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"Hope is the worst of evils, for it prolongs the torments of man."

Friedrich Nietzsche
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Inventory Thread; Your items and their use
 
Pollux
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Post #16: 3rd Apr 2013 6:13:21 PM 
Phase 8 Actions:

You pull the Beacon from your pack and hold it outstretched. It begins to emanate a blindingly white light that soon focused into a beam and pointed off to the North.

Something lurks five rooms North, one room East.
 
   
Carl
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Post #17: 3rd Apr 2013 6:17:56 PM 
alright...thx 4 the swift update!
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Carl
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Post #18: 4th Apr 2013 11:32:59 PM 
##activate light beacon
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Willis
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Post #19: 5th Apr 2013 12:41:35 AM 
Phase 9 Actions:

You pull the Beacon from your pack and hold it outstretched. It begins to emanate a blindingly white light that soon focused into a beam and pointed off to the North.

Something lurks five rooms North, one room West.
 
   
Carl
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Post #20: 7th Apr 2013 1:53:38 AM 
##use time staff

CADU, CADU, CADUCEUS...HOOOOOOOOOOOoooooooo
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Willis
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Post #21: 7th Apr 2013 1:57:11 AM 
Quote
In Labyrinth 3, there are two mazes. One is set in the past, the other is set in the future. With both mazes laid out on top of one another there are occasionally points where rooms have a parallel, that is to say there are places where a room exists in both the future maze and the past maze. In these rooms, a player may time travel. If a room name has an asterisk (*) at the end of it, it denotes a room where this is applicable. Time travel is only ever possible in a room with an asterisk, as others rooms do not have a parallel. The layout is slightly different, so not all rooms will have.


Can't be done unless there's a * after the room name because there's no version of this room in the future.
 
   
Carl
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Post #22: 7th Apr 2013 2:00:46 AM 
*sigh* I thought that was just PORTAL related?! >__>

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Pollux
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Post #23: 7th Apr 2013 2:08:12 AM 
No, it pertains to all forms of time travel.

No * means no room to jump to on the other side of time.
 
   
Pollux
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Post #24: 7th Apr 2013 9:09:23 AM 
Phase 12 Actions:

You pull the staff from your pack and activate it with glee.

You may not use the Caduceus again until Phase 14.
 
   
Carl
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Post #25: 8th Apr 2013 12:01:10 AM 
##use light beacon
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Pollux
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Post #26: 8th Apr 2013 12:08:51 AM 
Phase 12 Actions:

You fumble out the Beacon and send it into action. It gives off the usual light, but it was focused a bit more intensely this time, shooting off to the South West. Something was considerably near.

Something lurks one room West, one room South West, and finally one room West.
 
   
Carl
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Post #27: 8th Apr 2013 12:12:10 AM 
WOW THAT WAS AGAIN REALLY SWIFT....oh caps...well thx a lot man
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Carl
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Post #28: 8th Apr 2013 7:17:53 PM 
##activate light beacon
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Willis
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Post #29: 8th Apr 2013 9:45:23 PM 
Phase 13 Actions:
Time to see what's what. You hold up the beacon and it shines the all too familiar and foreboding light.

Something lurks two rooms West, one room South, and finally one room West.
 
   
Carl
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Post #30: 9th Apr 2013 11:24:02 AM 
##use light beacon
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