[Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Moderator: Moderators
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Agree. Take Vorpal Sword. Step aside (253).
-This space intentionally left blank
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Take the Vorpal Sword, step out of the gauntlets' way.
Orth Plays: Currently Baldur's Gate II
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes registered; trading the Doom Sword for the Vorpal Sword and letting the gauntlets reach the door.
253
The gauntlets glide past you and begin scratching manically at the door with their steel-tipped fingers. The door suddenly opens on its own, and the gauntlets immediately turn and go back down the tunnel. You seize your chance and slip through the open door. Turn to 173.
173
The narrow passageway continues north, and you soon arrive at a solid oak door in the left-hand wall. You listen at the door but hear nothing. If you want to open the door, turn to 97. If you want to continue walking, turn to 249.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 9 Initial: 10
EQUIPMENT:
Vorpal Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
253
The gauntlets glide past you and begin scratching manically at the door with their steel-tipped fingers. The door suddenly opens on its own, and the gauntlets immediately turn and go back down the tunnel. You seize your chance and slip through the open door. Turn to 173.
173
The narrow passageway continues north, and you soon arrive at a solid oak door in the left-hand wall. You listen at the door but hear nothing. If you want to open the door, turn to 97. If you want to continue walking, turn to 249.
Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 9 Initial: 10
EQUIPMENT:
Vorpal Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Half vote for opening the door.
-This space intentionally left blank
-
Thaluikhain
- King
- Posts: 7118
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Take new sword, and let gauntlets reach.
EDIT: Oops, there was another page, open door.
EDIT: Oops, there was another page, open door.
Last edited by Thaluikhain on Thu Oct 24, 2024 3:00 pm, edited 1 time in total.
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes registered; opening the door.
97
The heavy door isn’t locked. It opens with a loud creak, and you enter a large room with stone walls and a high ceiling. The room is completely empty except for the headless SKELETON of a large-boned humanoid creature standing at the back of the room. It has plate-steel shoulder pads with spikes protruding from them like the gauntlets, and a silver armband on its left arm. As you walk towards the Skeleton, the door slams shut behind you, and the ceiling starts to slide slowly down the walls, with the sound of stone grinding against stone filling the room. Within seconds, the ceiling is less then three metres above the floor. You run to the door but it is firmly locked. If you are carrying an Orc skull, turn to 218. If you do not have a skull in your backpack, turn to 85.
X Pectopa Tronum is not carrying an Orc skull.
85
You begin to panic as the ceiling continues to slide down. Lose 1 LUCK point. If you have a hand axe, turn to 246. If you have a Vorpal Sword, turn to 28. If you do not have either of these weapons, turn to 351.
X Pectopa Tronum has a hand axe and a Vorpal Sword. Please make your votes on which weapon to use before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 8 Initial: 10
EQUIPMENT:
Vorpal Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
97
The heavy door isn’t locked. It opens with a loud creak, and you enter a large room with stone walls and a high ceiling. The room is completely empty except for the headless SKELETON of a large-boned humanoid creature standing at the back of the room. It has plate-steel shoulder pads with spikes protruding from them like the gauntlets, and a silver armband on its left arm. As you walk towards the Skeleton, the door slams shut behind you, and the ceiling starts to slide slowly down the walls, with the sound of stone grinding against stone filling the room. Within seconds, the ceiling is less then three metres above the floor. You run to the door but it is firmly locked. If you are carrying an Orc skull, turn to 218. If you do not have a skull in your backpack, turn to 85.
X Pectopa Tronum is not carrying an Orc skull.
85
You begin to panic as the ceiling continues to slide down. Lose 1 LUCK point. If you have a hand axe, turn to 246. If you have a Vorpal Sword, turn to 28. If you do not have either of these weapons, turn to 351.
X Pectopa Tronum has a hand axe and a Vorpal Sword. Please make your votes on which weapon to use before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 8 Initial: 10
EQUIPMENT:
Vorpal Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
PROVISIONS: 8
RESURRECTIONS: 2
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
It asks if we have a hand axe, the answer being yes it should just go straight there. I would vote for using handaxe anyway.
-
Thaluikhain
- King
- Posts: 7118
- Joined: Thu Sep 29, 2016 3:30 pm
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Yeah, use the handaxe entry. Maybe the weapon will be destroyed.
