Episode 111: FTW! WTF?This is a featured page

We’re not saying it’s as healthy as spinach, but it’s great roughage and it will definitely keep you regular. It’s the new episode of NLO, It’s full of all the stuff you need, and none of the nasty e. coli side effects. What the hell is e. coli anyway? Sounds like a college administrator. In this show, the guys check out some great new podsafe music (pshhhht), we discuss why the government seems to be a bunch of pussies, and we ponder the uses of the nastiest substance on earth - Liquid Ass.

- This show features the original Towery Audio at 12:08

Nobody Likes Onions 111: FTW! WTF?
Hosts: Patrick and Hollywood Adam, Tony Gaud
Date: 9-20-2006 Live: Yes
Length: 2:17:50 Bit Rate: 96kbps
Size: 94.8 MB Stereo: Yes

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Anonymous RE:RE:RE:RE:RE: omg haxx!!1 0 Apr 6 2009, 3:43 PM EDT by Anonymous
 
Thread started: Apr 6 2009, 3:43 PM EDT  Watch
I enjoyed playing this module, and as I have stated, the hours flew by, a good indication of enjoyment. I did have a few minor issues, the henchmen not working as well as they could have, plus a few typo's, that while they did not ruin my gaming enjoyment, were still visible enough to make me sit up and blink. The main error concerning dialogue occurs in the Keep at the start of the module, both Rufus and the High Wizard Burne only give me the option to call them 'Madam' or 'Lady' when my character is thanking them for information. I was also referred to as 'He' by an NPC called Gremmas Imyn, and my henchmen in their limited dialogue have my character saying "Nothing at the moment Lilly" rather than addressing them by their name instead of my characters.

On the upside I got to complete quite a few quests, go down wells, work out puzzles, save damsels, deliver goods, fight pirates and protect cows to name but a few things. The puzzles had me scratching my head for quite a while, but then I am not really very good at puzzles, although for some strange reason I still enjoy having a go at them. The encounters were well placed, and with the aid of my henchmen, well balanced and challenging. I did find that loot was of a very low quality, and did wish for a wee while that I might be able to afford some of the lovely goodies that the merchants had to offer. (There are plenty of merchants with a variety of items for you to drool over) However had I been able to afford these items, I actually think the balance of game-play would have been much less challenging.

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Anonymous RE:RE:RE:RE: omg haxx!!! 0 Apr 6 2009, 3:42 PM EDT by Anonymous
 
Thread started: Apr 6 2009, 3:42 PM EDT  Watch
The downside to the henchmen is that they don't work very well at times. Sometimes they do not fight, especially when you have re-spawned and return via the teleport stone to the place of your demise. I found the final fight a real pain in this regard, with only my first henchman doing anything to help me. In the end I decided to use my head, as the henchmen had died, yet again, and I managed to complete the battle alone. The main problem with the henchmen is this, whoever you hire first, is what I like to call your 'main man'. You are able to direct him and can use the radial to instruct him to stand his ground or follow etc. You can also pass him healing pots should he need them. All of the other three henchmen appear to be your 'main mans' henchmen, I was informed when I tried to pass a healing pot to the others that I was unable to because they "were someone else's associates" yet if I told my 'main man' to stand his ground, the others would also agree verbally after he had agreed to my order. This meant I could not tell what class nor what level they were, apart from being able to see their hit points and the gear they wore in game, thus I could make a pretty good guess. It also meant that directing them in battle was very hard, that and healing, which could only come in the form of kits from me. Of all the henchmen, Furnock was my favorite, maybe because he had an amusing soundset.
This module used an open map for the village of Homlet as well as the Keep. I liked that, being able to see where everything is situated in the village was very nice, and I was able to decide where I wanted to go first to start my investigations. The author made good use of scripts that fired when you got near or clicked on a merchant sign, the stores also had opening hours, so you could not shop or ask questions of certain people during the night time hours. Some houses were locked, others not, and those that were ass fucking.
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Anonymous RE: RE: RE: omg haxx!!! 0 Apr 6 2009, 3:41 PM EDT by Anonymous
 
Thread started: Apr 6 2009, 3:41 PM EDT  Watch
Upon loading this module up, I was treated to an extremely nice starting movie. For those who wish to know, I found a screen resolution of 1024 X 768 was best for viewing this movie, otherwise there seem to be pretty large pixels that make your eyes go squiggly. The movie tells the history of the area, how a great evil temple was thrown down after a mighty battle, and how the destroyed village of Homlet is rebuilt, and once again a place of peace and tranquility.

I used a level one character and started the module in the main keep of Homlet. There are two main NPC's; Rufus, High protector, and the Lord High Wizard of Homlet, both alternately speak to me. I am sent to them as part of a covert operation to discover the root of the evil that is seeping across the land. My discoveries will be reported to the Lord High Wizard, who will then pass them onto my employer, the Viscount of Verbobonc.

I am given information about the area and other interesting snippets. I am also provided with 300GP, a book on the history of Homlet, of which there are three in total, a teleport stone and freedom to look in the rooms' chests for starting gear. Thus starts my 7-hour marathon of gaming, and I must say that I enjoyed myself as the hours flew by.

This module is full of dry humour (I even suspect the author is English…well, we Brits do have a sense of humour you know!) The use of a teleport stone was marvelous, no back tracking through areas, just use the teleport stone and you are where you want to be. There is however a condition though, you must first have traveled to a place in order to be able to return there via the teleport stone, plus you cannot teleport from below ground. Also if you do happen to die, and do not re-load the game, you will be able to return to the exact spot where you
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