Where am I?
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Buts its not always obvious to them, and the dungoneer has no clue because he/she can't see.
No point in them rushing around telling the Dungoneer what to do and where to go if they haven't got a clue to whats going on. The need to know where everything is and whats in the room, okay they don't need to be told how many tiles on the flood and the color of the walls.. but as i said its to do with how well the advisers discribe it. most of them can't even get their words out.
Also the Dungoneer need to feel their part of the quest than just a chess pice.
I don't think its the Dungoneers fault if they can't hear the advisers.. most of all speak at once anyway even when others are speaking... its a big mistake on their part.. But i do not like the way they sit their discribing a room when theirs a ghost right on top of u and your life force is being eathing up (hence the room we saw with the huge skull creatuer and the colored floating skull.
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I always got annoyed when advisors would tell the dungeoneers to walk faster when the pre-recorded eye shield stuff was playing, it very obviously wasnt them.
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I always think a lot of Series 4 was desperate to show off the Eye Shield and the footage they had - one can often tell by the way the camera swings round from side to side unncessarily to capture more of the background. The problems seemed to occur when the Eye Shield became an escape from normal directions. In later series, whilst the eye shield was used sparingly, it was no longer used as a tool for teams to avoid guiding a dungeoneer out of an awkward spot. However, in S4, it was rather bemusing to see a dungeoneer scuttle off at some rather poor angle towards the door, and holding up the Eye Shield miraculously drew them into the right direction. Overrated and overused with its introduction, better in later years.
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