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Let's Play: Lone Wolf 1 "Flight from the Dark"

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  #541  
Old 12-14-2008, 01:07 PM
Lucas Lucas is offline
Metaphysical organ dealer
 
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Location: I don't even know anymore
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Looks like I'm the only one here who thinks exploration is fun. And think of all the XP we could get from sidequests in the city!
  #542  
Old 12-14-2008, 08:00 PM
dwolfe dwolfe is offline
Banned
 
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Location: Pittsburgh, PA
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It's a Festivus miracle! How did you know this is what i wanted most Loki?!

bother the old man, make him earn his wages
  #543  
Old 12-14-2008, 10:18 PM
Merus Merus is offline
Senior Member
 
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I am in favour of harassing old men.
  #544  
Old 12-14-2008, 10:53 PM
Rai Rai is offline
Bluh Bluh
 
Join Date: Dec 2007
Posts: 1,031
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That old man is just askin' for a harassin'.
  #545  
Old 12-14-2008, 11:35 PM
Brickroad Brickroad is offline
Lv. 7 lawful woods faffer
 
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Location: Tampa Bay
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Hip hip, huzzah!

Hip hip, huzzah!

Don't be so macho you fuck things up, Lone Wolf. Get directions.
  #546  
Old 12-14-2008, 11:56 PM
Malefor Malefor is offline
Designated Antagonist
 
Join Date: May 2008
Location: SoCal
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Directions are required. Harass at will!
  #547  
Old 12-15-2008, 03:30 AM
spineshark spineshark is offline
evolve into high waves
 
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Oh come on, even if we ask the guy for directions, it won't be that simple. Lone Wolf is going to get lost or sidetracked either way, so I recommend that he does it...his way. I say don't ask!
  #548  
Old 12-15-2008, 07:56 AM
Loki Loki is offline
Your wild heart glitters
 
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It's man harassin' time!

Quote:
Originally Posted by 211
'The consulate of Sommerlund?' he says in surprise, somewhat taken aback by your sudden appearance. Then, recovering himself, he says, 'Why, of course! It is in Alin Square, near the harbour. Turn right when you leave and right again at the end of the avenue. That will take you to the Red Gate. You'll need a red pass to enter, as the consulate is in the naval quadrant of the city. It's a restricted area.'

You ask the man how you can obtain a red pass.

'From the captain of the port watch,' he says. 'You're obviously a stranger to Port Bax; there are few indeed that do not know the answer to that question. The port watchtower is at the end of the avenue, just as you turn for the Red Gate.'

You thank the old man and leave the city hall.

Turn to 191.
Right and then right... let's see here... end of avenue...

Quote:
Originally Posted by 191
At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.


Quote:
You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.

If you wish to enter the port watchtower, turn to 318.

If you wish to approach the red gate, turn to 246.
You may have thought that I would try to barrel through the gate but remember that I'm a brainless moron who can't help but follow any direction I receive. To the watchtower!

Quote:
Originally Posted by 318
You are standing in a large, empty hall. Opposite are two doors, each with a brass sign above them.

If you wish to enter the door marked 'White Passes', turn to 75.

If you wish to enter the door marked 'Red Passes', turn to 62.

If you wish to leave and approach the guards at the end of the street, turn to 246.
And I may be dumb but I'm not dumb enough to forget what color pass I'm supposed to get. Blue! I mean... Red!

Quote:
Originally Posted by 62
You enter a large room full of ledgers and files. A man wearing the uniform of a Durenese naval officer is seated opposite at a large desk. He peers at you inquisitively from behind a huge book and says, 'You must have pressing business in the naval quadrant to apply for a red pass at this late hour. I shall need to see your access papers and proof of your commanding officer's authorization.


Quote:
If you have collected the necessary documents on your quest, turn to 126.

If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263.

If you do not have either the Seal or the documents, leave the room and return to the outer hall by turning to 318.
Uhhh... I don't remember picking up any papers. I do have that seal though. Last time I forgot to show it I ended up with a human face for a scroll. Let's not make the same mistake again.

Quote:
Originally Posted by 263
The man stares at the Seal with a look of shocked dismay. Without saying a word, he gets up from his chair and beckons you to follow him up a flight of spiral stairs that lead to a domed chamber. Here you meet the captain of the port watch. He listens intently as you tell of the war in Sommerlund and of your urgent mission.

