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[Fighting Fantasy] Bloodsword v2
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9582022" data-attributes="member: 42856"><p>I'll bow to your gamebook logic of having considered it is best to not intervene at this point. When researching what people thought about the permanent healing of sages, and how to read the relevant rule, I found a wiki where they said that acting at this point would lead to a section mishap, where we'd be sent to a place bypassing an opportunity to get an essential item to survive the boss fight. I don't think it was intended, since it's corrected in later editions and translations, but I guess it must have been particularly irritating in the original game to die after being asked if we have a McGuffin or die, and wondering where such an item could be acquired. You really have a supernatural hunch.</p><p></p><p>We do have a set of blue items, the blue gems that were the eyes of the skeletal servant sent after us by the Blue Moon, formerly Magus Tor. They are not on the list of usable item in this case. We do have a holy item, the crucifix of St Ashanax, but he's protecting travellers, and not raising dead people. We also have an item we plundered from a dying old girl, but it was just her cloak and gloves. We just took them to be petty. Your hunch didn't extend to the next section!</p><p></p><p>The procession proceeds to a sanctuary whose wall are covered in human bones. We notice that besides the glow of the candles, a light comes from the ceiling... there is a gloomy chandelier, with a trapped Faltyin, in a iron cage, crucified head down, acts as a source of light. The pallbearers lays our friend on the altar and place a strange silver falschion on her chest and start chanting.</p><p></p><p><em>Creepy, isn't it?</em></p><p></p><p>At the item using section, we're told that we feel the unlit candles around the body are key to the ritual, and we're offered to way to light them: using the amber tinderbox (which we have, we stole it from the old lady's cave, after she offered to shelter us from the evil of the land by her protective fire in her cave) or the orb of fire (which we have, since we collected it from the lab of the witch when we helped Sir Toolonganame fight the statue.</p><p></p><p><em>Since using the Holy Handgrenade of Antioch to light a few candles seems overkill, let's try the amber tinderbox... or not. We're also told that we can get back to section 45 and reconsider our options.</em></p><p><em></em></p><p><em>Which I immediately take as an opportunity to consider my options and notably whether I'll use an item 7 times in a row, in order to provide healing for Trixie. Keep chanting, creepy guys!</em></p><p><em></em></p><p><em>An upright Lone Wolf would never had done that with Curing, but I seem to remember we were actually not faring well on Fehmarn day in our studies, so... I never had a qualm doing that when playing that series. </em></p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9582022, member: 42856"] I'll bow to your gamebook logic of having considered it is best to not intervene at this point. When researching what people thought about the permanent healing of sages, and how to read the relevant rule, I found a wiki where they said that acting at this point would lead to a section mishap, where we'd be sent to a place bypassing an opportunity to get an essential item to survive the boss fight. I don't think it was intended, since it's corrected in later editions and translations, but I guess it must have been particularly irritating in the original game to die after being asked if we have a McGuffin or die, and wondering where such an item could be acquired. You really have a supernatural hunch. We do have a set of blue items, the blue gems that were the eyes of the skeletal servant sent after us by the Blue Moon, formerly Magus Tor. They are not on the list of usable item in this case. We do have a holy item, the crucifix of St Ashanax, but he's protecting travellers, and not raising dead people. We also have an item we plundered from a dying old girl, but it was just her cloak and gloves. We just took them to be petty. Your hunch didn't extend to the next section! The procession proceeds to a sanctuary whose wall are covered in human bones. We notice that besides the glow of the candles, a light comes from the ceiling... there is a gloomy chandelier, with a trapped Faltyin, in a iron cage, crucified head down, acts as a source of light. The pallbearers lays our friend on the altar and place a strange silver falschion on her chest and start chanting. [I]Creepy, isn't it?[/I] At the item using section, we're told that we feel the unlit candles around the body are key to the ritual, and we're offered to way to light them: using the amber tinderbox (which we have, we stole it from the old lady's cave, after she offered to shelter us from the evil of the land by her protective fire in her cave) or the orb of fire (which we have, since we collected it from the lab of the witch when we helped Sir Toolonganame fight the statue. [I]Since using the Holy Handgrenade of Antioch to light a few candles seems overkill, let's try the amber tinderbox... or not. We're also told that we can get back to section 45 and reconsider our options. Which I immediately take as an opportunity to consider my options and notably whether I'll use an item 7 times in a row, in order to provide healing for Trixie. Keep chanting, creepy guys! An upright Lone Wolf would never had done that with Curing, but I seem to remember we were actually not faring well on Fehmarn day in our studies, so... I never had a qualm doing that when playing that series. [/I] [/QUOTE]
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