Fancy Monkey
01-15-08, 08:21 PM
You're approximately halfway through your investigation. How is it going? Will there be justice for Paulo? Or will his killer get away scot free?
We told you before the game started that you needed to be wary of certain things that go bump in the night. Specifically, this island you inhabit presented three dangers:
- The Sickness - if you contracted this overnight, you'd have to spend your first two steps the next day recuperating
- The Others - if they got ahold of you, you'd be kidnapped and dropped of somewhere else on the island, against your will
- Smokie - if Smokie scanned you, he'd take one of your clues and potentially make it available to your opponents
You were given a choice when you signed up as to which of these three fates you wanted to guard yourself against, and allowed to carry with you one Player's Choice Item to make you immune from that particular pratfall. You were also informed that, after Night 4, these menaces would no longer present a problem for you.
Well, here we are at Night 4. You've all received the results of your Day 4 Investigations, including your overnight fate. It appears that Ben has called off his henchmen and put an end to kidnappings, and an inside source has revealed to me that Smokie is no longer roaming free to do as he pleases, and the Sickness has mysteriously disappeared.
Because of this, you can feel free to leave your Player's Choice Items and move on. Why would you do this? Well, those things are heavy. Carrying them around has really slowed you down. Without them, for your last three days of investigating, you will be able to go 10 steps per day from here on in. [Please note: this is not optional. You're giving up your items for the two extra steps. You'll see why I have to make this note in a moment.]
But wait, there's more.
Not only are you now free of your previous nightly terrors, these fates have, in fact, now done a complete 180 for the remainder of your game. Take a look...
On Day 5 you will be aided by the Island's Healing Properties
Above and beyond your daily two-step bonus due to leaving behind your heavy Player's Choice Items, on Day Five you will also feel the adrenaline rush of the Island's Magical Healing Properties and receive an additional two steps of travel. This means that tomorrow, assuming you aren't in some sort of penalty situation (and assuming that you didn't contract the Sickness on Night 4), you will have twelve steps of travel at your disposal. You'll practically be Goodwin and Ethan racing to the crash sites in 15 minutes!
If you did contract the Sickness on Night 4, well, you'll still be stuck with the penalty. You'll have 10 steps instead of 12.
On Night 5 heading into Day 6, you'll Kidnap One of the Others yourself
When you submit your Day 5 itinerary, at the end of your 12th step, you will then get to kidnap an Other and demand that he or she take you anywhere on the Island that you want to go. That travel will cost you zero steps, and that will be considered your Night 5 sleeping location (for Day 6 Tail and Interrogation purposes), published on the official map. Not only is this a chance to turn the tables on those dastardly Others, but it's an opportunity to go anywhere on the board you want. (Of course, wherever you go, you'll still have to travel back from there on your own beginning with Day 6.)
On Night 6, heading into Day 7, you'll Commandeer Smokie to do your bidding
You will send Smokie out to retrieve a clue from the opponent of your choice and return it back to you. Smokie will automatically take the most recent clue that character discovered which you don't already know about, thus ensuring that you will get one new alibi, free of charge. If you send Smokie out to take a clue from someone who hasn't discovered any clues that you don't have, you'll be given a chance to select another target. (This is why you had to give up your Player's Choice Item - otherwise, those with the Smokie Repellant could dodge this option.)
So, to sum up:
- On Day 5 you get 4 extra steps
- On Days 6 and 7 you get 2 extra steps
- On Night 5 (the end of your Day 5 itinerary) you get to kidnap an Other and go anywhere else on the board you would like
- On Night 6 (the end of your Day 6 itinerary) you get to summon Smokie to retrieve a clue that you haven't uncovered yet
If you have any questions about any of these changes, please post them here or send me a PM.
We told you before the game started that you needed to be wary of certain things that go bump in the night. Specifically, this island you inhabit presented three dangers:
- The Sickness - if you contracted this overnight, you'd have to spend your first two steps the next day recuperating
- The Others - if they got ahold of you, you'd be kidnapped and dropped of somewhere else on the island, against your will
- Smokie - if Smokie scanned you, he'd take one of your clues and potentially make it available to your opponents
You were given a choice when you signed up as to which of these three fates you wanted to guard yourself against, and allowed to carry with you one Player's Choice Item to make you immune from that particular pratfall. You were also informed that, after Night 4, these menaces would no longer present a problem for you.
Well, here we are at Night 4. You've all received the results of your Day 4 Investigations, including your overnight fate. It appears that Ben has called off his henchmen and put an end to kidnappings, and an inside source has revealed to me that Smokie is no longer roaming free to do as he pleases, and the Sickness has mysteriously disappeared.
Because of this, you can feel free to leave your Player's Choice Items and move on. Why would you do this? Well, those things are heavy. Carrying them around has really slowed you down. Without them, for your last three days of investigating, you will be able to go 10 steps per day from here on in. [Please note: this is not optional. You're giving up your items for the two extra steps. You'll see why I have to make this note in a moment.]
But wait, there's more.
Not only are you now free of your previous nightly terrors, these fates have, in fact, now done a complete 180 for the remainder of your game. Take a look...
On Day 5 you will be aided by the Island's Healing Properties
Above and beyond your daily two-step bonus due to leaving behind your heavy Player's Choice Items, on Day Five you will also feel the adrenaline rush of the Island's Magical Healing Properties and receive an additional two steps of travel. This means that tomorrow, assuming you aren't in some sort of penalty situation (and assuming that you didn't contract the Sickness on Night 4), you will have twelve steps of travel at your disposal. You'll practically be Goodwin and Ethan racing to the crash sites in 15 minutes!
If you did contract the Sickness on Night 4, well, you'll still be stuck with the penalty. You'll have 10 steps instead of 12.
On Night 5 heading into Day 6, you'll Kidnap One of the Others yourself
When you submit your Day 5 itinerary, at the end of your 12th step, you will then get to kidnap an Other and demand that he or she take you anywhere on the Island that you want to go. That travel will cost you zero steps, and that will be considered your Night 5 sleeping location (for Day 6 Tail and Interrogation purposes), published on the official map. Not only is this a chance to turn the tables on those dastardly Others, but it's an opportunity to go anywhere on the board you want. (Of course, wherever you go, you'll still have to travel back from there on your own beginning with Day 6.)
On Night 6, heading into Day 7, you'll Commandeer Smokie to do your bidding
You will send Smokie out to retrieve a clue from the opponent of your choice and return it back to you. Smokie will automatically take the most recent clue that character discovered which you don't already know about, thus ensuring that you will get one new alibi, free of charge. If you send Smokie out to take a clue from someone who hasn't discovered any clues that you don't have, you'll be given a chance to select another target. (This is why you had to give up your Player's Choice Item - otherwise, those with the Smokie Repellant could dodge this option.)
So, to sum up:
- On Day 5 you get 4 extra steps
- On Days 6 and 7 you get 2 extra steps
- On Night 5 (the end of your Day 5 itinerary) you get to kidnap an Other and go anywhere else on the board you would like
- On Night 6 (the end of your Day 6 itinerary) you get to summon Smokie to retrieve a clue that you haven't uncovered yet
If you have any questions about any of these changes, please post them here or send me a PM.