'Issue a red pass immediately,' he orders. 'Top priority.'

You collect your pass, leave the port watchtower and hurry along the street towards the harbour guards.

Turn to 246.
I'm a "top priority!" Take that, Shadow Man.
sorry

Quote:
Originally Posted by 246
One of the guards steps forward and demands to see your pass.

If you have a white pass, turn to 170.

If you have a red pass, turn to 202.

If you do not have a pass, you will be refused entry to the harbour. Turn to 327.
Here it is, my good man.

Quote:
Originally Posted by 202
The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.


Quote:
As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.

'Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.'

You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.

Turn to 31.
By the gods this is boring! Who thought paperwork and bureaucracy would be an exciting read. I'm getting the itching to bust some heads. Maybe I should've tried to bust my way through the gate.

Quote:
Originally Posted by 31
Your first meeting with the Lord-lieutenant comes as something of a shock. You had perhaps half expected him to be a servile old man, as are the envoys of the southern lands that plague your King's court with their delegations. The man clad in heavy chainmail standing before you is neither old nor servile. You are soon to learn that Lord-lieutenant Rhygar is an exceptional man.

Born of a Sommlending father and a Durenese mother, he has become something of a legend in this city. In the last decade, he has led an alliance of the nations to victory against the invading Ice Barbarians of Kalte. Wise in peace, fierce in war, you could not have wished for better company on your quest for the Sommerswerd.

Rhygar orders that a sumptuous meal be served. It is by far the best food you have tasted since the war began. During the feast, you recall the events that have brought you to Port Bax, and reflect on the daunting challenge that still lies before you. After the meal, Rhygar sends for his physician who attends to your wounds. His potions restore 6 ENDURANCE points. Then he advises you to sleep, for you are to leave with the Lord-lieutenant for Hammerdal in the morning.


Quote:
Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

Pick a number from the Random Number Table.

If the number you have picked is 0-4, turn to 176.

If it is 5-9, turn to 254.
Rhygar's fingers and mine met briefly on a 7. In his touch I thought I felt a sense of... longing?

Quote:
Originally Posted by 254
For three days and nights you have followed the highway to the capital as it runs parallel to the River Durenon. The river valley is a wide belt of rich, cultivated land that climbs towards the Hammerdal Mountains, one of the highest ranges in all of Magnamund.

It is on the morning of the fourteenth day of your quest, when six cloaked men appear at the edge of your camp. Lord-lieutenant Rhygar is the first to draw his sword. With a voice of authority he demands an explanation for their intrusion. In reply, they unsheathe black swords. Rhygar shouts to his men to prepare for combat as the cloaked strangers advance towards you.


Finally! Let's mindblast some fools.

Quote:
If you have the Kai Discipline of Sixth Sense, turn to 344.

If you wish to draw your weapon and prepare to fight, turn to 69.

If you do not want to fight, you can evade by running into the woods before combat begins by turning to 183.
However, the choice is not mine to make. Talking Time, THE POWER IS YOURS.
  #549  
Old 12-15-2008, 08:22 AM
Octopus Prime Octopus Prime is offline
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Your Spidey-Sense is tingling, use it!
  #550  
Old 12-15-2008, 08:31 AM
PapillonReel PapillonReel is offline
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Location: Edmonton, AB
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Lone Wolf is no coward! Draw your spear and prepare for battle.
  #551  
Old 12-15-2008, 09:11 AM
Rai Rai is offline
Bluh Bluh
 
Join Date: Dec 2007
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It has been a while since you've handed out mind explosions like so much candy, and there's no way that spidey sense of yours can be saying anything important, right? Right?

So to battle!
  #552  
Old 12-15-2008, 09:39 AM
Red Hedgehog Red Hedgehog is offline
For blood and gold
 
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Spidey-sense! Spidey-sense!
  #553  
Old 12-15-2008, 12:23 PM
Brer Brer is offline
Cranky Geezer In Training
 
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Location: Cape Girardeau, MO
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Shh, my common...no, wait, it's that sixth one again. Silly me, common sense is never useful in these situations.

ESP away.
  #554  
Old 12-15-2008, 12:30 PM
Falselogic Falselogic is offline
Threadcromantosaurus Rex
 
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Default Kai Sense Tingles!

