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But for those two...
8. I let Timmy go because I promised his sister but brought the other two to Rattay.
9. I honoured my word to Zbyshek and helped him after the escape. Honestly, I took pity on him, he got mixed up with a bad crowd but really wanted a fresh start.
i did enjoy the fiction-filled history lesson... even more when i took their stuff.
This is a tried-and-true strategy to be sure.
Wolflin never makes it out of his camp alive.
I don't really understand Hare Hunt and never have a clue what I'm doing in it. I do like becoming the huntsman though.
Matthew and Fritz only got hanged the once and only because I needed the Judas achievement.
I hardly ever do the Playing with the Devil quest because all the outcomes are bad and it's only really funny the first time.
I usually let Reeky go if the bandits don't kill him first. Don't know why but I quite like the guy. I'm not really fussed what happens to the other two scumbags in that quest, though Timmy usually survives because dispatching Morcock and his band at the first opportunity never fails to amuse.
I had no idea about the Zuzana option. Good to know there's still new stuff to try out after 1800 hours!
My preferred way to deal with Zbyshek is to let him take me back to Rattay then, um, make him someone else's problem to deal with. I'm pretty sure that's what he'd do if the roles were reversed. In any case, as a simple blacksmith I can't really take it upon myself to pass judgement in complex cases like that.
In Lost in Translation I nearly always let the Cuman go, although he definitely doesn't deserve it.
The Vicar, well, what do you think the Bishop will do if the Vicar gets murdered or disappears in Uzshitz whilst on the hunt for heretics? Lol, would turn into f**king bedlam... the Waldensian Crusade they'd call it, or Henry's Folly.
The Cuman, well, I always sent him to Rattay really early on since I used that as head-canon as to how Sir Robard found all those Cuman camps ("Raiders" Activity).