T2 FM: Bad Hangover, April 15th, 2012 - an entry for the Reloaded Contest #2 - by Renault
bobber on 24/4/2012 at 21:18
This FM has me stymied. I have only been to the bookstore owner's apartment and to his store where I read everything there. I've dodged zombies looking upwards for somewhere to go but alas, I'm still stuck wandering my own neighborhood. I found some loot up on a balcony and a concealed toolbox near the well but I can't find access to any other areas other people have posted about. For the sake of humanity can someone tell me how to escape my neigborhood?
Renault on 24/4/2012 at 21:47
@Dafydd - Are any objectives unchecked, besides "Don't kill Basso"?
@Bobber - You need to get into Stonemarket to continue the mission. Have you noticed the keypad by the power station area? How about the City Watch storage with the red lock? There's also a alcove near the Stonemarket gate you might want to check out.
@Cardia - nickie is right - you need the code to overload the system. Check out the document on the wall in an area above the keypad. Once you read that, find the four coils spread throughout Southquarter and then make your calculations.
darthsLair on 24/4/2012 at 22:13
@Bobber go backinto the bookstore and look high and low for a special book. Read the poster in the City Watch Station in SouthQuarter.
Cardia on 24/4/2012 at 23:16
a friend told me already the code, even so i was going to check the code via Dromed, how would i ever figure out the code by calculating the coils numbers :p
Renault on 24/4/2012 at 23:35
Here's the "code" for the power system for anyone who had difficulty getting it:
Add numbers for all coils: 87 + 120 + 141 + 159 = 507
The status report (in the area above the keypad) mentions two important things:
1. Coil D is on an isolated circuit, so you can subtract that out.
2. Coil B is running at +10% of it's normal voltage.
So...
507 (Total of all coils) - 159 (Coil D) + 12 (10% of Coil B) = 360
If you think that's hard, that was actually the simplified version, just ask my beta testers. :ebil:
Dafydd on 25/4/2012 at 01:57
Brethren, I currently have two unchecked objectives:
* I think it's pretty obvious that I don't want to get Basso killed.
* That fire looks unstable. I better finish all my other tasks before bringing Basso through.
Prior to going through the barricade, I believe I had two other objectives unchecked:
* Looks like I need to get out of The City fast. By boat seems to be the best way.
* Alright, now to get Basso on board that ship, below deck would be safest.
Every other objective was completed and checked off: Find out, navigate, food, money, coordinates, the way to the Docks, inventor, disable power, sextant et al, all weapons stashes.
Dafydd
Dafydd on 25/4/2012 at 02:08
One possibility; when I took Basso through the barricade, I used this route:
From the gate into the Docks, I carried him through the fire (having earlier doused some of the flames with the water bucket) to the point where I could see the zombies milling about near the door with the weapon locker (which I had already looted earlier).
Thence I roped up the wall at my back and walked atop various walls until I came to the buildings whose roofs had the carpet texture. I walked along them to the rocks.
I slid down the rocks, went up and over a couple of pinnacles, and down to the ground right next to the water in which the ship awaited.
I crept along the very edge of the land, mantled onto the gangplank, and went aboard. When I dropped him below decks, that objective did indeed tick off.
I'm wondering if the mission somehow did not detect that I had actually carried Basso successfully from the Docks gate to the ship. Does it detect that Basso was carried through the barricade by noting his presence further down from where I roped up, like in the zombie mosh pit or inside the dock area near the drunkard captain's pub? If so, I might have bypassed the trigger that would have checked off the objective not to take him through the barricade until all other objectives are complete.
(I have no idea; I'm just guessing!)
Are things supposed to collapse behind me as I carry Basso through? I don't remember anything like that happening.
Dafydd
Renault on 25/4/2012 at 03:10
Dafydd - someone else had this problem, there is an invisible AI just past the fire, at the top of the stairs that should "see" Basso and deactivate the "fire looks unstable" objective. Obviously that didn't happen for you. You could try taking Basso back there and see if it works like it should, but the last person this happened to didn't have any luck trying. I don't know what causes this, none of my beta testers had any problems here.
Edit: Here's a (
http://www.southquarter.com/bh1a.jpg) pic of where the invisible AI is. You can see in the background that after the AI sees Basso, the fire will collapse and a crate will block your way back.
Dafydd on 25/4/2012 at 07:11
Well, it shouldn't be that difficult, Breth; I can go back to an earlier save just before hoisting Basso onto my shoulders, and this time I'll loiter for a bit and let him (her?) get a good look at me!
