedata). Glad to see it's back on track.
Xander77 fucked around with this message at 12:42 on Dec 26, 2020 |
# ? Dec 26, 2020 12:34 |
|
Time to meet with Julie.quote:Outside, the skies are heavy with clouds, especially over the distant mountains where a light rain has begun to fall. I've shown off the conversation with Julie before, but the responses do change if you don't say anything at all and just stare at her. quote:Stare at her. quote:Just stare at her. quote:Stare. quote:The stagecoach rumbles off and leaves Julie and her bags behind. So many of them, and one all wet from something that…then you see it; on the side of a dark leather satchel are the words 'Julie Moore, Undertaker'. That smell is undoubtedly formaldehyde. Dangerous to inhale and that explains much. Might as well boost Persuasion since it's lower than her Intimidate. quote:Outside, the skies are heavy with clouds, especially over the distant mountains where a light rain has begun to fall. This chapter is actually on a clock, represented by the description of the weather. You have eight units of time to screw around, and Laura already burned up four of them visiting the four shops at the start of the chapter, so she only has four left. Fortunately, there isn't anything interesting happening in any of the taverns, but I can show them off thanks to the power of text. quote:Raise a glass at the Mother-Lode. Mother Maddy's description changes based on how much she likes the Marshal, and if you show up while she doesn't like you her opinion gets worse. quote:Visit the Babylon saloon. quote:Stop in at the Evening Star. Eve's plans for the library depend on Preston Springs' prosperity- at 6+ she buys the land, at 5 she's still talking about it, and at 4- she's given up. quote:Lounge about the Grand Haven Hotel for bit. The Grand Haven description changes if you went to visit Dan and/or Maria earlier. Time to cash in on some favors! quote:Ask a favor of JT Preston. Preston is randomly in one of three locations- the Grand Haven, the Babylon, or the assayer's office, with different intro dialogue for each. Preston has the usual favors for money, Persuasion, Intimidate or Legal training (none of which Laura seriously needs), but there's also one new option... quote:"What's all this I keep hearing about you and women?" Any of these choices give you +5 Resolve, and more importantly don't cost any influence, unlike the other favors. quote:Ask Dan for a favor. Dan's choices are between Survival, Stamina and Brawling. Laura's Stamina isn't really noteworthy at this point and there's not much point in focusing it, and her Survival is already higher than her Brawling. quote:"I was wondering if you could give me some pointers the next time I have to rush a bear with a knife. quote:Get some pointers from Carrie. Carrie doesn't have much else to teach Laura. And both Carrie and Dan's conversations change if you're romancing them. If you either run out of time or decide to move on yourself, you get the next plot marker.... quote:It is the rasp of a horse ridden too hard, too long, or by someone too heavy. In this case it is two of three from Sam Pitcavage. The conversation with Sam has a bunch of different minor differences depending on what the Marshal told Sam he should do the last time they spoke. So if you told him to guard people he's been driving a stagecoach, and since Laura told him to go back to mining he's been running himself ragged and lost some weight. quote:"A hundred Indians. Did you count them?" Conversation ends when you figure out that they're a village on the move. quote:Indians. Lots of Indians. Local Shoshone, probably. They are on the move and headed this way. That doesn't mean anything by itself. People can go where they want. No fences around here. Dan and Carrie are always unavailable for this bit, the text changing a bit depending on if you saw them at the start of the chapter. quote:Talk to Preston first. You can ask Preston for trade gifts, and as long as you have an arrangement with Preston he'll provide the items no questions asked, otherwise you'd have to either spend 2 wealth, or -8 Influence to get a loan from Preston if you have 2 or fewer wealth. But you don't even need to do that much, because as long as you talked to Preston it opens up another conversation option after you leave. quote:Go wake up Matthew at the general store and get some nick-nacks for the Indians. Laura doesn't need an escort, so she just tells Preston to expect trouble and sets out on her way. And grabs the free loot because she can. quote:Set out at dawn to find the Indians. Yiska's intro depends on his relationship and whether or not you're romancing him. If you brought Preston's deputies along one of them will ask if you were expecting Yiska, with the answer of "Yes. Somehow I did." giving +5 influence. quote:Greet the coming riders and find out what it going on. If the Marshal is from one of the river tribes they actually understand the conversation somewhat, though Taboonsheya has a different accent then they're used to. There's two variables being tracked in this conversation- how Welcoming you are and how much of a Warning you're giving. Welcoming is all about being friendly and hospitable, Warning is pointing out They're not mutually exclusive. quote:"Ask him what his people are doing out here." Taboonsheya has something to say based on the Marshal's alignment, which gives further bonuses based on stats. +1 Welcoming for 50+ Honor, +2 for 71+ +1 Warning for 50+ Order, +2 for 71+ +1 Warning for 71+ Law, +1 Welcoming for 49- Law +1 Warning for 12+ Notoriety, +2 Warning for 31+ Notoriety. There's supposed to be a +1 Welcoming bonus for having a high Legend score, but Legend is normally only calculated at the end or if you specifically opt to check it at some chapter breakpoints, so it's usually 0 for most players, which translates to +1 Warning. quote:"Where are your people headed?" Just rolling your way through the conversation tree opens up new topics and with them new opportunities for Welcoming/Warning. quote:Move on to more pressing issues. There's a bunch of different variations based on your opener and how welcoming/warning you are, which alters the outcome and rewards of the different choices. Yiska is happiest when you're nice to the tribe (even if you take hostages, since it's more that they're your guests for the winter rather than captives), and dislikes if you drive them back or take a