Use your supernatural powers first, it'll tell you which one's mind to turn into jelly!
  #555  
Old 12-15-2008, 12:31 PM
Sporophyte Sporophyte is offline
Shields must fall
 
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Location: Woodland Hills, CA
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My heart says that heads need to explode, but that sixth sensey feeling just sticks with you all day if you don't listen to it and that's just unpleasant. So sixth sense it is I guess.
  #556  
Old 12-15-2008, 12:32 PM
Brickroad Brickroad is offline
Lv. 7 lawful woods faffer
 
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Location: Tampa Bay
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A vote against explodey-head is a vote against decency.



I am voting for explodey-head.
  #557  
Old 12-15-2008, 01:15 PM
Lucas Lucas is offline
Metaphysical organ dealer
 
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Our sixth sense must be telling us which head to explode first, so you'd better check with it.
  #558  
Old 12-15-2008, 03:41 PM
dwolfe dwolfe is offline
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Maybe our sixth sense will reveal that we have to blow up a traitorous Rhygar's head instead!

Mind blowing-ups are important, but blowing up the right heads is more important.
  #559  
Old 12-15-2008, 03:43 PM
Brickroad Brickroad is offline
Lv. 7 lawful woods faffer
 
Join Date: Jun 2007
Location: Tampa Bay
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Quote:
Originally Posted by dwolfe View Post
Mind blowing-ups are important, but blowing up the right heads is more important.
I don't follow this logic at all.
  #560  
Old 12-15-2008, 03:54 PM
Ample Vigour Ample Vigour is offline
S*xual Tyrannosaurus
 
Join Date: Apr 2008
Posts: 23,585
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Quote:
Originally Posted by Red Hedgehog View Post
Spidey-sense! Spidey-sense!
  #561  
Old 12-15-2008, 03:56 PM
nunix nunix is offline
Senior Member
 
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How can we know if they're Nazgul or Sith Lords? You must rely on your Sixth Sense!
  #562  
Old 12-15-2008, 04:49 PM
liquidben liquidben is offline
is on extended hiatus
 
Join Date: Jul 2008
Posts: 352
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Y'know, I never mentioned what I picked up at home over Thanksgiving. Nor that it was this thread that finally got me to stop lurking too. Thanks for coming back, Loki!

Oh, and I vote for the Counselor Troi option, then the Worf option.
Oops, I just noticed which book was the most worn in the photo. But don't just vote with me! Maybe I'm lying for fun!

Last edited by liquidben; 12-15-2008 at 04:52 PM. Reason: damn image links...
  #563  
Old 12-15-2008, 10:27 PM
DeeMer DeeMer is offline
Totally Radicola!
 
Join Date: Jul 2007
Location: Pittsburgh
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Aren't you required by law to go with 6th sense? It doesn't say "if you wish," it says, "if you have it."

Why deny yourself the benefit of your ability?
  #564  
Old 12-16-2008, 12:12 AM
dwolfe dwolfe is offline
Banned
 
Join Date: Jul 2007
Location: Pittsburgh, PA
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Quote:
Originally Posted by Brickroad View Post
I don't follow this logic at all.
Go blow up your own head and then see how good you are at blowing up heads ever again.
  #565  
Old 12-16-2008, 08:06 PM
Loki Loki is offline
Your wild heart glitters
 
Join Date: Jun 2007
Pronouns: He/Him
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Yous guys are boring. Fine! I'll read their minds instead of blowing them up. But only just!

Quote:
Originally Posted by 344
Your Kai sense reveals to you that the strangers are Helghast, fell captains of the Darklords. They have been sent from the Darklord city of Helgedad on a mission of assassination.
This sounds really familiar. Are they dead kings with rings too?

Quote:
They have the ability to take on the appearance of humans and they are immune to normal weapons and Mindblast.
O-Oh. Maybe you guys were right after all. Run away!

Quote:
You turn to shout a warning to Rhygar as you run for the safety of the forest.

Turn to 183.
My warning to Rhygar was to flee, you fool. Just to stay in the spirit of things.

Quote:
Originally Posted by 183
The forest drops away steeply at the edge of your campsite, and in your haste you trip and fall headlong through the trees.

Pick a number from the Random Number Table.

If the number you have picked is 0-8, turn to 311.

