Meisterdieb on 23/8/2006 at 21:03
Hi,
these are just some points in the game that I recently found or that struck me as odd. Sorry if some have been asked already; I've been taking notes while playing and now I just post them all here.
Most of this I only recently noticed on my second and third run-through.
-What I didn't like compared to the earlier games: the way Garrett has become really clumsy.
-Also, I didn't like that Shamans, Piests and Keepers needed their staffs to do their magic. It makes them ttoo ridiculous, when you can just snatch it away and then they act like headless chicken.
- I also discovered a lot of readables i the game that i hadn't noticed before:
like the note from the detective in the pagan hide-out or the note from the construction workers near the entrance of the cradle
- Normally the guard in your house gets sacked if you kep robbing all apartments. This time around ,though, he stayed around- no matter how much i robbed. just a bug?
- I don't know why, but the scene with lady Elizabeth and her two goons doesn't work for me- or not completely anyway. It runs ok, but the second tough doesn't go into that room, he just stays outside ,blocking the way to the gate , with his sword drawn.
I always liked the gang-wars that erupt later in the game in the streets.
But this time-just before pagans and hammerites get it on- there was a Hammerite patrolling Stonemarket who took a special dislike to the fat guy.
I don't know why but whenever he saw him he would kill him.
(Also funny: the first time i witnessed this, the Hammer did a funny motion after having killed the guy; it looked like shrugging his shoulders, like: Huh, what did I do now?)
-When the Enforcers try to kill you, one "accidentally shot the barmaid of the inn in the Old Quarter. Afterwards, the inn gets closed "due to a massacre" (or something like that). it gets re-opened after a couple of days.
-there is this note in Fort Ironwood near the holy water, which says something like if the holy water runs out contact Brother Kai. Is this a hint? Can you go to thei Hammerite and get more Holy water?
-Why is it that the people automatically react to the pickpocket after ca. 3 seconds? And then only to acknowledge that they were pickpocketed and no other reation?
-In the cutscene in Gamall's Lair, why do the pieces on the map act like the real artifacts and form the last glyph??? they shouldn't work.
-After that cut-scene: Where the taff are the statues in that room suddenly come from? The statues were already activated in her lair, but when you enter the last room there aren't any living statues, so where do they come from?
-Why is it that always the scary missions-RTC, Cradle- have you running around the place, performing some strange duties for some undead guy or girl?
- How can the cradle remember Garrett and hold him? Without him having left anything there like the blood or the night-shift of Lauryl?
- And why do you have to do that mission anyway? You don't actually learn anything new. The papers you find only tell you what you already know.
(yea, you need to get Lauryl out of there, to free her...)
- Something I only found out during the last playing: you can buy fake artifacts in the shop in Old Quarter. I really was laughing out loud, when i realized I could have had it much easier before.
-Why is the jewel shop in Auldale -the one with Knife jimmy-closed on the last day? On day six or so I killed Knife jimmy and so the shop could open and was open afterwards, but after the museum heist I tried entering the shop again but it was borded up again with the same message as before (Knife Jimmy owns this shop now)
-in the museum: I really hated it, that you have to go to the middle of the room where the eye is - on top of where the statue rests below- to get the info which your task list wants you to have.
Is that really necessary or can you simply snatch the eye and get that objective marked anyway?
- I really liked all the stuff the guards mutter and yell, but my favourite has to be the one, when a guard - while investigating a corpse on the street- yelled: "I'm invincible". That just cracked me up.
Any other oddities you have seen?
cradle_curdled on 25/8/2006 at 23:57
Quote Posted by Meisterdieb
What I didn't like compared to the earlier games: the way Garrett has become really clumsy.
That's what Quick Load is for...personally, I love Garrett in crap-thief-mode; falling on tiles, chucking stone hammers around next to sleeping guards...what a pro! :p
Quote:
-When the Enforcers try to kill you, one "accidentally shot the barmaid of the inn in the Old Quarter. Afterwards, the inn gets closed "due to a massacre" (or something like that). it gets re-opened after a couple of days.
Nice find. I never noticed that on any of my runthroughs.
Quote:
-there is this note in Fort Ironwood near the holy water, which says something like if the holy water runs out contact Brother Kai. Is this a hint?
I don't think so...more likely, a kludge for the fact that the item reappears.
Quote:
-Why is it that the people automatically react to the pickpocket after ca. 3 seconds? And then only to acknowledge that they were pickpocketed and no other reation?
Don't guards go into search mode if the civilian reacts near to them? I don't have the game installed any more, but I always thought that was the intention.
Quote:
-Why is it that always the scary missions-RTC, Cradle- have you running around the place, performing some strange duties for some undead guy or girl?
Lazy writing..? It's the classic horror-story schtick of keeping the protagonist confined for a prolonged period of time in distressing surroundings, to increase tension. Possible side-effect: tedium.
Quote:
- How can the cradle remember Garrett and hold him?
Why not? You can't reason your way out of the HORROR, young Garrett. :eek:
Quote:
Any other oddities you have seen?
You've summed up a lot of the good odd moments...for me, the real oddities were: Pagan speech; the odd placement of some loot ("No, you're NOT getting that cat 'o' nine tails!") and the god-awful Kurshock race. But those were frustrating oddities. Had loads of cool, funny moments, too.
Cardel on 26/8/2006 at 06:53
Quote Posted by Meisterdieb
Hi,
- Normally the guard in your house gets sacked if you kep robbing all apartments. This time around ,though, he stayed around- no matter how much i robbed. just a bug?