toll from them. Taboonsheya reacts based on how welcoming or warning you were during the conversation. He loves it if you're hospitable and help his tribe, but he'll at least accept it if you tell them to leave but have been consitently stern about it. If you were wary he'll be pleasantly surprised by your hospitality but will think you're a dick if you're all smiles and friendship but tell them to leave. Exacting a toll gets you one of the following: -A buffalo hide robe (+legend in the end) -A stack of furs (+2 wealth, or +3 if you have 47+ Persuasion or Preston Springs is 6+ prosperity, or +4 if you have a deal with Preston or +6 if you've got a deal with the Winthrop tannery) -Gold (+4 Wealth) Trading gets you a choice of the following: -A buffalo hide robe -A stack of furs (+4 wealth, +6 for Persuasion/Prosperity, +7 for a deal with Preston, +8 for a deal with the Winthrops) -If you're a native you can get the obsidian war-axe -Gold (+4 Wealth) -A bear hide if you don't have one. If you killed the bear or scared it off you can swap stories with Taboonsheya (+2 Noterity for killing it, +4 for scaring it) Finally, offering the goods as a gift gives you a gift in return. If you already scored an obsidian war-axe off of Frank Spears in Chapter 2, he has a different gift for you. quote:As the sun sinks into your Obsidian war-ax the old chief tenders over a hint of a smile, "Frank Spears gave?" he asks then continues on through Yiska. "A good man to know, and it says much of you that you know him so well as to receive his gifts." With a peaceful departure, Yiska and the Marshal have a moment to talk about things. At 71+ Influence you can begin a romance with Yiska, while if you're already in a relationship with him you can go down to catch the play in Elko if you haven't already. Otherwise it's time for a nice talk by the river. quote:"Before I left for the east, I would have thought Preston Springs to be big town. Fifty permanent residents, perhaps thrice that in the hills and camps along the river. In some ways those grander urban edifices have spoiled me," He explains, "but enough about me. I want to hear about you." And then we get to find out what's the deal with Yiska. How'd he get here? quote:"My childhood seemed an endless summer in these valleys; even in winter. My father was a great hunter and always loved to entertain guests. They were from all over; Mexicans, Frenchmen, old mountain men, even some Russians. quote:I was a boy and not a man when I crossed the threshold of the Wheatly school for boys in Boston he says and lets out a little sigh. "I do not particularly want to revisit my time there. I was an Indian and completely out of place. I could read but not quickly or well. That earned me many a smack upon the head for 'laziness'. I was also unaccustomed to wearing trousers and shirts, sitting still at a desk and writing neatly. As a result, I spent a great many hours out on the stoop, balancing heavy books as a penalty instead of playing in the sun. As demonstrated, he knew how to blow up the dam. quote:"You see, that was something else that the tribes needed to know. How do rifles work? How could we make our own powder instead of solely trading for it? I still haven't worked out the details on that. But we needed to know the way and I was determined to bring the telling of it back with me, and I have." Yiska has lived an interesting life. quote:The pace of the walk slows and he turns to you with an open question in his eyes. quote:I feel as though we frolic together in grassy meadows with not a care in the world. (Kind of Love 1) But you aren't here to see Laura make friends, are you? There's only one path... quote:"You have come to the wrong place at the wrong time. Tell your people to prepare to greet their ancestors." The battle with the Six Horns is a straight combat check. 50+ Gunfighting is required to beat Taboonsheya and his escort, then 50+ Sharpshooting is required to win a firefight with his warriors by the river. Fail a check and you die. If you don't have 50+ Brawling, Yiska will stab you in the back (weeping if you were in a romance with him). If you have Yiska translate first like Laura did then the Gunfighting and Sharpshooting checks go up to 53+ while the Brawling check goes down to 40+ since you don't have the element of surprise. Preston's deputies don't actually contribute mechanically to the combat, just text of them joining the shootout (and killing Yiska if he kills the Marshal). But yes, it's an attack on peaceful group of travelers complete with women and children. And she gains nothing from it, making it Laura's pettiest atrocity yet. It's the villainous equivalent of doing it for the love of the game. Let's see what the peanut gallery thinks of Laura's actions so far... quote:Influence Yiska probably has a point. Next time, Laura just got done clogging this river only to find that someone else might have beaten her to it. LightWarden fucked around with this message at 22:19 on Dec 28, 2020 |
# ? Dec 28, 2020 22:15 |
|
Dang. Can’t wait to see how Laura handles the other tribe we can meet later on.
|
# ? Dec 28, 2020 23:17 |
|
Ah, is it one of those bullshit cases where instead of getting ALL the loot they carried, you get none? Where did the obsidian axe go? Where did they gold and hides? wtf?
|
# ? Dec 29, 2020 00:00 |
|
So glad to see this unexpectedly back. Thanks for all ya do. drat that’s cold. You can do some nasty poo poo in this game but I can’t ever play a shithead in stuff like this. Thanks for showing it off.
|
# ? Dec 29, 2020 02:02 |
|
Regallion posted:Ah, is it one of those bullshit cases where instead of getting ALL the loot they carried, you get none? Where did the obsidian axe go? Where did they gold and hides? wtf? They still have it, it's probably a case of timing. quote:Taboonsheya eyes the wares of Preston Springs, obviously pleased with the iron and steel there. His Braves retrieve a number of items from the recently floated over rafts and the older man sorts through numerous wraps with many a fond recollection on his lips. They bring the loot across the river after everyone is friends. Since Laura shot them where they stood and shot at people until the tribe went back across the river they never brought it over, so it's still with the fleeing remnants of the tribe. We saw this text last time, but I didn't include it since I was more interested in showing off the dialogue about Frank Spears' axe.
