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EXCEPTIONAL STORY: FLINT PART II, WINE OR WOUND Messages in this topic - RSS

MidnightVoyager
MidnightVoyager
Posts: 858

3/15/2017
Well, good time for someone to pop this up, because I'd like to ask: Did anyone [spoiler]choose to take the Flint in part 1? What happened when you met the Patroness again in the Prison? I'd like to know what happens in this case and if you refuse to return it to her.[/spoiler]

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Midnight Voyager - A blood-cousin to predators. Collector of beasts. Affably mad.
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Optimatum
Optimatum
Posts: 3666

3/15/2017
Tofan Bogdan wrote:
what to do to bring my deputy back? I tried that variant and it always say that the deputy made its choice and I need to step back. And it doesn't brings my sardonic music hall singer back.



  • If you're playing on hardmode, you can only bring your deputy back if you tell them to focus on the future in the conversation between Apis Meet and Caution. If you let them focus on the past, they'll stay in the Vineyard as a statue and your Acquaintance quality with them will be wiped.

    I *think* you can still make their acquaintance again once you return to London, but I'm not certain.

    --
    Optimatum, a ruthless and merciful gentleman. No plant battles, Affluent Photographer requests, or healing offers; all other social actions welcome.

    Want a sip of Cider? Just say hi!

    PM me for information enigmatic or Fated. Though the forum please, not FL itself.
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    Tofan Bogdan
    Tofan Bogdan
    Posts: 424

    3/15/2017
    Optimatum wrote:
    Tofan Bogdan wrote:
    what to do to bring my deputy back? I tried that variant and it always say that the deputy made its choice and I need to step back. And it doesn't brings my sardonic music hall singer back.



  • If you're playing on hardmode, you can only bring your deputy back if you tell them to focus on the future in the conversation between Apis Meet and Caution. If you let them focus on the past, they'll stay in the Vineyard as a statue and your Acquaintance quality with them will be wiped.

    I *think* you can still make their acquaintance again once you return to London, but I'm not certain.

  • I didn't know that I need to hunt the Sardonic Music Hall Singer Card again to restart her acquaintance. Yes I was playing on hard.

    --
    My profile http://fallenlondon.storynexus.com/Profile/Tofan%20Bogdan
    I would love actions that increases making waves. I mean increases making waves. All other social outside of malus actions.
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    Plynkes
    Plynkes
    Posts: 631

    4/15/2017
    Just wanted to chime in and say I absolutely loved this one. Never saw the woman in yellow again after the fire, not sure why. Guess she didn't make it. But I had a bucket of fun. Those tender moments with my old mucker the Regretful Soldier added emotion to what otherwise would have been an entirely mercenary affair. So glad I managed to keep him whole and, well, not made of stone. I think I shall cherish his friendship even more now.

    More like this, please. smile


    Edit: Was great to find out more about the Elder continent and the snuffers, too. A really fun romp.
    edited by Plynkes on 4/15/2017

    --
    "Then tell Wind and Fire where to stop, but don't tell me."
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    lolahighwind
    lolahighwind
    Posts: 27

    2/7/2018
    Question re: the Wound and the difficulty option:
    [spoiler]I read through this thread, and I'm under the impression that you can only raise Dangerous past the stat cap if you choose the riskier ("Sometimes") route. Is this the case? Also, is there a difference between how much your Dangerous is raised/persuasive is dropped between the two routes? (Trying to decide whether I should choose the risky route just for the Dangerous bonus (on my character who already has 215), since otherwise I'm planning on doing the regular route.)[/spoiler]

    Sorry about the thread necromancy smile
    edited by lolahighwind on 2/7/2018

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    Aquila Highwind, the Adamant Monster-Hunter
    Dionysus Highwind, the Lost Wastrel (Gone NORTH)
    Ruby Valdez, the Opulent Operative
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    Barse
    Barse
    Posts: 706

    2/7/2018
    lolahighwind wrote:
    Question re: the Wound and the difficulty option

    [spoiler]As I understand it, the "hard mode" option raises Dangerous by x1.025 and lowers Persuasive by x0.8. So if done with both stats at 215, you'll get 220 Dangerous and 172 Persuasive. I don't know what the raises/drops are on the normal route, only that they're way smaller.[/spoiler]
    edited by Barse on 2/7/2018

    --
    The Scorched Sailor, up for most social actions and RP. Not as scary as he looks.
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    lolahighwind
    lolahighwind
    Posts: 27

    2/7/2018
    Barse wrote:
    lolahighwind wrote:
    Question re: the Wound and the difficulty option

    [spoiler]As I understand it, the "hard mode" option raises Dangerous by x1.025 and lowers Persuasive by x0.8. So if done with both stats at 215, you'll get 220 Dangerous and 172 Persuasive. I don't know what the raises/drops are on the normal route, only that they're way smaller.[/spoiler]
    edited by Barse on 2/7/2018

    Ah, okay; thanks for the info!

    --
    Aquila Highwind, the Adamant Monster-Hunter
    Dionysus Highwind, the Lost Wastrel (Gone NORTH)
    Ruby Valdez, the Opulent Operative
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