[Let's Play] Fighting Fantasy 10 - House of Hell
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
The safe but boring answer would be to ignore both rooms. But again, doing things is more fun than not doing things (that's a big part as to why I was willing to savescum when running LPs of these these things) so I think we should go into the Azazel room.
IIRC there's exactly one named room you need to go into and it's neither of these.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Vote acknowledged, Chris Redfield will enter the Azazel Room.
358
The door opens and you peer into the room. You quickly check that there is no one inside and are relieved to find it’s empty – but full of clutter. It seems to be a crude scientific laboratory of some sort. A brass telescope points through the window towards the sky. Charts and mathematical tables are pinned to the walls. A human skeleton hangs from a hook, and a bench is covered with glass vials and apparatus. They look like priceless antiques, and they were probably all made in the last century. Do you wish to investigate the room further (turn to 117), or would you prefer to leave (turn to 11)?
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358

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Walk past the rooms.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
We are unfortunately past that point. Or are you voting to leave the Azazel Room?
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Votes counted, choosing to investigate the room further to break the 1-1 tie.
117
You step into the room and close the door behind you. A squeaking noise from one corner makes you jump, but when you walk over you are relieved to find that the squeaking comes from three rats in a cage. You keep your ears peeled for sounds of visitors as you investigate the contents of the room. Do you wish to look through the drawers (turn to 81), examine the liquids in the glass vials (turn to 341) or look through the cupboards (turn to 371)?
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117
You step into the room and close the door behind you. A squeaking noise from one corner makes you jump, but when you walk over you are relieved to find that the squeaking comes from three rats in a cage. You keep your ears peeled for sounds of visitors as you investigate the contents of the room. Do you wish to look through the drawers (turn to 81), examine the liquids in the glass vials (turn to 341) or look through the cupboards (turn to 371)?
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Drawers.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
The drawers seem the most likely to have keys or weapons.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Votes registered, Chris Redfield will look through the drawers.
81
In a drawer underneath the bench you find a few ornate letter-openers. Perhaps they are someone’s collection? You are particularly interested because they are strong and dagger-like. In fact they could easily make dangerous weapons. You may take one of them if you wish, and as a WEAPON it will allow your SKILL score to increase to its Initial value if you use it in a fight. Now turn to 385.
Unless anyone objects, Chris Redfield will take a letter-opener with him.
385
Suddenly your ears prick up at the sound of footsteps coming closer. You nip into the shadows and wait. The footsteps stop outside the door and you can hear two voices talking: ‘Hadn’t we better ask the Master’s permission?’ one asks. ‘Hmm. Maybe you’re right. And we’d better get a light for the lamps.’ You breathe a sigh of relief as the footsteps disappear off the direction you approached the room. You breathe a sigh of relief as the footsteps disappear off in the direction you approached the room. You decide it is best to leave before they return and you open the door on to the landing. The safest way to go, it strikes you, is away from the two visitors, who may return at any moment. If you approached this room from the left, turn to 229; if you came from the right, turn to 26.
According to paragraph 257, Chris Redfield approached this room from the right.
26
There is another door a couple of metres up the landing on the left. This is the door to the Mephisto room. If you wish to enter, turn to 298. Otherwise you may pass it and head towards two doors in the corner of the landing (turn to 287).
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Adventure Sheet:
81

Unless anyone objects, Chris Redfield will take a letter-opener with him.
385
Suddenly your ears prick up at the sound of footsteps coming closer. You nip into the shadows and wait. The footsteps stop outside the door and you can hear two voices talking: ‘Hadn’t we better ask the Master’s permission?’ one asks. ‘Hmm. Maybe you’re right. And we’d better get a light for the lamps.’ You breathe a sigh of relief as the footsteps disappear off the direction you approached the room. You breathe a sigh of relief as the footsteps disappear off in the direction you approached the room. You decide it is best to leave before they return and you open the door on to the landing. The safest way to go, it strikes you, is away from the two visitors, who may return at any moment. If you approached this room from the left, turn to 229; if you came from the right, turn to 26.
According to paragraph 257, Chris Redfield approached this room from the right.
26

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Adventure Sheet:
Chris Redfield
SKILL: 12 Initial Skill = 12 Starting Skill = 9 (Initial Skill – 3)
STAMINA: 15 Initial Stamina = 15
LUCK: 8 Initial Luck = 8
ITEMS OR EQUIPMENT CARRIED:
Letter Opener (Increases SKILL to Initial value in combat)
FEAR: Maximum Fear = 10 Current Fear (Starts at zero): 2
NOTES:
None
SKILL: 12 Initial Skill = 12 Starting Skill = 9 (Initial Skill – 3)
STAMINA: 15 Initial Stamina = 15
LUCK: 8 Initial Luck = 8
ITEMS OR EQUIPMENT CARRIED:
Letter Opener (Increases SKILL to Initial value in combat)
FEAR: Maximum Fear = 10 Current Fear (Starts at zero): 2
NOTES:
None
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
To Mephisto!
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
I disagree; I think that since this room was useful we should move on. I doubt UK Steve would give us two not-deadly rooms next to each other.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Hmm, that makes sense. Not to Mephisto!
Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Move past it.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Votes registered, Chris Redfield will pass the Mephisto room and head towards two doors in the corner of the landing.
287
You walk up to the two doors in the corner of the balcony. The one on your left is named Balthus and the one in front of you has no name. If you wish to enter the Balthus room, turn to 299. If you would rather go through the other door, turn to 86. If you choose to ignore these doors and continue round the landing, turn to 193.
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287

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Yeah, we should avoid Balthus Dire’s room and take the other door.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Around the landing.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
I vote for Balthus Door on the basis of it being a bad pun.
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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Apologies for the delay. I got caught in some work issues. I have counted your votes, and going to the other door wins out over going to the Balthus door and continuing around the landing by a half vote.
86
The door opens into a narrow passageway which ends at a window. There is a door half-way along the left-hand side, and a sign on the door identifies it as the Diabolus room. If you wish to try this door, turn to 13. If you wish to investigate the window instead, turn to 110. If you’re not keen to do either and would prefer to go back through the door and continue along the landing, turn to 193.
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86

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Re: [Let's Play] Fighting Fantasy 10 - House of Hell
Oh, I think I remember this bit, so no comment.
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Re:
This.Queen of Swords wrote: ↑Tue Feb 01, 2022 3:23 pmI remember it too, but if I didn't, I'd reason that if we're being given the choice to check out the window, there must be something unusual about it. So, check out the window.
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