|
# ? Dec 29, 2020 03:26 |
|
quote:The river is a swollen, muddy snake that gurgles its way down south. As you watch, bits of wood swirl atop the silted waters in an eddy before they are sucked down stream with a stunning rapidity. The little trickle that had been there in the months before is now but a memory. The rising river sequence is the main problem in Chapter 6 and has a fair amount of branching content. Most of the methods to defend it require you to amass Effectiveness before your Time runs out, built up by applying Tools and Manpower, to varying degrees of effectiveness depending on your plan and order of operations. The single biggest variable that affects this chapter is whether or not you destroyed the Red Ribbon Mine's dam back in Chapter 3. If the dam is still standing because you either did nothing or negotiated an agreement then you can revisit the company's camp. It does take time however. quote:Ride up to the encampment. A trip to the mine finds that the company chose to bail on the problem, leaving you the chance to loot some of their tools to help fix the problem. If you choose to burn down the camp, Yiska will ask you why, and you can tell him that it's a punishment or a signal to Preston Springs that danger is coming. Either way you get notoriety and some alignment score. If you tell him that you don't want other miners using the camp then he'll point out that it could still be used by people besides miners, and you can either burn it or leave it alone for +5 influence. Checking out the mine actually has different text depending on how much time you used up and your engineering skill, with 22+ giving you a detailed description based on the time you've spent (0= 2-3 days, 1= 1 day, 2= .5 day, 3+= no time at all), and 21- just appending modifiers to the situation the less time you have "this is (really) (really) bad." 26+ Engineering means you and Yiska can save the day in secret by fixing the dam so it won't flood. quote:Follow the Red Ribbon miners. The Red Ribbon company is not having a very good time. How the conversation plays out and how cooperative they decide to be depends on combination of the Marshal's social skills and a Hostility variable, which starts at 3 and is moved up or down by conversation choices. Randall's greeting depends on what you did at the start of the conversation quote:Randall stomps forward with his hands clenched into fists. The big man's wild golden hair is more than a little greasy and flecked by mud. "Marshal," he says simply. Anya then joins in the conversation, with her line depending on how you made contact and the current hostility. quote:"Marshal," Anya calls out as she sets aside the whip upon the wagon. Then she modestly hikes her gray wool skirt to reveal high boots and she trundles over despite the mud. Lovely people, aren't they? If you're trying to get their help, this is the point where you can make the actual attempt. The effectiveness is a combination of your approach, skills and hostility. The game provides a reminder based on your hostility. quote:Hostility: If you failed to convince them you have one last chance. quote:Randall steps in just behind his wife and lays a hand on her shoulder as if to steady her, "We done here." If you failed that stage, then your final choices are just to let them go or try to arrest them and either start a fight or sort it out later, just like in the previous option. Succeed and you can make your demand. quote:"I want you and your miners to repair the dam." Having them help collapse the dam successfully solves the flooding problem, but if you drive them off or shake them down for labor, tools or wealth then you still have to go back to town and deal with the flooding there. There are several different ways things can degrade into violence. A heartless Marshal can simply pull out a rifle from the start. Yiska has concerns about it though. quote:You unlimber your rifle and take aim. The miners keep on working on the wagon; oblivious. Alternatively, a heartless Marshal can start shooting at them after watching them (still -10 from Yiska) or negotiations can fail and you can try to arrest them only for them to respond with lethal force. Yiska isn't pleased with this outcome but accepts it's what must be done and will fight alongside you. The fight with the Red Ribbon Mining Company is more in-depth than the other fight this chapter, being broken into a series of two to three phases each with a couple of rounds as enemies close in from rifle range to pistol range to melee. The objective is to amass a certain number of casualties to break the morale of the company and send them fleeing. If a heartless marshal starts a fight before any conversation takes place they have a surprise rifle phase to pick people off at range before they can do much else. Amassing 6 points of casualties will result in victory, and if nothing else it will end after 8 or so rounds. All four named characters (Randall and Anya Admunsen, Big George, Terry the Engineer) and generic miners are free kills if you target them on the very first round of the surprise phase, with the Admunsens being worth 3 points, George 2 and Terry (or any miner) is worth 1. If either of the Admunsens are shot in the opening round, the survivor will rush to their spouse in the second round, presenting an incredibly easy target for another 3 points and thus winning the battle. quote:Randall reaches Anya's side, scoops her up in his arms, and tries to stir her awake. You squeeze the trigger and let him keep hoping; forever. Randall will actually keep being a target into round 3, while his wife will at least head for cover. quote:Randall lets Anya fall, turns and rises with fists balled in anger; a great target. You squeeze the trigger and he joins his wife. Otherwise it's a sharpshooting check to take one out (43+ in Round 2, then up to 46+ and 49+ in later rounds). Randall joins his men and charges up the hill to get you with his shotgun while Anya fetches her own rifle and shoots back. Terry ducks into the wagon starting from round 2, though you can catch him that round with a 43+ Sharpshooting check. Otherwise he's gone for this phase. Big George dies if you shoot him in round 1, otherwise he takes one shot to wound him and another one to finish him off. No check needed, since he's a Big Target. Miners are free kills in the first two rounds in the confusion, but a 41+ Sharpshooting check after that. You can also choose to duck down behind a rock. You can either wait around for them to come to pistol range (skipping to a later phase) or pop back up and catch Anya by surprise for no check needed or Randall with a 43+ Sharpshooting check. As long as you're not terrible with a rifle it's pretty easy to get 6 points in 8 rounds- effortless if you just snipe the Admunsens one after the other. The Admunsens lead command their miners onwards, but if you killed one of them then the survivor is out for your head. quote:Smoke streams out your empty rifle as the miners close in. If you either wait or never got a surprise phase then it's on to the pistol phase, which actually has two different variants. If you have the Nickle 32 pistol (the tiny gun) you can whip it out before anyone else gets their gun out. You only have four attacks before they're on top of you so you need to make them count. You need to get 7 points to win, up from the previous phase. Like with the surprise phase, the first shot requires pretty much no skill. You can take out a miner, shoot Randall in the arm for 2 points, drop Terry or wound Big George. Past that and it's a check. Terry is gone by the second shot, and the miners require an increasing Gunfighting check to handle without getting injured in response (41+, 45+, 49+, 53+). Randall requires a 46+ Gunfighting check to take him out of action past the first shot, otherwise you're going to eat a blast of shotgun for -3 Health, and he can do that twice (third time he's just an easy target, but you might very well be dead after 6 wounds). George requires a 41+ Gunfighting check to injure or put down once he's been injured. If Yiska is backing you because this is self-defense