Holy Hand Grenade

Holy Hand Grenade is an item.

Standard Use

 * The user chooses to throw the Grenade 0 to 30 spaces behind or ahead of themself, then the Grenade randomly moves an additional 0-3 spaces backward or forward before landing. All players within a 15 space radius of the landing spot without being in a 2 space radius of the landing spot are moved 15-25 spaces in the direction away from the landing spot and gain Skip A Turn. All players in a 2 space radius of the landing spot are killed.

Related Effects

 * Grenadier

Event Use

 * Use against the Rock Obstruction of the Archaeology Dig.
 * Use against the Small Golem of the Archaeology Dig.
 * Use against the Bearded Phantom of the Archaeology Dig.
 * Use against the Dune Beetles of the Dungeon Crawl.
 * Use against the Ghost of the Dungeon Crawl.
 * Use against The Bear!; kill it and have a chance to gain PETA.
 * Use against a bad guy in The Wild West after using No.; kill him.
 * Use against a Crack In The Wall Inside The Cave; move 16-22(?) spaces forward.
 * Use at the Catapult event to launch the item 25-30 spaces in a given direction.
 * All players within a 15-space radius of the landing spot are affected by it as though it landed on that space and exploded due to standard use.

Skill Use

 * TBD

Other Item Use

 * Generic Explosive-related other item use (Detonation Spell)
 * Generic Magnetic-related other item use (Magneto Gloves)
 * ACME Magnet; has a chance to explode, killing the user and affecting other players as though a Holy Hand Grenade exploded due to standard use on the space on which the Magnet was used.

Item Combining

 * None

Strategy

 * TBD

Events

 * Pyramid Chest in The Cellar of The Haunted Mansion
 * Beach/Pirates!/Meaning Of Life subevents in FSM Afterlife
 * Hit the drunk with a (Holy) Hammer in The Wild West
 * Trade with the Indian chief in The Wild West

Item Combining

 * Hand Grenade+Holy Water= Holy Hand Grenade