If the number is 9, turn to 159.
I jabbed a 0. WHOOPS.

Quote:
Originally Posted by 311
You come to rest face downwards in a tangle of thick bracken. The ringing of steel and the horrible cries of the Helghast echo through the trees around you. You are stunned and cannot move until a hand grabs your arm and pulls you upright. It is Rhygar. His face is bloodied and his armour is battered and charred.

'We must flee these demons, Lone Wolf. Strength and steel will not avail us here.'

You glimpse the silhouette of six Helghast on the forest road above. Their minds bent on the slaughter of Rhygar's men, they fail to see you both slip away under cover of the wooded hillside.

Turn to 299.
What I need here is a shortcut... to mushrooms.

Quote:
Originally Posted by 299
For six hours you run without rest. The Helghast are on the highway and you are forced to make your way through the steep and wooded foothills to avoid the risk of capture. Many times you feel that you just cannot go on, that the pain and the fatigue are too much to bear. But each time you falter, you are spurred on by Rhygar. You marvel at his endurance, for he is not a young man and he is clothed in the heavy armour of a Sommlending knight.

By nightfall, you have reached the entrance to Tarnalin, the western tunnel through the Hammerdal Mountains. The three tunnels of Durenor were excavated during the age of the Black Moon, and each tunnel is over forty miles long and passes through the huge circle of the Hammerdal range to the capital. The tunnels provide the only access to the city.

Rhygar sits beside you and takes some bread and meat from his pack. 'Eat this, Lone Wolf. You must sustain your strength for the journey to Hammerdal, for from here you must venture alone through the Tarnalin. I shall remain here and hold the enemy back for as long as I have the strength to fight. Do not argue--that your mission should succeed is the only thing that matters.'

If Rhygar is to hold off the Helghast, he will need a magic weapon as his own sword is of no use against the creatures.

If you wish to give him your Magic Spear, so that he can defend the tunnel entrance, or if you do not possess a Magic Spear, turn to 118.

If you possess a Magic Spear but do not wish to give it to Rhygar, turn to 102.
Now a journey under forbidden tunnels?! What didn't this book steal? And I guess this is the last we'll see of Rhygar as I don't have any magic anythings to give him. It was nice knowing you, jerk.

Quote:
Originally Posted by 118
You bid Rhygar farewell and enter Tarnalin. Over a hundred feet in height and width, the tunnel runs to the capital on the far side of the Hammerdal range, and is lit by torches for its entire length. The highway through the mountain is usually alive with the traffic of merchants to and from Port Bax, yet now the entrance and interior are deserted except for an overturned fruit wagon. As you walk deeper into Tarnalin, a doubt nags at you. Have the Helghast arrived here first?


Quote:
You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.

If you have the Kai Discipline of Animal Kinship, turn to 279.

If you wish to follow this creature, turn to 23.

If you wish to ignore it and continue on your way, turn to 340.
Finally! I've yet to be able to use my Animal love. Let's love away!

Quote:
Originally Posted by 279
You recognize the creature to be a Noodnic, an intelligent but mischievous mountain-dwelling native of Durenor. The Noodnics inhabit a maze of smaller shafts and fissures that honeycomb the Hammerdal Mountains, and live off whatever they can steal from the merchant caravans that travel the Tarnalin. It occurs to you that if you can catch the Noodnic, you may be able to learn if the Helghast are hiding within the tunnel.

If you wish to follow the Noodnic, turn to 23.

If you would rather let it go and continue on your journey, turn to 340.
Follow a strange rodent into the dark? YES PLEASE.



Quote:
Originally Posted by 23
You chase the furry creature as it hurries along a narrow, twisting passage for nearly ten minutes and are about to give up the chase when the passage opens out into a huge torchlit cavern. A stunning sight greets your eyes. The cavern houses an entire colony of these strange creatures, all busy sorting through and examining a vast pile of strange objects littering the centre of the hall.

If you have the Kai Discipline of Animal Kinship, turn to 144.

If you do not have this skill, turn to 295.
This skill's finally starting to pull its weight.

Quote:
Originally Posted by 144
A large Noodnic, wearing a brightly coloured cloak of patchwork silks, orders several of his people to arm themselves and drive you out of the hall. When you speak to them in their own language, a hush of astonishment fills the cavern. Never before have they encountered a human being who could actually speak their tongue. For some of them it is too much to grasp, and they stare at you open-mouthed, their furry little arms hanging loosely by their sides.