then he'll get three points worth of casualties with his own pistol over four rounds (he doesn't do anything in round 1 because the Marshal is faster on the draw). If you have a different pistol then the pistol phase is pretty much the same, save for the Gunfighting checks against the miners being about 2 points higher and you have an extra round of attacks. If you ran out of time, miss the Gunfighting check against George or chose to wait until melee then the melee phase starts, with five rounds to reach up to 8 points (including whatever points you got the previous round). It's the last phase, so it's do or die. You only have two options here- defend or attack. Defending the first round is free, but will cost you a point of health each round after that unless Yiska is helping you defend yourself. If you defend after round 5, the fight ends with you victorious and the miners exhausted. If you attack, you have to deal with the biggest threat- George if he's still alive, or the miners if not. Taking down George will scatter the rest of the miners. If you managed to spook George by wearing the bearhide back in Chapter 3 you can growl at him to scare him and then freely defeat him. It's a 50+ Brawling check to drop George from an uninjured state, 45+ to injure him in round 1, 48+ to injure him in later rounds, 44+ to stall an injured George in round 1, or 49+ to drop him in later rounds. quote:(Successfully injuring George) You slam a solid blow into George's side before he can set himself. He gives a grunt and cocks his head thoughtfully to the side. Failing a check against George is fatal- dude is just that huge. quote:(Failed to injure or take down an injured George round 1) Its like hitting the brother of a brick wall. George gives a little scoff at that and right then you know there is only one way this is going to end. The blows come raining down and leave you broken in their wake. If George was already shot down in a previous phase, it's just the miners remaining, and fighting them is increasingly dangerous. An attack is free the first round, then requires a 41/45/49/53+ Brawling check in later rounds to avoid injury, with Yiska covering your back against failed checks in rounds 2 and 3 if he's on your side. Winning the 53+ check also wins the fight, but continuing to attack into round 6 means you get mobbed to death by their numbers. That said, it is possible to win this whole encounter without hurting anyone or taking any injuries yourself as long as Yiska is with you- you just choose to skip from pistol to melee phase and just turtle through the entire phase. Then it's on to the wrap-up. quote:The Red Ribbon mining corporation is no more. What few remain, have fled for the hills. All that remains of them are several wagons, the beasts that were pulling them, and the bodies of the fallen. The game will note if any of the named characters survived, but they still flee regardless. Yiska's response is different depending on whether or not it was self defense or not. quote:(Justified defense) Yiska holsters his pistol, "That was a terrible thing, but necessary. They flouted my cease and desist order, they detained me, and then they tried to flee the scene of an impending crime. Finally they drew on you and that single strap broke the horse's back. Bitter, but deserved desserts have been served." (+10 Yiska, +10 Law, +5 Order, +5 Notoriety) And unlike the other fight in this chapter, this one has loot. quote:The Red Ribbon wagons catch your eye. One of them is fairly heaped with picks and shovels while another groans under the weight of furniture. Others, however, are heavy with plenty that would fetch a pretty price back in Preston Springs. Both you and Yiska can each take one wagon, but you can only take two total and you need to have Yiska take a wagon first otherwise he'll refuse. Yiska requires a 51+ Persuasion check to take a wagon with wealth in it otherwise he'll refuse. He'll take the tool wagon as long as the Marshal hasn't already grabbed a wagon. This means it is possible to get 24 wealth out of this by grabbing the strongbox, persuade Yiska to take a loot wagon and then grab a loot wagon yourself. Once you have enough wagons and/or are ready to head back Yiska will free the remaining horses and mules so they don't suffer needlessly. 24 wealth is slightly more than the 20 Laura got from taking the camp earlier, but it doesn't come with the satisfaction of wiping the company out to the last man. Too many survivors in this one. As long as you didn't fix or demolish the dam out here somehow (either with just Yiska through an engineering check or with the mine company by talking them into it) then the flood is still on. You still have to head back to town with whatever tools, manpower or wealth you scrounged up, minus the time you spent dealing with this. We've seen the lovely folks who are the cause of the Preston Springs flooding problem, and next time we're going to see the rest of the various solutions.
|
# ? Jan 2, 2021 03:35 |
|
Whatever the solution, fixing this problem is always a very cool part of the game for me. It's a unique challenge for this sort of game.
|
# ? Jan 2, 2021 05:19 |
|
Previously we left Laura at the decision point.quote:The river is a swollen, muddy snake that gurgles its way down south. As you watch, bits of wood swirl atop the silted waters in an eddy before they are sucked down stream with a stunning rapidity. The little trickle that had been there in the months before is now but a memory. We saw what happens if you go to the camp, now let's see what some of these other stats actually mean. If you didn't go to the camp and you have either the Survival or Engineering skill necessary then you might as well get the free bonus if you're not trying to intentionally fail. Riding off can have different outcomes depending on things I'll discuss later. Laura's getting her free stat though. quote:Figure out where the flood is going to happen while I am out here. Then it's back to town. The description changes based on if you sent Yiska back, or if you were accompanied by Preston's deputies who headed back to town to warn him while you went to check on the mine. It also changes if you bring the mining company with you. quote:Just a stone's throw from the river, Preston Springs placidly goes on about its business. No one much seems to notice or care about the impending flood. Clearly that needs to change. As you near the Grand Haven Hotel, the Sheriff and owner of the town emerges with a pair of his deputies in tow. Even in a starched shirt with a high white collar, a coal black coat and matching silver cufflinks, he still manages to prowl like a wolf. You can have a quick conversation with Preston before you start if you want to rile him up a bit. If you didn't decide to abandon the town, then it's on to the preparation phase where you can accumulate tools and manpower, with the description changing as you do. If you recruited the Red Ribbon Mine Company then they'll show up in the descriptions too. With enough Persuasion or Intimidate you can get stuff for free, same if you have a high relationship with some of the NPCs. Carrie and Dan will help you no questions asked if you're in a romance with them, otherwise it might cost some influence. The description for buying tools changes a bit based on the town's Prosperity- high prosperity means miners are willing to sell because they're well-off enough that they don't feel like working this winter, while low prosperity means there's left-over tools because everyone headed back to California. Getting tools from Matthew has a similar minor change depending on how many tools you already have. quote:No one seems all that eager to get to work. The description will once again change to remind you of how much you have in the way of tools and manpower before laying out your options. If you have a high enough Engineering skill it will provide a more in-depth description of how it would work and what you might need. quote:The sprawling crowd edges forward eagerly to hear your words. Everyone has their hands filled with a shovel or pick, sometimes both. There