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Let's Play Lone Wolf

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Where the heck is our stuff? I feel as though it'll be DOWNSTAIRS.

I bet behind the door is the guard's quaters because no castle will have their guards climb up a whole god darn flight of stairs to get to the prison cells.

This. And the warhammer.

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We get a warhammer!


 

 

93

 

You descend the stairs and follow the corridor eastwards, taking care
to tread lightly. The bars on windows high in the wall to your right
cast latticed shadows across the smooth marble floor ahead. Beneath one
of these windows stands a table on which rests a pitcher of water. Your
throat is parched, and you stop to take a long drink. Restore 1 ENDURANCE point.


If you wish to climb onto the table and look through the window, turn to 155.


If you wish to press on along the corridor, turn to 182.

 

 

We gain 1E (19/20)

 

Look at the view?

 

H+1 20/20

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. . . Why shouldn't we look at the view?

 

Sight seeing in a jail cell! One of my favorite pastime activities.

 

Go look at the pretty hills and flowers, and trees and smell the smell of nature!

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keep moving... a guard my come along at any time..thus we shouldn't wast any time...

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155

From the view, you judge that this window is set high up in the south

wall of the Grand Palace. Far below you can see the buildings of the

capital, in miniature clusters inside the white city wall. To the

southeast lies Lake Inrahim, an immense salt-water plain that is

completely dry and cracked. To the east, a road stretches across the

causeway to the town of Chula, just visible on the horizon. To the

southwest lie the barren, sun-scorched Dahir Mountains and the shifting

ocean of sand known as the Dry Main.

The bars of the window are badly corroded; it would be easy to

dislodge them. However, the drop of several hundred feet to the city

below means that there is no hope of escape this way. You climb down

from the table and hurry along the corridor.

Turn to 182.

 

So...We know we're above ground, at least, and if we want to escape then we need to go down.

 

182

You arrive at a high-vaulted chamber with a large, nail-studded door

set into the south wall. A rack standing near to the door holds a Spear

and a Broadsword. You may take either or both of these if you wish. To

the north, beneath a beautifully decorated horseshoe arch, is another

passage that leads out of the chamber.

If you wish to enter the passage, turn to 132.

If you wish to listen at the door, turn to 115.

 

...I don't remember getting this many weapons back in book 1! Ah well, swap a weapon for the spear or broadsword?

 

Oh, yes, another 2 way junction. Passage or door, not much more to say?

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swap for the broadsword and listen at the door.

 

Swap which weapon, the sword or the warhammer?

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Swap which weapon, the sword or the warhammer?

Warhammer.... those things are too heavy anyway...

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Hammer for broadsword.

 

Listen to that door. I mean, doors need to be listened to, too! They really don't have many people to talk to... They get their feelings hurt every single day when no one pays attention to them.

 

Poor doors. :<

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We drop a warhammer.

We get a broadsword.

 

115


Placing your ear close to the keyhole, you hear faint but horrible

sounds. Screams of agony mingled with hysterical laughter and
heart-rending sobs. The crack of a whip and the creaking of a rack
confirm your suspicions that a torture chamber lies beyond this door.
The terrible sounds make you shudder, and you waste no time in hurrying
away from the chamber by the north door.


Turn to 132.

 

...That was a door that really didn't need to be listened at.

 

Poor door.

 

132

 

You move quickly and quietly along the north corridor and soon arrive
at another arched passage that heads off to the west. A fierce glow can
be seen in the distance, and you hear the hiss of red-hot steel as it
is thrust into water and the clang of hammer on anvil—the unmistakable sounds of a blacksmithy.


If you wish to go west, towards the noise, turn to 195.


If you wish to keep moving north, turn to 30.

 

To the blacksmith?

 

This was written quite a while ago, before we knew that blacksmiths will always, no matter what side they're on, not attack anyone but instead sell them weapons and armour...

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I think we should keep going north, if we waste time the guards'll get us.

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Blacksmiths are friendly.

 

If you go to the blacksmith and pretend to be a regular old citizen, I'm sure you'll blend in quite nicely... but then again, we're LONE FRIGGEN WOLF. Basically, we're the midevil Justin Beiber.

 

And you know what midevil Justin Beibers don't need? ARMOR! Because, goddammit, we're FAMOUS!

 

Go on ahead! Lone FREAKING Wolf doesn't need armor! Only NON-famous and not FABULOUS people need armor! Pfffft!

 

We are just...

tumblr_inline_mhelncXAxi1qz4rgp.gif

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