Then the large Noodnic addresses you, saying he is the leader of this colony. His name is Gashgiss and he welcomes you and invites you to join him on top of a raised platform in the centre of the chamber.


Quote:
'Yooze notta Dureneeze man-man, eh? Whereza yooze come za from, eh?' questions Gashgiss, in his strange Noodnic accent.

You tell him that you are a Sommlending on your way to Hammerdal. He looks at you nervously, then asks, 'Yooze notta Blackscreamerz, eh?' You realize that the 'Blackscreamerz' that Gashgiss refers to are Helghast. You learn that two of them arrived in Tarnalin over two hours ago, and caused quite a panic in the main tunnel. Gashgiss knows where they are lying in ambush, waiting for you to appear.

'Iza show yooze z'way past zem, eh?' he offers. You nod your agreement and follow him down the steps of the platform, to the hall below.

The Noodnics seem to have overcome their shock and react to you now as if you were one of them. Before you leave, a pretty female Noodnic offers you some food for your journey ahead. There is enough for two Meals. You thank her for her generosity and then follow Gashgiss along one of the many passages leading out of the cavern. After an hour of trekking through the dark, he stops and points towards a shaft of light that is pouring through a crevice in the far distance. 'Yooze goez left, yooze be zafe,' he says.

You thank Gashgiss for his help and silently thank your Kai masters who taught you the skill of Animal Kinship. The many years of instruction have probably saved your life. You squeeze through a fissure in the rock wall and drop three feet to the pathway below.
This animal kinship really pulled through in a pinch. Score!

Quote:
You are thinking how kind the Noodnics were when you discover that they have stolen all your gold! You will have to mark this on your Action Chart.

Continue along the tunnel and turn to 349.
BITCH!

Quote:
Originally Posted by 349
You have covered nearly three miles when you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large crowd of people have gathered behind them. You can hear their excited chatter echoing along the tunnel. As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, advances towards you.

If you wish to attack these soldiers, turn to 87.

If you wish to raise your hands and walk towards them, turn to 284.
Well, Talking Time? Should I take on these dopes? Remember, THEY ADVANCED ON ME FIRST.
  #566  
Old 12-16-2008, 08:21 PM
Octopus Prime Octopus Prime is offline
Mystery Contraption
 
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Location: The Great White North
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Posts: 52,927
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No one advances on the Lone Wolf without getting beat up first!

Also: Head Explodey
  #567  
Old 12-16-2008, 08:26 PM
shivam shivam is offline
gatchapon 3*
 
Join Date: Jun 2007
Location: San Mateo
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wow, noodniks are a race of rat gungans?
  #568  
Old 12-16-2008, 08:29 PM
nunix nunix is offline
Senior Member
 
Join Date: Apr 2008
Posts: 8,600
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My books are currently packed away; liquidben should chime in on this, since he's clearly got 'em handy.

In the original printing, there's an issue with the Magic Spear and Animal Kinship. I cannot, for the life of me, remember the exact thing - and google isn't turning up anything but REFERENCES, as opposed to the actual passage - but it's something to do with basically screwing you over. Best I can recall, if you had the Magic Spear, you were forced to give it to Rhygar, and then later on you run into the Noodnics.. which is fine if you have AK, but bad if you don't. If you DON'T have the spear, then there's some kinda alternate path thing that's available to get you through. It's pretty clearly a bug or mixup on Dever's part, and thankfully it's corrected in the ProjectAon release.
  #569  
Old 12-16-2008, 08:43 PM
Merus Merus is offline
Senior Member
 
Join Date: Jun 2007
Posts: 15,285
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Quote:
Before you leave, a pretty female Noodnic offers you some food for your journey ahead.
Lone Wolf's a furry?!
  #570  
Old 12-16-2008, 08:45 PM
Brer Brer is offline
Cranky Geezer In Training
 
Join Date: Oct 2008
Location: Cape Girardeau, MO
Posts: 4,201
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I know I'm all boring and stuff, but let's see if we can't convince these Durenese soldiers to see things our way with something other than a sword.

After all if that fails, THEN we can butcher them all.
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