-This space intentionally left blank
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes acknowledged; using the hand axe.
246
You start hacking at the door frantically with your hand axe with the ceiling now no more than two metres above the floor. Test Your Luck. If you are Lucky, turn to 363. If you are Unlucky, turn to 49.
Rolling the dice yielded a 10, meaning that X Pectopa Tronum was Unlucky.
49
The blade of your hand axe is blunt and makes little impact on the solid oak door. The ceiling continues to grind its way down the walls and there is nothing you can do to stop it. You try standing your sword upright on its tip on the floor, but the blade snaps under the weight of the ceiling. There is no way to escape being crushed. Your adventure is over.
Ouch. A resurrection will be used to send our hero back to the water fountain, where he will drink from it.
302
The water is pure and refreshing. Add 2 STAMINA points. While drinking, you notice that there is a bronze key at the bottom of the bowl. You take the key, slip it into your pocket and walk on. Turn to 365.
At section 365, X Pectopa Tronum hears cries for help down a tunnel, and head to the large room in section 29 to investigate. In that room, he discovers the Assassin fighting off Spiders at the bottom of a pit, and a silver chalice on a shelf on the far wall.
Please vote on the following before 9:00 AM PDT or a choice receives 3 votes to ensure that they will be counted:
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Bronze Key
PROVISIONS: 8
RESURRECTIONS: 1
246
You start hacking at the door frantically with your hand axe with the ceiling now no more than two metres above the floor. Test Your Luck. If you are Lucky, turn to 363. If you are Unlucky, turn to 49.
Rolling the dice yielded a 10, meaning that X Pectopa Tronum was Unlucky.
49
The blade of your hand axe is blunt and makes little impact on the solid oak door. The ceiling continues to grind its way down the walls and there is nothing you can do to stop it. You try standing your sword upright on its tip on the floor, but the blade snaps under the weight of the ceiling. There is no way to escape being crushed. Your adventure is over.
Ouch. A resurrection will be used to send our hero back to the water fountain, where he will drink from it.
302
The water is pure and refreshing. Add 2 STAMINA points. While drinking, you notice that there is a bronze key at the bottom of the bowl. You take the key, slip it into your pocket and walk on. Turn to 365.
At section 365, X Pectopa Tronum hears cries for help down a tunnel, and head to the large room in section 29 to investigate. In that room, he discovers the Assassin fighting off Spiders at the bottom of a pit, and a silver chalice on a shelf on the far wall.
Please vote on the following before 9:00 AM PDT or a choice receives 3 votes to ensure that they will be counted:
- Should our hero help her out, leave her and take the silver chalice, or leave the room immediately?
- When should our hero make a different choice out of the decisions that X Pectopa Tronum encountered in his previous life?
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 23 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Bronze Key
PROVISIONS: 8
RESURRECTIONS: 1
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Help her, then repeat our steps up to the door. Don't look in the peephole, open door immediately then use bronze key.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Agreed.
-This space intentionally left blank
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes recognized; X Pectopa Tronum will go to section 260 help the Assassin out, who offers our hero a one time favor if he needs it. He gets the Silver Dragon Ball and a small tin labelled Worm Paste. Next, he goes to section 124, where he turns right and heads east by going to section 340. Our hero encounters a chest and opens it by going to section 135, where he gets attacked by a cloud of tiny Mozflies upon opening the chest. Fortunately, he has a small bottle of Mullweed Oil, so X Pectopa Tronum rubs the oil on the bits on section 54 and tries on the breastplate inside the chest on section 204. He then walks back down the tunnel to the T-junction on section 33, and encounters an Imp who steers his Spikle straight at our hero.
Rolling the dice yielded an 11, which is higher than X Pectopa Tronum’s Skill, so he will go to section 303 this time.
303
You try to jump out of the way, but the Imp changes direction and ploughs straight into you at high speed. If you are wearing a breastplate, turn to 259. If you are not wearing a breastplate, turn to 197.
X Pectopa Tronum is wearing a breastplate.
