elkston on 3/3/2005 at 23:39
Ahhhh.. thanks for the thread links. They were quite interesting. Either way It looks like GS did benefit the community. Hope he comes back..he has the coolest name.
Sorry for taking this off topic R Soul .. I'll stop now. :-)
Rinscewind on 4/3/2005 at 12:05
Is there a reason for the keyring that is found in the entry area to the industrial area, if you swim there thru the sewer? Great mission.
R Soul on 4/3/2005 at 13:07
It opens doors that you would otherwise have to use your lockpicks to open.
Skulduggerist on 4/3/2005 at 14:37
Any responses to my earlier question concerning the [SPOILER]secret room with the skeleton[/SPOILER]?
Polychromic on 4/3/2005 at 15:56
Quote Posted by Skulduggerist
Any responses to my earlier question concerning the [SPOILER]secret room with the skeleton[/SPOILER]?
There do seem to be a number of neat bits that don't do anything. The skeleton "revenge" in the revamped prison, the ghostly writing on the wall upstairs, the huge moat, the zombie trap and zombie sounds near the coffins. It feels like there was a much bigger mission/plot planned out at one point that was later cut.
Still a really nice mission though. I like the little details like the fire poker in it's little stand and the frobbable gas lights.
A few apparent mistakes I noticed - one lamp on the second floor seemed broken - the glass shield was on the floor. The guard post near the stairs had a strange window doohicky - it was already open and when I frobbed it the "shutters" vanished into the walls. I think it was supposed to open when the alarms came on and surprise Garrett or something like that.
R Soul on 4/3/2005 at 17:06
It feels like there was a much bigger mission/plot planned out at one point that was later cut.
No. There are just things that even the owners of the Fort don't know.
one lamp on the second floor seemed broken - the glass shield was on the floor.
I spent a lot of time breaking that lamp :p It was origianlly one object.
The guard post near the stairs had a strange window doohicky - it was already open and when I frobbed it the "shutters" vanished into the walls.
They're meant to be already open, but the way I tested them led me to believe that there would be no problem.
The method I used to open them was also used on some rotating doors, but there's no problem with them. I don't know why sliding doors don't like it.
Fortunately there is an alternative method but it's such a minor thing.
Sir Lance on 5/3/2005 at 06:51
Yay, it last I found out what was stopping the custom scripts from working properly (the "hack file") so deleted it and played all the missions in one go!!!!!! Thanks R Soul. :thumb:
Lynx67 on 5/3/2005 at 19:39
I guess I am lost. I have looked everywhere and can't find the "Torc". Where is it??? That's all I am missing to finish.
R Soul on 5/3/2005 at 20:48
A hint:
There is a clue in a note next to Grimley which says "Those who wish to talk should be well read and must use this wisdom to stand tall".
That means whenever you see a lot of books you should look up.
The actual answer:
Go to Sarringham's room and on the wall to the left of the bookcase, near the top, is a small switch
randomj on 6/3/2005 at 07:38
Quote Posted by Lightningline
Dirty old man
You can not blow the rectangular bricks apart in the way downstairs area but there is (down there ) what looks like a coal pile blocking a passageway[SPOILER]and you can blow the lefthand side up with a fire arrow and find some loot bu some coffin things.[/SPOILER]
What [SPOILER]coal pile[/SPOILER] in what [SPOILER]passageway[/SPOILER] would this be? I can't see one anywhere near the half-unbricked body with the "revenge" scrawl. BTW, I'm playing on "Hard".