Is the bloxxy boy perk bugged?
Idk I have it equipped and it just doesn't activate. Any one else have the same problem?
Idk I have it equipped and it just doesn't activate. Any one else have the same problem?
tbh id say its between frozen and exhausted, but frozens worse since its exhausted but you cant dodge and you take after damage
wondered this for so long ngl. whyre there helmet noobs and cheeky eagles throughout demo 2? theyre literally the only 2 enemies that appear in a demo outside of their home demo (not counting the pit). any specific reason why?
player returns to HQ basement with the red threads all over their body. shedletsky is disturbed, and asks if everything is ok. player doesnt respond, and shedletsky simply sends him to the docks to get to vermillion village, not without telling him to stop what hes doing since its hurting himself. player arrives in the scorched dunes, cutting through the vultures and badger enemies. this goes the same until flocci, where he summons him out of the ship in a bottle. flocci is uneased by the appearance of this mortal but nevertheless asks the player for their wishes. the two options are builderman and the illumina, or "HIS (mysterious figure) death and widespread fear". if choosing the second one, flocci will downright refuse to grant it. player then repeatedly asks for the bottled ship, leading to the flocci fight. upon defeat, flocci states how thy mortal will pay for their arrogance and that the tombs traps does not take lightly for corrupted souls like thou. player continues, albeit no more enemies spawn in the tomb. player meets the rebel pirates in the oasis, who foolishly berate him and mock his threads. player kills them. he arrives to the pirate camp, where the pirates surround him and ask for ransom of 1000 tix. the player threatens them, but trotter and calypso break it up before anything else happens. trotter is weirded out by his appearance, and calypso advices to discard him. trotter asks what he wants, and the player responds "temple of the red sun. firebrand". trotter decides to use player to aid in the crew getting to the temple for its riches. he tells calypso to keep an eye on him, so he doesnt try anything violent. upon completing all of the outside temple puzzles, the pirates get mad at him for being a showoff, and fight him. calypso tries to break it up, but by the time she does, players already killed one of the pirates. calypso stops him by shooting him in the shoulder, causing a dent in one of the threads. calypso tells him to not break the pirate code again, and dont try anything like that. they reach the temple, calypso traversing with player to take out the hieroglyphs and solve the puzzles. upon claiming the shovel, flocci exits it and warns calypso that she and the pirates are dealing with something very volatile and dangerous, and recommends they tread no further, leaving calypso uneasy. everything leading up to temple guardian + actual temple guardian fight are the same. when they crash, an injured trotter tells player and calypso to find the rest of the crew. the puzzles/traps are harder, and the flame warrior enemies let out more desperate lines. the crew is found dead, and trotter finds this, coming to a conclusion that player intended for this to happen to sacrifice them to the firebrand. trotter and calypso race to the firebrand, to get there before player. once player reaches, trotter and calypso are already there. player tells them to move, but a heartbroken trotter takes the firebrand and fights player with it, alongside calypso. player incapacitates calypso and fights trotter in a cutscene, taking the firebrand from him and driving it into his chest, lighting him on fire before kicking him into the lava. calypso, mortified, asks player why, only to receive the response "he was in the way". the ancients emerge and thank player for showing them this soul murdered for the sacrifice, and how it died in horror. they remark how player was so emotionless and non hesitant to commit it, applauding him for showing them true humanity. one harder version of the ancients fight later, the ancients thank player once more, applauding him for showing them humanity and the beauty of the sacrifice. they explode, leaving the firebrand which player takes. calypso, horrified but resentful, goes: “If you hear him scream from that sword, remember. You put him there.” terry arrives, sees calypso injured, and goes: “bruh.”
“you are, like, actually messed up.” although showing a bit of concern. terry fast travels calypso back to the pirate camp, and thats the end of demo 4. the call calypso card is not obtainable after this.