Then I'll repeat my previous trek, and all should be well.
Dafydd
Edit 1: Crimenentalies! I went back to a save before I ever took Bassoon through the fire. I lugged him through it, down to the stairs, and all the way down and into the room on the right... and still that blasted auditor didn't see me or check off that objective!
I even tried running right through the zombie scrum, Basso on my shoulders, running round and round until they finally pulled me down... but at no time did that objective get checked off.
How far exactly need I go before Mr. Invisible Observer admits that I went through the fire? Yeesh.
Edit 2: For that matter, even when I went through the first time, I had to come out the exit from the fire area to the stairs, before I could turn around and climb my rope arrow (which I had conveniently left dangling from when I was taffing around there earlier). Why didn't IO see me that time? I must've walked right in front of him.
Maybe he had turned around to face the wall for some unfathomable reason? I'll try dropping Basso and picking him up a couple of times.
Edit 3: Nope; nada. It seems that nothing will make IO see me and Baboon.
I don't think it was caused by my circuitous route to ghost this mission (which I did, except for the two explosions, of course -- which are mandatory!) I think there's something wrong with the Invisible Observer.
Edit 4: Is the IO connected to that human AI dressed in blue that I saw in the blue room? I don't remember exactly where it was, but I saw him when I was roofing to get to the hot tub secret -- he was down there with an electric thingie and some other stuff that looked like it was to be teleported in later, or else had already been teleported in, perhaps in exchange for another. (Now that I think about it, the electrical antenna thing next to the gate from Southquarter into Stonemarket wasn't sparking when I first saw it; then when I did what I'm supposed to do, it was sparking. I'm guessing the old antenna was teleported out and the new, sparking one was teleported in.)
So was the guy in blue supposed to be teleported to the top of the stairs and made invisible and insubstantial at some point? I don't know whether he's still there; I certainly didn't molest him.
Aha! I remember when I was in the area near the old captain's tavern, I ended up on the roof of some building. Below me was a frobbable wooden plank -- the gang plank? -- which went from sloping up to lying flat when frobbed, and also a couple of floating buttons, which I probably pressed. (I can't help it; to paraphrase Ringo, I'm a born button-presser!)
Could those buttons have screwed up the sequence that leads to the IO observing me coming through the passage with Basso?
Maybe you could ask the other person who had that trouble if he or she also found and poked those two buttons. If that's the problem, then just moving them to somewhere more inaccessible might solve the problem. Or making them invisible, to remove temptation from curious taffers... :eek:
Edit 5: So what did I miss at the very end? What's supposed to happen when I spin the wheel on the ship? Does it sail out to sea, or does the game just end?
If I had been beta testing, I would have made a couple of suggestions. Two objectives are mandatory ghost busts, but they could have been avoided. For killing the power in Southquarter, the electrical explosion could have been made quiet enough that, if the AI were all out of the immediate gate area, they wouldn't hear it.
And for the main explosion opening the path to the Docks, I had what I think is a super cool idea. Even though I waited until no zombie was in sight, they still all heard it and came running (well, quick shuffling).
So what if the readable that mentions the explosives also noted that if the explosion is to occur in a crowded area, the sound can be suppressed by a "muffling pad," which is described as "similar to a mattress." Then you could include a couple of loose mattresses somewhere that go into inventory.
If a player is ghosting, he can drop a mattress over each barrel, which would reduce the noise to the point where a zombie would only hear it if he's within, say, ten feet. Otherwise, he's not alerted. (And if the player isn't ghosting, he can just do it the normal way, and to heck with the zombies!)
-- DaH
Cardia on 25/4/2012 at 09:10
Quote Posted by Brethren
Here's the "code" for the power system for anyone who had difficulty getting it:
Add numbers for all coils: 87 + 120 + 141 + 159 = 507
The status report (in the area above the keypad) mentions two important things:
1. Coil D is on an isolated circuit, so you can subtract that out.
2. Coil B is running at +10% of it's normal voltage.
So...
507 (Total of all coils) - 159 (Coil D) + 12 (10% of Coil B) = 360If you think that's hard, that was actually the simplified version, just ask my beta testers. :ebil:
i hate to admit but i´m terrible with math and not to mention that i still have difficulties to understand some English Words...come on Mike you should have made the gameplay more acessible for "Normal" difficult mode :sweat:...still thanks for the mission.:cheeky: