This actually would significantly change my character’s views on Snuffers. It’s kind of a depressing story. I mean she questions what they are and their actions. Hell, she often wonders if it was a wise idea to let [spoilers]the Big Rat live and if she should be occasionally assisting the teeth.[/spoilers]
But if she were to come into contact with this piece of knowledge in-game, well, the Bishop would immediatrly receive blatant favoritism and she’d be much kinder to Snuffers overall. edited by Blaine Davidson on 11/28/2015[/quote]
Tell me about it. Savorybiscuits generally goes out of his way to be a decent individual, and has made a career out of making London safer by thwarting monsters, whether they be zee-dwelling, face-stealing, soul-swindling, or… The Vake.
I’ll chalk up my earlier efforts to expunge the Snuffers due to unpleasant encounters in New Newgate and beneath the Carnival. But the Bishop of St. Fiacre’s account does make me feel a twinge of remorse for the indiscriminate slayings/shootings/explosions.
Tell me about it. Savorybiscuits generally goes out of his way to be a decent individual, and has made a career out of making London safer by thwarting monsters, whether they be zee-dwelling, face-stealing, soul-swindling, or… The Vake.
I’ll chalk up my earlier efforts to expunge the Snuffers due to unpleasant encounters in New Newgate and beneath the Carnival. But the Bishop of St. Fiacre’s account does make me feel a twinge of remorse for the indiscriminate slayings/shootings/explosions.[/quote]
My Vake-hunter had the opposite problem. He was terribly traumatized by having to kill one of the snuffers he encountered, as he had grown rather fond of the character, and as a result, he couldn’t bring himself to harm any others, despite worrying that he was letting them continue to hurt innocent people. Finding out that not all of them were evil has helped ease his conscience considerably.
Is it possible to get this and drink it if you choose to answer ""Shall all be well?" at the beginning of your journey with "Yes" or is it only available with "Maybe?"
For those regretting their rushed expedition in the Bleeding Forest. There is an explicit quality at the end for going to the Prison specifically. So it’s quite likely the mechanic will be recycling for future journeys in the Elder Continent (most likely with the Dilmun Club, and hopefully others.)
Could please someone who in the end chose to use the Absolution explain how it worked? You could change you quirks somehow?
It was absolutely out-of-character for me, so now I’m terribly curious.
[spoiler]There are options to change one quirk to 14 while completely removing the opposite quirk. For example, my main picked the 14 Hedonist option, which got rid of all her Austere. I believe that, in order to play each one, you need at least 4 of its opposite quirk (at least I think it’s 4). So, to remove all your Austere and get Hedonist 14, you need at least 4 Austere.
There’s also an opportunity to get rid of all your menaces via Absolution, if you don’t want to touch your quirks.
All of these are done via drinking various potions and things that the Bishop offers, as far as I’m aware. I didn’t echo the choices though.[/spoiler] edited by Sestina Valdis on 11/29/2015
If one of my Menaces gets past 8 during my stay in the Elder Continent, would I go immediately to another place ? or only once I’ve come back to London ?
Most of the Caution and Bleeding Forest qualities like "A Little Comfort" and qualities related to the Huz disappear after you finish your Elder Continent expedition, right? Or do you mean royal-blue feathers, solacefruit, and that kind of thing? Also, on which card do you actually build the Huz their palace? I found an echo of that bit but I can’t tell how to get there.
You’ll get a special but fairly simplistic menace reduction event in the place, where you essentially just click on two options, occasionally getting items and occasionally getting menaces, until you hit around 2 and return to where you were.
[li]
Most of the Caution and Bleeding Forest qualities like "A Little Comfort" and qualities related to the Huz disappear after you finish your Elder Continent expedition, right? Or do you mean royal-blue feathers, solacefruit, and that kind of thing? Also, on which card do you actually build the Huz their palace? I found an echo of that bit but I can’t tell how to get there.[/quote]
I mean the Royal Blue Feathers and the like that you find in Caution. The Huz conclusion has its own card that you unlock by giving them 8 Little Comforts.
Wow, you manage to rack up 8 Little Comforts? No wonder I didn’t find that Huz ending.
The menaces don’t appear to kick in until certain points in the Flint storyline; the time-out that E.C.H describes is not automatic upon reaching 8, but it will happen to you at some point in your journey.