Story wise. If purple and green/the bandits never raided the train, and the turkey wasn't alive when player found it, and player conctacted kitchen wizard to wrap up the ghostwalker, the entirety of the dream world section wouldnt have happened. At most all the player needed to fight are the zombies outside of the manor, the enemies inside the haunted manor, and slasher.
pre-prologue/prologue: pretty much the same, but you have to break the clowns balloon stand.
demo 1: you have to blow up the sleeping guard and not save jim. doing so will lead to a secret choice in the cruel king bossfight once youre done: spare him and simply take the ice dagger, or kill him and take it. killing him officially starts the hateful route.
demo 2: terry and shedletsky are concerned, but nonetheless shed sends him to turitopolis. here, things start getting different. if killing an enemy via burning, poison, stabbing, or explosives youll get "(enemy died.)" rather than "(enemy collapsed)" or became tame or something. early encounters with griefer (the lil L dance thingy he does) enrages player and makes him get filled with malice (extreme ragebait basically). some enemies in the overworld flee now, and others get attack buffs out of vengeance. things go pretty much the same until turitopulis where player lunges at griefer, only to be intercepted by his gorilla last second. griefer laughs and he and the gorilla leave with thaniyel, further angering player. he gets in the jeep. jeep minigame is much harder and faster paced, representing the player being somewhat crazy during it. he runs over bigfoot, who later only has half hp (15 instead of 30). he arrives to rugged rainforest, and ensues the komodo dragon fight. he mortally wounds it, leaving it laying there outside of the nest. player gets the rocket boots and continues. its the same until griefer first fight, where player hits him hard and injures him badly. griefer comments on it, but simply takes it as a bigger challenge. he runs off, player going deeper into the jungle. finding the iron sword, bigfoot snags it from him, who simply goes "me hate you" (no L dance). he runs off and player chases him to the mango tree, where he knocks him out of it and starts the bossfight. bigfoot has half hp, but now does +2 damage every hit, shrink lasts 1 turn longer, and he uses bigfoot anger more. after being defeated, player breaks his leg and leaves the ape to suffer as he claims the iron sword. player reaches the big tree. the toucan that normally gives a puzzle lets him in immediately and there are no enemies in the tree. upon reaching the top, griefer taunts him more and takes the venomshank, starting the second griefer fight. player ends up killing the gorilla and wounding griefer once more, who starts seeing player more seriously now. thaniyel tells him to back off and just give player the venomshank, which griefer objects. just then, player lunges at him, taking the venomshank and stabbing him in the throat with it. griefer starts transforming into bubonic plant, but dies half human half plant. mayor thaniyel is terrified and begs for mercy, to which player spares him. end of demo 2. the call griefer card is not obtainable after this.
demo 3: shedletsky senses somethings wrong, but regardless sends him to the railway to get to telamons manor. he boards the train, some npcs unwilling to talk to him upon hearing of the griefer incident. the bandits attack, and player kills them all. this also introduces a new sword card: blood drawing strike. 4 copies max, 3 bp to equip, and costs 3 sp. when used, it inflicts bleed on an enemy, which makes them take 1 damage the end of every turn, makes their attack decrease by 1 every turn (up to -3 attack), and makes their attack animation visibly slower, representing fatigue. upon reaching the front, red and blue assist player in taking out the last group of bandits, red pointing out flat out killing them was a bit excessive. purple and green attack as normal. at the end of the fight, player kills purple and leaves green injured there to simply see her. red and blue are terrified, and noobador shields them from the sight going ""the hells wrong with you you freak!??! that was extremely excessive, especially in front of them". player shrugs. noobador sighs and apologizes for their encounter in the prologue which player responds "no way noob". noobador accepts the rejection but tells him to "stop looking at me like THAT..." . player reaches spooky town. red and blue give him their call card, albeit more hesitantly. the butler takes player and terry (jerry doesnt appear in this route), to the haunted manor. player is still as brutal as always, albeit it doesnt matter much here as most of the enemies are undead anyways (aside from squatter ig). he reaches kitchen wizard, who tells him to get the spider cider and the dust. the spirits in the