259
You are knocked down and run over by the Spikle, but the breastplate takes the brunt of the impact. The Imp loses control and crashes his Spikle into the stone wall. Lose 2 STAMINA points and gain 1 LUCK point. You get to your feet, bruised and breathing hard. You see the Imp stand up and grab his spiked club. If you want to talk to the Imp, turn to 10. If you want to fight him, turn to 164.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 21 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Bronze Key
PROVISIONS: 8
RESURRECTIONS: 1
Rolling the dice yielded an 11, which is higher than X Pectopa Tronum’s Skill, so he will go to section 303 this time.
303
You try to jump out of the way, but the Imp changes direction and ploughs straight into you at high speed. If you are wearing a breastplate, turn to 259. If you are not wearing a breastplate, turn to 197.
X Pectopa Tronum is wearing a breastplate.
259
You are knocked down and run over by the Spikle, but the breastplate takes the brunt of the impact. The Imp loses control and crashes his Spikle into the stone wall. Lose 2 STAMINA points and gain 1 LUCK point. You get to your feet, bruised and breathing hard. You see the Imp stand up and grab his spiked club. If you want to talk to the Imp, turn to 10. If you want to fight him, turn to 164.
Please make your votes before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Adventure Sheet
X Pectopa Tronum
SKILL: 8 Initial: 10
STAMINA: 21 Initial: 23
LUCK: 10 Initial: 10
EQUIPMENT:
Doom Sword
Backpack
Craggen Knife
2 Throwing Daggers
Brass Button
Small Bottle of Mullweed Oil
Rabbit’s-foot Charm
Hand Axe
Sentinel Shield (+1 Attack Strength)
Rope
Worm Paste Tin
Breastplate (+1 Attack Strength)
GOLD PIECES: 3
TREASURE:
Silver Ring (etched with ‘111’)
Copper Dragon Ball
Brass Dragon Ball
Silver Dragon Ball
2 Bone Dice
Copper Bracelet (Worn, -1 Skill)
Bronze Key
PROVISIONS: 8
RESURRECTIONS: 1
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Let's see what the Imp has to say.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Where I come from trying to run someone over is considered mildly antisocial.
Kill the imp.
Kill the imp.
Orth Plays: Currently Baldur's Gate II
-
Thaluikhain
- King
- Posts: 7118
- Joined: Thu Sep 29, 2016 3:30 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Half vote to talk.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
While killing him would be what he deserves, he may have something to say that makes sparing his life worthwhile. With unlimited freedom to choose a course, I'd talk to him and if he had something worthwhile to say I'd spare him. But since the book constrains our options I'll vote for talking (and hope we get a chance to kill him as he walks away if he gets mouthy).
-This space intentionally left blank
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes tallied; talking to the imp won over fighting him by a 2.5-1 vote.
10

When you begin to speak, the Imp throws his head back and starts laughing hysterically, ‘Talk? Talk? What is there to talk about? I just crashed my Spikle into the wall because of you. Give me a Gold Piece or I will summon somebody you wouldn’t want to meet,’ If you want to give the Imp a Gold Piece, turn to 81. If you want to fight him, turn to 164.

Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
10

When you begin to speak, the Imp throws his head back and starts laughing hysterically, ‘Talk? Talk? What is there to talk about? I just crashed my Spikle into the wall because of you. Give me a Gold Piece or I will summon somebody you wouldn’t want to meet,’ If you want to give the Imp a Gold Piece, turn to 81. If you want to fight him, turn to 164.

Please make your votes before 9:00 AM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
I continue to vote for kill him.
Orth Plays: Currently Baldur's Gate II
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
jaw-jaw is over, time for war-war.
- deaddmwalking
- King
- Posts: 5352
- Joined: Mon May 21, 2012 11:33 am
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Kill
-This space intentionally left blank
- JourneymanN00b
- King
- Posts: 5576
- Joined: Fri Jul 10, 2020 8:51 pm
Re: [Let's Play] Fighting Fantasy 72 – The Dungeon on Blood Island
Votes registered; fighting the imp.
164
The Imp looks a little apprehensive when you draw your sword. He quickly turns and dashes over to his Spikle. He picks it up and steps inside the wheel. ‘What luck. It’s not damaged at all,’ he says smugly. He scoots off and disappears round the bend, heading east. ‘I’ll get you again on the way back, wormbrain!’ he shouts and starts laughing hysterically. The laughter soon dies away, and you set off again, now heading north. Turn to 104.