Not to My knowledge
Quote Posted by Meisterdieb
- I don't know why, but the scene with lady Elizabeth and her two goons doesn't work for me- or not completely anyway. It runs ok, but the second tough doesn't go into that room, he just stays outside ,blocking the way to the gate , with his sword drawn.
This one is a bug I think. It doesnt do that for me.
Quote Posted by Meisterdieb
-In the cutscene in Gamall's Lair, why do the pieces on the map act like the real artifacts and form the last glyph??? they shouldn't work.
They are just there as a plan of what to do to activate the last glyph. And I'm guessing that wasnt really the last of all glyphs, but rather a small "replica" without any power. Otherwise Gamall would pretty much die right at that moment.
Quote Posted by Meisterdieb
-After that cut-scene: Where the taff are the statues in that room suddenly come from? The statues were already activated in her lair, but when you enter the last room there aren't any living statues, so where do they come from?
Well, I'm guessing the still statues just start walking, like the statues in the compound.
Quote Posted by Meisterdieb
- How can the cradle remember Garrett and hold him? Without him having left anything there like the blood or the night-shift of Lauryl?
The fact that he performed actions inside its memory that it didnt remember before caused it to remember him. After all, none of the patients jumped out of the building, but someone did, and that someone bears a striking resemblance to the man who is walking around the building right now...
Quote Posted by Meisterdieb
- And why do you have to do that mission anyway? You don't actually learn anything new. The papers you find only tell you what you already know.
(yea, you need to get Lauryl out of there, to free her...)
You go there to find more info about the hag, seeing as it's the only lead you have been given. The papers prove what Garrett may have guessed, but he didnt actually know any of that until he entered the building. After all, he thought Orland was the most likely suspect of the "Brethren and Betrayer" prophesy until he saw the picture of a girl from around 50 years ago who looked exactly like this girl reading the prophesies.
Quote Posted by Meisterdieb
-Why is the jewel shop in Auldale -the one with Knife jimmy-closed on the last day? On day six or so I killed Knife jimmy and so the shop could open and was open afterwards, but after the museum heist I tried entering the shop again but it was borded up again with the same message as before (Knife Jimmy owns this shop now)
I'm going to guess thats a mistake in the design
Quote Posted by Meisterdieb
-in the museum: I really hated it, that you have to go to the middle of the room where the eye is - on top of where the statue rests below- to get the info which your task list wants you to have.
Is that really necessary or can you simply snatch the eye and get that objective marked anyway?
I'm pretty sure snatching is a valid option.
ercles on 26/8/2006 at 09:03
Quote Posted by Meisterdieb
Hi,
- Normally the guard in your house gets sacked if you kep robbing all apartments. This time around ,though, he stayed around- no matter how much i robbed. just a bug?
Pretty sure he has to catch you, and you have to get away, maybe twice.
Black Riven on 27/8/2006 at 21:58
Quote:
-What I didn't like compared to the earlier games: the way Garrett has become really clumsy.
Garret was clumsy in the previous games too.
Quote:
-Also, I didn't like that Shamans, Piests and Keepers needed their staffs to do their magic. It makes them ttoo ridiculous, when you can just snatch it away and then they act like headless chicken.
And why wouldn't they panick? They're magic users, not big strong fighters. Without magic they're like guards without swords.
I don't understand why you disliked the staff necessity, it's a rather generic (and widely accepted) Fantasy gimmick.
Quote:
- Normally the guard in your house gets sacked if you kep robbing all apartments. This time around ,though, he stayed around- no matter how much i robbed. just a bug?
The first time I played, I didn't knock the guard to steal things, and he got the warning note. Next time I played, I knocked him out, and he didn't get the note. Possible connection?
Quote:
-Why is it that the people automatically react to the pickpocket after ca. 3 seconds? And then only to acknowledge that they were pickpocketed and no other reation?
Because there's a limit to how much side content developers are willing- and have time to- put into the game.
Quote:
-Why is it that always the scary missions-RTC, Cradle- have you running around the place, performing some strange duties for some undead guy or girl?
Scary missions-->Scary guys=undead
Running around=Exploring the place
Holywhippet on 28/8/2006 at 04:17
Quote Posted by Meisterdieb
- I also discovered a lot of readables i the game that i hadn't noticed before:
like the note from the detective in the pagan hide-out or the note from the construction workers near the entrance of the cradle
Hmm, I think I missed them as well.
Quote Posted by Meisterdieb
-Why is it that always the scary missions-RTC, Cradle- have you running around the place, performing some strange duties for some undead guy or girl?
- How can the cradle remember Garrett and hold him? Without him having left anything there like the blood or the night-shift of Lauryl?
For the first one - who else other than the undead is going to be hanging around there. It's not every scary mission though, the Bonehoard was free of mission giving undead. The last part of trail of blood was pretty creepy as well due to the treants.
For the second - Garrett might not be leaving things behind, but he's grabbing all the loot he can which the cradle does remember.
ercles on 28/8/2006 at 04:56
Yeh I always thought it seemed a bit crazy stealing loot from a haunted orphanage/loony bin
Cardel on 28/8/2006 at 16:17
Thats why Garrett is reluctant to do so.
"I've never robbed an orphanage before"
Garrett doesnt like the thought of robbing an orphanage or insane assylum, but if he doesnt leave with loot, there is a great chance that he doesnt leave with anything. And he does need to eat, y'know.
Dia on 28/8/2006 at 17:56
Quote Posted by Black Riven
Garret was clumsy in the previous games too.
If you had to wear those clunky boots you'd be clumsy too. You'd think that since he
is a thief, the creators of the game would have given him a pair of sneakers. :weird:
SHuA on 28/8/2006 at 21:58
or felt padded moccasins.