rooms pity the player and start calling him an animal. attempting to strike them with sword in overworld will make them say "pathetic". getting the spider cider and the dust, kitchen wizard tells him to ge the turkey meat, and player finds it alive. the turkey can detect something wrong with player, and is more fearful against him. battle is relatively the same, although turkey uses blunderbuss way more dealing only half damage. taking the turkey meat to kitchen wizard, he gives you the ghost potion, and player gets to the catacombs. fighting slasher and obtaining the hyperball, player reaches the ghostwalker room. terrys not there this time. player touches the ghostwalker, killing them and sending them to the dreamworld. this dreamworld is more disturbed and violent, sharper and brighter colors. the npcs say basically the same things. all enemies are replaced by apparition enemies, with 15 health, 1 defense, and mobile. getting through the greed maze and getting to greed, theres the sfoth swords in a pool of blood. greed tells us that WE (him and player) want not only the swords, but to hurt things and draw blood from them, and wanted more. the player accepts greed, officially having a grasp on their hearts now, rather than slaying them. player gives in to the solitude orb, and getting to solitude, solitude talks about player feels lonely and isolated in their bloodlust, but ultimately they must be stopped before anything else is hurt. this leads to a harder version of the solitude fight (any ideas let me know). upon defeating solitude, the player starts shaking fearfully. descending to fear, fear talks about how theyre fearful of the consequences of their actions and if, deep down, theyre scared that nobody will trust them or want to associate with them anymore. fear then begs to not be killed, stating its NOT too late for player, and that they can still do whats right. ultimately , though, fear realizes theres no point, and thus starts a harder version of fears fight (again any ideas, lmk). upon defeating fear, hatred appears, flashing as cruel king, then shedletsky, then griefer, then builderman, then to hatred. hatred tells player about how much stronger theyve made it-with every kill, every mortal injury, every emotion suppressed, etc. hatred tells that its seeped into our heart, and now we want nothing more than to be wrathful and harm anything that gets in the way. all player can do is accept. hatred rejoices and talks about sum "scourge of everyone shi" before entering players heart in a swirl of red. from here on out, your avatar is covered with thick red threads, starting from the heart. all weapons will have a dark red tint to them. player wakes up,kitchen wizard and terry there. they notice something deeply wrong with player, but kitchen wizard wraps the ghostwalker regardless. players about to take it when slasher appears and intercepts, recognizing players dangerous state , doesnt let them take it. one harder slasher fight later, slasher simply points his machete and shakes his head, before disappearing once more. kitchen wizard and terry ask if everythings alright, player doesnt respond. end of demo 3. gonna stop here cuz im tired of typing and im pretty sure nobodys gonna read this, let alone this plus demos 4 and 5 lol.
Idk this part of the rewrite along with calling Trotter a madman in roburs court and telling noobador "no way noob" after the train heist really makes the player feel more fleshed out. I love it ngl
In demo 3 during the train heist, the first fight with the bandits occurs inside the room you were in (room 4). However when you actually start the battle you're magically in the hall of the train, outside the room. It even shows you completing the battle inside the room. So yea that's funny
Thought it was through an invisible inventory, but robur mentions how we're walking around with them "flamboyantly" or whatever word he used. How's the character carrying them? Are they just all on their back or something? It can't be in a bag or something due to robur noticing them.
Why is leer so confused at seeing us alive at the end of demo 5? Yes he thought we died at the end of demo 3, but even then there are guest spies in demo 4 and 5,demo 4 being in Vermillion village and demo 5 being in trinity next to space man Sam (pretty sure there's one in SFOTH too). Did leer just not contact these guys or did they fail to report back to him? Seems weird
Pretty sure it's between frostmaw and Bigfoot but I'm not sure who exactly
Demo 1 is in Ireland, demo 2 is Indonesia/Malaysia, demo 4 is Egypt. Do demos 3 and 5 have specific settings based in reality?
Kitchen wizard gives you a ghost potion on chapter 3 to get past "it" (slasher) but you don't even really use it to get past him as you still end up fighting him. Yes ik it's used for jump stab now but even then it's not completely necessary.