Back at section 104, X Pectopa Tronum arrives at the doorway and opens the door by going to section 50. Since he has a bronze key, he turns to section 277.
277
The key turns in the lock, but, as you reach for the handle, the door bursts open! Two creatures with long, whiskered snouts poking out of their hooded robes run out, squeaking loudly in high-pitched voices. They are RATMEN armed with short swords, and you ready yourself to fight them one at a time.
First RATMAN SKILL 5 STAMINA 5
Second RATMAN SKILL 5 STAMINA 4
If you win, turn to 5.
The fights:
(First Ratman)
Round 1: First Ratman Attack Strength: 10, Player Attack Strength: 17;
First Ratman Stamina: 3, Player Stamina: 21
Round 2: First Ratman Attack Strength: 14, Player Attack Strength: 19;
First Ratman Stamina: 1, Player Stamina: 21
Round 3: First Ratman Attack Strength: 8, Player Attack Strength: 19;
First Ratman Stamina: 0, Player Stamina: 21
(Second Ratman)
Round 1: Second Ratman Attack Strength: 12, Player Attack Strength: 19;
Second Ratman Stamina: 2, Player Stamina: 21
Round 2: Second Ratman Attack Strength: 11, Player Attack Strength: 13;
Second Ratman Stamina: 0, Player Stamina: 21
As expected, X Pectopa Tronum flawlessly kills the two Ratmen.
5
You rummage through the Ratmen’s pockets and find a piece of chalk, a glass eyeball, a small bottle labelled Weezle Juice, a small cat carved out of black marble and a chewed bone. After taking what you want, you set off again, turn to 236.
At section 236, X Pectopa Tronum arrives at a T-junction and has a choice of going east or west. Please make your votes on what to take from the Ratmen, which route to take, and when to make a different choice out of the decisions that X Pectopa Tronum encountered in his previous life before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
164
The Imp looks a little apprehensive when you draw your sword. He quickly turns and dashes over to his Spikle. He picks it up and steps inside the wheel. ‘What luck. It’s not damaged at all,’ he says smugly. He scoots off and disappears round the bend, heading east. ‘I’ll get you again on the way back, wormbrain!’ he shouts and starts laughing hysterically. The laughter soon dies away, and you set off again, now heading north. Turn to 104.
Back at section 104, X Pectopa Tronum arrives at the doorway and opens the door by going to section 50. Since he has a bronze key, he turns to section 277.
277
The key turns in the lock, but, as you reach for the handle, the door bursts open! Two creatures with long, whiskered snouts poking out of their hooded robes run out, squeaking loudly in high-pitched voices. They are RATMEN armed with short swords, and you ready yourself to fight them one at a time.
First RATMAN SKILL 5 STAMINA 5
Second RATMAN SKILL 5 STAMINA 4
If you win, turn to 5.
The fights:
(First Ratman)
Round 1: First Ratman Attack Strength: 10, Player Attack Strength: 17;
First Ratman Stamina: 3, Player Stamina: 21
Round 2: First Ratman Attack Strength: 14, Player Attack Strength: 19;
First Ratman Stamina: 1, Player Stamina: 21
Round 3: First Ratman Attack Strength: 8, Player Attack Strength: 19;
First Ratman Stamina: 0, Player Stamina: 21
(Second Ratman)
Round 1: Second Ratman Attack Strength: 12, Player Attack Strength: 19;
Second Ratman Stamina: 2, Player Stamina: 21
Round 2: Second Ratman Attack Strength: 11, Player Attack Strength: 13;
Second Ratman Stamina: 0, Player Stamina: 21
As expected, X Pectopa Tronum flawlessly kills the two Ratmen.
5
You rummage through the Ratmen’s pockets and find a piece of chalk, a glass eyeball, a small bottle labelled Weezle Juice, a small cat carved out of black marble and a chewed bone. After taking what you want, you set off again, turn to 236.
At section 236, X Pectopa Tronum arrives at a T-junction and has a choice of going east or west. Please make your votes on what to take from the Ratmen, which route to take, and when to make a different choice out of the decisions that X Pectopa Tronum encountered in his previous life before 7:00 PM PDT or a choice receives 3 votes to guarantee that they will be counted.
Say No To Fascism. The left is the one true way to go.