are four methods to save the town, so let's go through them, starting with the common traits. You have a certain amount of time to hit an effectiveness target, usually enough time to try each option once unless you already spent time at the Red Ribbon Mine. Any option that requires tools or manpower will use one up, reducing your count by 1. There's no option to not use up tools or manpower if you have it. If you don't have manpower than it's just you, Preston and maybe a few other people working at the problem while if you don't have tools it means you have to use sticks, boards or your bare hands. Some options still work without tools or manpower if someone steps in to lend you a hand, and a high Stamina or Resolve character can power through the labor part at the cost of health, usually with the Resolve costing a point of health more than Stamina since you're pushing yourself harder. If you drop below 0 Health you collapse and die. If you don't have enough resources to do everything with tools and manpower then it helps to pick and choose the order in which you do things to make the most out of what you have. Method 1: Brace the Buildings As stated, it's the simplest possible method. You need to amass 4 points of effectiveness in 4 rounds. If you have 1 or fewer Tools or Manpower you can shame Preston into buying you more, costing you -4 Influence for +1 or -8 Influence for +2. There are three to four choices you can make: -Brace the houses. +2 Effectiveness if you have both manpower and tools left. +2 Effectiveness if you have tools but no manpower left since the citizens come out to lend a hand. +1 Effectiveness if you have manpower but no tools. +1 Effectiveness if you have nothing left. -Brace the businesses. +2 Effectiveness if you have both tools and manpower left. +2 Effectiveness if you have manpower but no tools left since the stores give you supplies. If you have no manpower left it's +2 Effectiveness and +2 Stamina with 46+ Stamina or Resolve though that costs you -1 Health for pushing yourself with Stamina or -2 Health with Resolve. -Brace your office. +4 Honor if you have 4+ Effectiveness since the townsfolk cover you. -2 Honor if you send a team of men to take care of it, but +1 Effectiveness if you have tools for them, or +0 if you don't. If you have no manpower then it's -4 Honor with 51+ Honor or -2 Honor otherwise as Preston points out how you're just looking out for yourself but +1 Effectiveness if you have tools. If you have neither tools nor manpower than it's -1 Health and +1 Stamina with 46+ Stamina or Resolve or -2 Health and +2 Stamina otherwise, but no effectiveness. -Brace your house (if you got land). Pretty much the same as bracing your office, but with your personal home instead. Once 4 turns have passed or you hit 4 Effectiveness or simply choose to stop then it's time for the check. At 4+ Effectiveness you succeed. Preston Springs is flooded but the buildings all stand- +4 Notoriety and -1 Prosperity. If you didn't get your house or office braced then they take -1 to their condition. At 3- the waters rip through and knock down a bunch of things. +6 Notoriety and -2 Prosperity. If you didn't brace your house or office they get hammered and can take something like -3 to -6 to their condition (but it can't reduce them below 0). If you have a pet then there's a brief description of what it does when the waters hit town- your cat climbs to high ground (and is miserable and wet if the town got seriously flooded) while your mouse floats around on a saloon sign and you find out your snake knows how to swim. Bracing is technically one of the easiest options but there are definitely better ones. The town's prosperity takes a hit either way and it has the shortest amount of time to fix things especially if you already spent several rounds messing around at the Red Ribbon Mine. It's also possible to be too good at it- if you have the tools and manpower to cover both the stores and houses you'll hit 4 effectiveness and kick over into the ending before you can protect your office or house (you know, if you care about them). Even succeeding is still counted as the third worst outcome since the town is still heavily flooded- the only worse options are failing or not even trying. Method 2: Dig Ditches Pretty similar to bracing buildings, but with more manual labor involved. You need to get 10 points of effectiveness in about 6 turns. As before, you can shame Preston into getting you more tools or manpower at the cost of influence if you have 2 or fewer of the resource. Like with bracing you can go around targeting different parts of the town to protect them, but there are a few new options. Again, each takes a turn. -Dig a perimeter to divert some of the water. If you have both tools and manpower it's +2 Effectiveness or +3 with 21+ Engineering. If you have manpower but no tools you can still get +2 with 21+ Engineering. With no manpower it's +1 if you have 21+ engineering and 46+ Resolve or Stamina, though it does cost you -2 Health if using Stamina or -3 if using Resolve. If you have no manpower and insufficient engineering, tools, or Stamina/Resolve it takes way too much time and jumps right to the end. -Dig ditches to slowly drain the water after the flood. If you have 22+ Engineering you can dig slanted ditches for +2 Effectiveness if you have a crew, otherwise it's +1 Effectiveness. Without manpower you can still get +2 effectiveness with 22+ Engineering and 46+ Stamina or Resolve (-1 Health and +1 Stamina for Stamina, -2 Health and +2 Stamina for Resolve) otherwise it's +1 Effectiveness for -3 Health. Without Engineering it's +1 Effectiveness for 46+ Stamina/Resolve or -3 Health and +3 Stamina for +1 Effectiveness without it. -Build a berm and dig ditches to protect the businesses. (A berm is basically a raised wall of dirt) +1 Effectiveness with both Tools and Manpower or +2 if you also have 21+ Engineering to build gradually sloped trenches to divert the flow of water. If you don't have the manpower then as long as you have tools it's +1for 21+ Engineering and 46+ Stamina or Resolve (-1 Health and +1 Stamina for Stamina, -2 Health and +2 Stamina for Resolve). Otherwise, with insufficient Engineering, Stamina/Resolve or tools it takes too much time and jumps to the ending. -Protect the houses. +2 Effectiveness. The description changes with 26+ Engineering, but the locals will pitch in with tools/labor regardless so it's impossible to not get +2 Effectiveness. -Protect your office: -2 Honor if you can send a crew, +1 Effectiveness if they also have tools. If you don't have manpower then it's +1 Effectiveness if you have tools or 46+ Stamina or Resolve (-1 Health and +1 Stamina regardless of which skill you use). If you don't have manpower you also take -4 Honor if 51+ or -2 Honor otherwise as Preston praises your self-serving nature. -Protect your house (if you have one). Like protecting your office, but with your house. If your time runs out, you hit 10+ Effectiveness or choose to stop working then it's time for one last choice. You can dig one last ditch for +1 Effectiveness with 42+ Stamina or brace one last building for +1 Effectiveness with 21+ Engineering. It's not necessarily the best idea since if you didn't dig a perimeter you get knocked on your rear end by the water for -1 Health and +1 Stamina. At 10+ Effectiveness it's fine but at 7-9 Effectiveness then things take damage if they weren't protected; -1 Prosperity if you didn't protect the businesses or -1 to your house if it wasn't protected. At 6- things get heavily flooded and it's -1 prosperity i the businesses were protected or -2 if they weren't, same for your house. There are some interesting quirks to the code- choosing to do one last ditch or building doesn't let you get the best possible town condition, giving you the same end-state as a medium success (7 to 9 Effectiveness), though nothing takes damage. If you choose to go to the high ground you get the best state with 10+ Effectiveness regardless of what you did or didn't protect (though it's hard to get there without also protecting the town). Alternatively you can chose to go to the outskirts of town and dare the river to come. If you didn't dig a perimeter you'll still get -1 Health, but as long as dug drain ditches and had 10+ Effectiveness you're fine (though your house will take -1 if you didn't protect it). Even with 7-9 Effectiveness you can still get a great success (again, your house will be damaged without protection). When in doubt, fight the river (unless it would kill you). Just like with bracing buildings, your pet's status is mentioned in the description of the aftermath. Digging ditches is better than bracing buildings since it offers the ability to get the best outcome for the town and even the worst outcome can be on par with a good outcome from bracing. It's a rewarding approach if you're the poor soul who decided to specialize in Engineering since you can get a serious advantage. If you don't have a pile of tools and manpower it can be hard, though you can save fixing the homes for last since that is +2 Effectiveness even if you used up all your tools and manpower earlier. The remaining two methods all involve leaving town, which means they reset your Effectiveness if you got some from the Survival or Engineering choice at the start of this post. They're also all-or-nothing: either you succeed and save the town utterly or fail and the town gets trashed. Method 3: Make it Flood Elsewhere Once again, 2 or fewer tools or manpower means you can bully Preston into giving you more at the cost of influence. There's a survey opportunity at the start, where you can get +1 Effectiveness with either 26+ Engineering or 46+ Survival to figure out where exactly you should be aiming to breach the river. If Dan is still around you can instead ask him for advice, giving you +1 Effectiveness and +5 Influence as long as you're either romancing him or have 51+ Influence. If not, he gets cute. quote:(50- Influence)"Want to know how deep it is? It'd be better to show you," Dan offers all too innocently. You also have the option to reconsider and go do one of the other three plans. You need to get 5 points of effectiveness in 5 turns. There are four things you can do. -Dig on the dry side of the river. +2 Effectiveness if you have tools and manpower, or +1 Effectiveness with just manpower. +2 Effectiveness and -2 Health if you have tools but no manpower, or +1 Effectiveness and -2 Health if you have neither tools nor manpower but have 46+ Stamina/Resolve. Just wastes time and jumps to the end if you have neither tools, manpower nor Stamina/Resolve. -Dig on the top of the riverbank. Pretty much the same as the dry side except it's only -1 Health if you have tools but no manpower instead of -2 Health. -Dig on the wet side of the river. Now it gets interesting. If you have manpower you also need 44+ Persuasion or Intimidate to convince them to brave the raging river. +1 Effectiveness, with another +1 if you have tools and a further +1 if you have 44+ Persuasion and Intimidate both. If you have manpower but don't have the social skills you get nothing but a waste of time. If you don't have manpower you've got to do it yourself. If you have 46+ Survival or Resolve you can safely dig into the riverbank, giving +1 Effectiveness or +2 if you have tools (and +5 Survival and +2 Resolve). If you don't have either of those skills then you fall into the river and get knocked around for -3 Health before Yiska fishes you out, with commentary depending on romance or influence level (At 50- Influence, it's "I get the feeling I am going to regret doing that"). If you had tools when you fell into the river you at least get a +1 Effectiveness out of it, otherwise you get nothing. -Plant some explosives. You need at least 1 unit of tools to have enough gunpowder for this otherwise you're just wasting time. You get the option of packing it in as best you can, or packing it into one of the sections you worked on. Yiska will explain that blowing up the wet side is more effective than the dry side which is more effective than the top which is more effective than just packing it in (which translates mostly to lower Explosives checks). Packing it in wherever is +1 Effectiveness or +2 with 25+ Explosives. Packing it on the top is +1 Effectiveness or +2 with 20+ Explosives. Blowing up the dry side is +1 Effectiveness or +2 for 15+ Explosives. Blowing up the wet side requires a 46+ Survival check to avoid falling in and taking -3 Health before Yiska rescues you. Though if you already fell in the river while digging on the wet side yourself then you're careful enough with your grip this time that you make it. It's +3 Effectiveness or +5 Effectiveness with 25+ Explosives. You can choose not to use the Explosives, for +5 Explosives and +5 Yiska as you recognize the importance of caution when dealing with gunpowder (saves tools, but not time). After 4 turns or 5+ Effectiveness you're done. Either you got 5+ Effectiveness and the town is saved or you failed and the town gets hit with -2 Prosperity and is worse off than even failing with bracing buildings or digging ditches. You get a Notoriety boost for finishing the project with explosives- +4 if you blew open the wet side or +2 otherwise. As Marshal Shen Ruolan discovered, this may be the easiest one to get full marks on. You only need 5 points and it's pretty easy to get one at the start if Dan is still around. With two tools you can potentially clear it in two turns if you dig on the wet side and then plant some explosives. Only catch is that while 46+ Survival or Resolve will keep you from falling into the river while digging, you need 46+ Survival to keep from falling in and wasting your explosives, so it is possible to have a high Resolve character succeed at digging but fail at planting explosives. Similarly, with two tools, two manpower and either Dan or the ability to note the correct riverbend you could also succeed in two rounds by digging the top and side. Definitely the choice if you're running out of time. Method 4: Build a levee The final method, requires you to get 7 Effectiveness in about 5 or 6 turns. As before, if you have 1 or fewer Manpower then you can bully Preston into calling in some favors for more, but you can't get any more tools for this. The options are a little different from the previous one in that they're all somewhat linked, so while doing one of them might do nothing at first, it can build up quickly once you've gotten more steps rolling. Additionally, each round the levee is at 4+ Effectiveness, it gets another +1 on top of it as things start coming together. -Find a suitable site for the levee. It's possible that you thought up a suitable site by one of the two options at the start of the post, otherwise you'll probably need to do so now. With 26+ Engineering you can figure out the spot with no time at all, which gives you a further +3 Effectiveness if you already have teams of men who are moving and packing down dirt, or +2 if you just have a team moving dirt. With 16-25 Engineering it takes a turn, but you can still get +2 Effectiveness with teams to move and pack down dirt or +1 Effectiveness with just moving dirt. Without the Engineering skill you just spent a turn to figure out a site with Yiska's help. -Harvest Logs. +2 Effectiveness if you have both tools and manpower, +1 Effectiveness with just manpower as they gather up branches. With tools but no manpower you can get +1 Effectiveness by chopping down trees with 46+ Brawling, or 46+ Stamina/Resolve with a further -1 Health and +1 Stamina. If you don't have the skills it's just -1 Health/+1 Stamina and if you don't have manpower or tools you accomplish nothing. -Make teams to pack down the dirt. If you have manpower and tools it's +3 Effectiveness if you have a teams digging and moving dirt to the levee site, +2 if you have teams digging and moving dirt with no site, or +1 if you have teams digging but not moving dirt. If you don't have tools it's +2 for teams digging and carrying dirt to the site, +1 for digging and carrying without a site, or +1 for teams digging dirt without anyone moving it. With no manpower, you do it yourself. 