bukary on 2/11/2009 at 00:15
Demagogue, did you open the door to Orithil's Wares? I need help here. :)
demagogue on 2/11/2009 at 00:20
Quote Posted by bukary
Demagogue, did you open the door to Orithil's Wares? I need help here. :)
The key to his door is
I believe in the Old City, upstairs in one of the apartments, but my memory is shaky. It's someplace like that, i.e., a room inside some place you have to get access to, not open in the city from the start. Edit: I don't trust my memory; look at Tanner's post below. (Anyway, IIRC, I think the room itself isn't necessary to make progess; there's just more loot and stuff in there.)
Lawviz on 2/11/2009 at 00:21
I think those wanderers in the mountain maze are of the undead type since they bled black blood and still groan when you whack them with the sword when they are "down". The 2 flashbombs I picked up seem to permanently kill them when they were struck down (makes some sort of hissing noise).
-I found a way to get into town without checking the "get to port" objective. I just climbed on top of the wall and hopped over. It seems you only check the objective when you're passing the gate, and not the general "i got into the city" =D
-Also able to get a few whacks in to the shadow who was right in front of the bars when descending the mountain elevator:cool:
-Also wondering why it lags so much on this fm compared to equilibrium, where the keepers also disappear in shadows?
bukary on 2/11/2009 at 00:22
Quote Posted by demagogue
The key to his door is
I believe in the Old City, upstairs in one of the apartments, but my memory is shaky. (Anyway, IIRC, I think the room itself isn't necessary to make progess; there's just more loot and stuff in there.) I found the diary that mentions this key in the attic there but I still do not know where the key is. And I need more loot to fulfill the objective. :(
Tannar on 2/11/2009 at 00:31
Quote Posted by bukary
Demagogue, did you open the door to Orithil's Wares? I need help here. :)
Next to the
entrance to old town on Laminum Street there is a barrel and some crates. Climb up.
Azaran on 2/11/2009 at 02:27
Hi.
Awesome mission (aside from extreme chop and lagging like I've never experienced before :(. )
But I'm stuck now.
First, I'm looking for the Mountain gate key. I checked the child's room (the one with the music box and the hanged dude) and couldn't find any key :(.
Second question: How do I open the trap door in Quintus' house (the one next to his bed), and where's the key to the wall safe?
Thanks
Azaran
Unkillable Cat on 2/11/2009 at 03:03
Finally finished playing through this mission.
It is badly in need of...how should I say this...code optimization. Standing in the right spot (which isn't very hard to do) and looking in a certain direction crashes the mission outright. Normally just a few items disappear from view, but in this mission it's CTD, do not pass go and forget about the money.
The city layout is excellent (though I got a little frustrated at all the invisible walls that acted as barriers) and how you build up suspense is fantastic. Revealing that the best defense against the monsters is light, and then having loads of light sources for us to light, even long before we even encounter one of them! Though I have to express disappointment in the mission structure itself - the mission barely amounts to more than a keyhunt, and judging by people asking for help in this thread, needlessly complex. Also, spawning new enemies into a pre-explored (and possibly pre-cleaned) area, just because you'll have to backtrack through there at a key moment...it's a bad idea. It's one of the laziest design ideas in existence, and completely spoils the mood.
In my books, everything points to this mission being released prematurely. It's a solid mission but it falls just short of being one of the all-time classics.
HipBreaker on 2/11/2009 at 03:11
Quote Posted by Unkillable Cat
Finally finished playing through this mission.
It is badly in need of...how should I say this...code optimization. Standing in the right spot (which isn't very hard to do) and looking in a certain direction crashes the mission outright. Normally just a few items disappear from view, but in this mission it's CTD, do not pass go and forget about the money.
The city layout is excellent (though I got a little frustrated at all the invisible walls that acted as barriers) and how you build up suspense is fantastic.
Revealing that the best defense against the monsters is light, and then having loads of light sources for us to light, even long before we even encounter one of them! Though I have to express disappointment in the mission structure itself - the mission barely amounts to more than a keyhunt, and judging by people asking for help in this thread, needlessly complex.
Also, spawning new enemies into a pre-explored (and possibly pre-cleaned) area, just because you'll have to backtrack through there at a key moment...it's a bad idea. It's one of the laziest design ideas in existence, and completely spoils the mood.In my books, everything points to this mission being released prematurely. It's a solid mission but it falls just short of being one of the all-time classics.
For the CTD, where were you standing?
Thanks for the honest review.
CaptSyn on 2/11/2009 at 05:34
I normally keep my mouth shut about fan missions whether I like them or not, but this one is really pissing me off.
It looks like there's plenty of places I need or want to explore but:
1. There's apparently no rope arrows.
2. 95% of the surfaces can't be mantled. Either there's pipes intentionally placed in the way or the ability is simply broken/removed. What good is Garrett when he's stuck on the ground?
3. Invisible barriers everywhere. In some cases, this (combined with not being able to mantle) makes crate stacking pretty much useless. Also, getting stuck in what looks like a clear space is very frustrating.
4. New uses for items and no readable to inform the player, in this case tinderbox flares. If there is a readable telling the player about the new use, I haven't found it. At any rate, it doesn't make sense that it can be used to burn down a barrier, but not light candles and torches. And I wouldn't have known about burning down the barrier if I hadn't read this entire thread.
These things make an FM feel very unfinished and unplayable.
The author has a good concept in needing to avoid darkness and light the place up as much as possible. Makes me feel like there's an impending zombie attack or something.
But with the problems in this FM, Garrett might as well be in a wheelchair.
Azaran on 2/11/2009 at 05:43
I've now found my first adversary in the mission: the haunt at the electrical factory in the Old Town. Unfortunately, I'm unable to keep playing, as the chop and lagging has increased to an intolerable point; the game is almost completely frozen :(. Someone really needs to do something about this - I lowered my resolution to the minimum, removed my EP, and all the effects, and it doesn't change a thing :nono:.