46+ Stamina or 43+ Resolve means nothing without a levee site, but if you have teams to dig and carry the dirt it's +2 Effectiveness, -1 Health/+1 Stamina, or +1 Effectiveness at the cost of -2 Health/+2 Stamina if you have to carry and stomp it yourself, or -3 Health/+3 Stamina if you have to dig, carry and then stomp it yourself. But only -1 Health/+1 Stamina if you have to stomp and dig it yourself. If you don't have the stats you just waste your time and it's on to the last phase. -Have people dig up dirt. With manpower and tools it's +3 Effectiveness if you already have a site and people to carry it, +2 if you just have the site, or +1 otherwise. Without tools it's +2 if you have a site and people to carry it, or +1 if you have a site but nobody to carry it. Without manpower you can use tools with 46+ Survival to find easy soil, granting you +2 Effectiveness if you have a site and people to carry it, or +1 otherwise. With 46+ Stamina it's -3 Health/+3 Stamina, but +2 effectiveness if you have a site and people to carry it, or +1 otherwise. Without those stats or tools it just wastes time and goes to the end. -Organize teams to move the dirt. With tools and manpower it's +3 i you have a site and people to tramp it down, or +2 if you have either a site or a packing team, or +1 otherwise. Without tools or a site it's just +1, but with a site you can improvise for +2 if you have extra manpower, 41+ Riding to use saddlebags and horses or 41+ Survival to craft crude litters to drag dirt. No manpower and things are pretty dire, you can get +1 Effectiveness with 46+ Stamina and -2 Health or 46+ Resolve and -3 Health otherwise you're just wasting time and jump to the end. Once you hit 7+ Effectiveness, run out of time or choose to stop it's time for the last push. You can stand on top of the levee or at a discrete distance away, or you can brace it either by yourself or with one manpower if you have any left. Bracing it with a team gives +3 Effectiveness with 26+ Engineering, +2 with 20-25 or +1 otherwise, while a solo brace is +2 for 26+ and +1 for 20-25. 7+ Effectiveness and you succeed, while 6- means the levee is washed away and you along with it if you're on it or bracing it. You need 51+ Survival to swim free of a failing levee or you die. If you survive your failure (or kept your distance in the first place) Preston Springs gets hammered for -2 Prosperity and +5 Notoriety and is in terrible shape. Succeed and the town is perfectly safe and you get a varying degree of Notoriety- +3 for solo bracing, +2 for team bracing, +5 otherwise. Building a levee is the most manpower-intensive solution, and really shouldn't be attempted solo. Being good at engineering means you can get a lot done here, putting it up there with digging ditches. So what's Laura's solution? Well, it's pretty simple... Step 0: Gather up every freely available source of tools and manpower Preston Springs has to offer. quote:"Preston, everyone you can pull a favor from needs to get involved; now." Step 1: Drag them out of town to build a levee. quote:"Here is what we are going to do. We are going to form a levee to protect the town. It won't last long, but it doesn't have to if we get enough hands and shovels into this." Step 2: Do nothing. quote:This is all that can be done to prepare. Let the river rise and see what its plans are. Step 3: Challenge the river to a staring contest. quote:Watch confidently from atop the levee itself as the river begins to bite into the embankment. Step 4: Win. The other trick to the levee (and only the levee) is that if the dam was destroyed then it's an automatic success because the river is never going to actually flood. The "Ride off. This is town business." choice at the start of this post plays out very differently depending on whether or not the dam was taken down (Yiska will helpfully point out if it's either a tree from a landslide or a log from the dam). If it's still standing then Yiska will try to talk the Marshal into coming back to town, while if it was destroyed you're free to ride off and have a stat-building interlude where you can practice with your guns or read or pan for gold or whatever else you want to do. The game still allows you to play out this section as though the flood danger is real if you want to experience the plot changes or character interactions but you aren't forced to if you don't want to. Since there's several things I want to show off that are way more interesting than a +3 to Sharpshooting, of course we're doing it. Laura is now the hero of Preston Springs for solving a problem that never actually existed. Next time she claims her reward as we explore the various ways this chapter can end.
|
# ? Jan 5, 2021 07:17 |
|
Nice one, Laura. Now did we know there was actually no issue? I can’t really tell.
|
# ? Jan 5, 2021 10:01 |
|
Nicely done.
|
# ? Jan 5, 2021 16:16 |
|
We did option five. Fill the river with enough bodies it can’t flood
|
# ? Jan 5, 2021 17:28 |
|
|
# ? May 5, 2024 15:35 |
|
The game recognizes seven different outcomes for the flood of Preston Springs, and changes the ending accordingly. Outcome: 1: You and Yiska fix the dam by yourselves with 26+ Engineering 2: Controlled collapse of the dam with the help of the Red Ribbon Mining Company 3: No flood damage after a successful defense with a levee, lake or ditch 4: Some flooding, minor damage. Moderate success with ditches. The last result the game considers to be successful 5: Heavy flood damage. Successfully braced the buildings or failed with the ditches. 6: Severe flood damage. Failed with the levee, lake or bracing of buildings 7: Completely walked away from the town and left it to fend for itself. Severe damage. If it's just you and Yiska then there's a scene where the two of you return to town. quote:You return to Preston Springs and find the town the same as ever. Wet and weary prospectors staggering into town or drinking their weight in beer as they wander from saloon to saloon. The local folk pass by and tip their hats or flash a little smile of nervous respect as they go about their day. No one seems to have noticed the rise in the river. No one even seems to care. The dialogue changes a bit based on your reputation and relationship with Yiska. You can choose to let him tell others or keep things quiet. Meanwhile, if you dealt with the dam with the help of the miners, there's a scene where you figure out what you're going to do to them. quote:As the last of the dam is safely swept away, Anya turns to you, "There. It is done. Will you still arrest us?" Unless you told Yiska not to tell Preston, it's on to the scene where he talks to you about the outcome. quote:(Outcome 1: Fixed the dam with just Yiska) It takes a little while to unsaddle and rub down your horse, but even that ordinary effort is a relief after the momentous events of the past few days. Then a soft cough breaks apart your reverie and the tang of tobacco fills the air. quote:Your return to Preston Springs finds the town the same as it ever was. The whole river thing might as well have been in another country. It takes a little while to unsaddle and rub down your horse, (arrested the Red Ribbon:) to say nothing of locking up the Admunsens, but even that ordinary effort is a relief after the momentous events of the past few days. quote:Preston swaggers over with a lit cigar in hand, "Well done, miss. The town, my town, is going to be just fine." Then we get to outcome 4, which is the last one the game considers to be decent. Similar to the previous outcomes, but the rewards are worse. quote:Preston steps over with an unlit cigar in hand, "That could have been worse. Much worse. Shouldn't take long until things are back to normal." (+5 Preston) Then we get into the fail states. First the successful bracing... quote:Preston sloshes through the water to reach your side, "What happened? What went wrong?" Then an unsuccessful plan... quote:"This is a disaster!" Preston calls out from across the flooded street. And finally if the Marshal just walked away... quote:"This is a greased pig worth of disaster!" Preston all but screams out as he sloshes through high waters toward you, clearly about to lay down the blame. As for Laura, she did well and doesn't really need most of the skills so it's time to just make fun of Preston. quote:"I'd like to ask why you act like a rooster when your wings are clipped." One of the things you can do in chapter 6 is deliberately antagonize Preston. This builds up a hidden Preston Passion counter. You can build it up by doing the Resolve training in the intermission (asking him about his luck with ladies), being snappy when announcing the incoming flood (the "...Are you deaf?", "I'm a ____, not an engineer..." or "We'll see soon enough..." responses), berating him into getting you more tools/manpower if you're low, working alongside him to fix things if you run out of laborers, doing something daring with the defense plan (like standing on the levee) or telling him off at the end. With 1 or more points in the score you have the opportunity to get into a confrontation with Preston. quote:Really lay into Preston for all he did and didn't do. The first two options both go to the same thing, the last one backs off. The "You will not like what I am going to say" choice when Preston is offering you a reward also jumps into this sequence directly since it gives enough Passion to automatically qualify. quote:Really lay into Preston for all he did and didn't do. The dialogue options have different branches depending on what your current influence is. At 50-69 he's curious, 70+ he's surprised because he thought you two got along well before, and at 49- he's pleased and wants to know what he did to annoy you so he can do it more. The Marshal's responses all lead to the same place, though telling him "never mind" or "forget it" backs out of the whole thing with an influence penalty. Assuming you play through the conversation he responds, with different dialogue depending on how many crimes you committed on the way. quote:"Now I get to say my piece," Preston replies sharply, "You come here, (if you have a deal) you take my money, (if you're a murderer) you shoot people, you kill Miss Caraway, you kill Miss MacMurphy, you screw up my stagecoach plans, and to top it off, I have to put up with you or I lose everything. All because I know you got fierce connections west and east." Hitting Preston is the key to hitting on Preston. In fact, if his Passion is 2 or higher you can do as Laura did and skip the conversation entirely by just walking up and decking him (though if it's just 1 then hitting him without having a conversation just means you take -10 influence and end the attempt). And if you completely skipped over the whole flood sequence by destroying the dam then you just won't ever get a chance to romance him. quote:Slap him. Laura subdues her prey with practiced technique. quote:Kiss him. Hard. [Begin Romance] Laura remains on fire. quote:"I have no idea, but I want more." quote:"We've got something." Preston will comment on any other romance you're in, picking the first on the list from Dan, Yiska, Maria and Carrie. If you're romancing Yiska but start one with Preston then Yiska will leave you alone, otherwise it's a conversation with him. He'll have something to say about the fate of the town (with -5 influence if you walked away without even attempting to help). If you're in a romance with Yiska you have the chance to catch up quote:"You have to get back to the lawyerly work, don't you?" It's possible to come clean to Yiska if you're seeing someone else. Unfortunately Laura isn't involved with Yiska due to the whole war crimes thing so it's just a conversation. quote:"Well, this was good work and an excuse to leave the office behind for a little while," Yiska remarks. Yiska's responses depend on your influence, and since it's 50- he's in no real mood to exchange niceties with Laura. If you're romancing Carrie then she shows up. quote:"What was that all about?" Carrie asks. "I heard this sudden gasp of disbelief out here while I was refreshing my flask." If you didn't break up with her then there's a follow-up scene where Carrie invites the Marshal to visit her later, and the text changes a bit based on the state of the town- if things got varying degrees of flooded then she's picking her way through the mud or even wading through the waters. You can also opt to break up with her here by telling her that there's someone else. quote:"You must. There is someone else." Carrie has... mixed opinions about the Marshal's romantic partners. She won't put up with Dan but she's definitely interested in spending quality time with the two most attractive people she knows. Then it's time for Maria to show up if she's still around. I've already shown off the conversation with her and her uncle and I'm pretty pressed for space here. You can also tell her if you're romancing Dan or Yiska and either end the relationship there or brush it off as you just joking for -2 Influence. An interesting thing to note is that each of the dialogue choices with her uncle tends to change based on how the town endured the flood and whether or not Maria is in a relationship with Marshal, a friend, or just recently dumped. quote:Town partially flood damaged Then Dan shows up. Your romantic partners can find out about each other, as Dan already demonstrated earlier when Laura met with him in the previous chapter. Telling your romantic partners about your other romantic partners in the previous conversations is also a way for them to find out. If he already knew about your other partner he'll bring it up- in this case it's Maria. quote:"You and the Mexican lady sure talked a while," Dan calls out as he stumps over. "Did you return her affections or brush her aside?" Technically, even if Laura told Maria about Dan and brushed it off as a joke, she could still honestly tell him that she told Maria about it. But she's going to lie her rear end off out of principal. quote:The big Prospector carries a stack of pans and a spade under one arm. "But enough of that. I came by to see you." Dan's conversation differs a bit depending on the state of the town. If it's fine he's heading out to pan for gold now that the river made it easy, while if it's damaged he's sticking around to help with the clean-up. quote:"I was thinking about things; homes and house and such," Dan begins uncertainly. "Maybe a place here. I mean, it don't really have to be anywhere in particular except I'm here and so are you. But I reckon I wouldn't mind having four walls to call my own." Confessing to your involvement with more than one partner does give you insight into how the various bachelors and bachelorettes view and relate to one another. Some of them don't like each other, and some of them are incredibly into each other. This will come to a head later on. In most cases, ending a romance triggers the spurned tag on the character, which tends to mean that they're going to be upset about it in dialogue choices, though there are occasionally ways to remain friends. quote:When at last you part. Dan favors you with a long gaze that flickers as he stares over your shoulder. "I see smoke. Thick. black gouts of it. I expect trouble. But I say bring a storm because the fields will be sweet afterward." And that's chapter six. Hardest part was trying to fit this into one update under the character limit. If Dan isn't dead then he's the one who spots the smoke, otherwise it's a random resident. If the dam was destroyed and you skipped the flood sequence entirely, after about three or four turns of messing around in the stat boost zone you'll spot smoke on the horizon. With only one crime to her count Laura has had a pretty quiet chapter. She could have botched the attempt and let the river take the town but that wouldn't be good for her long-term. Sadly, her one crime this chapter was enough to prevent her from getting the full house of romances but she does have four different lovers each convinced they're the only one for her. Nothing could possibly go wrong. Next time something else is competing for Laura's title of biggest threat to Nevada, so she's going to have to do some actual work. quote:Marshal Engels Laura: LightWarden fucked around with this message at 04:10 on Jan 30, 2021 |
# ? Jan 29, 2021 05:06 |