glwhalen on 30/10/2005 at 00:15
Like mol I'm stuck. I've gotten most of the objectives and am nearing the conclusion
[SPOILER]I have put out the flames, opened the frobbable painting with the fire arrow (nw room with 2 tables w/chairs), and have gone into the hallway (many turns) which had once been "blocked" by the transporter doorways. Though this is a new area, from what I've read it's meaningless. The door that seems to be in this hall isn't really a door. OK. Just prior to the room where I burned the plant is an open door, but that door has been open for quite some time. I found a note in it earlier I think. I see no switch inside of it. So where is the door behind which is a switch that opens up two other doors???[/SPOILER]
Help. I am befuddled. And please be specific.
van HellSing on 30/10/2005 at 06:50
[spoiler]Go to the area behind the transporter doors. A part of the wall there (not the obvious door) is frobbable.[/spoiler]
Dafydd on 8/5/2006 at 10:27
I've done everything except the loot (and except leaving, of course, though I've been outside many times). I only have 73%, and I need 90%.
There are two chests I cannot open with either of the two keys I have: a chest in the room across the hall from the library upstairs, where the walking statutes are; and a chest in the room just down the half-flight of stairs next to the display room.
I've got the rope arrows (and the pitiful 25 gold purse en route "up" to the other side of the flipped-over room), but none of the inverted display cases in the display room seems to contain anything that gleams.
There is also a button whose function eludes me; it's on the fireplace next to the front door of the castle, the fireplace with the seemingly unquenchable fire. What does this do?
This is really frustrating... I've done all the hard stuff, but I just can't find enough loot to finish!
Thanks,
Dafydd
ascottk on 8/5/2006 at 17:04
Quote Posted by Dafydd
I've done everything except the loot (and except leaving, of course, though I've been outside many times). I only have 73%, and I need 90%.
There are two chests I cannot open with either of the two keys I have:
a chest in the room across the hall from the library upstairs, where the walking statutes are; and a chest in the room just down the half-flight of stairs next to the display room.
Inventory keys make their premier in this fm. You need to select the key using the mouse wheel or (typically) "[]", then use them like you're using a bomb while close to whatever you want to open (not a right click/frob).
Quote:
I've got the rope arrows (and the pitiful 25 gold purse en route "up" to the other side of the flipped-over room), but none of the inverted display cases in the display room seems to contain anything that gleams.
That pitiful 25 gold purse
was attached to the guy that fell in that room so I'll never know where it'll end up. The inverted display cases are only for show. There's also a chest near the entrance (first floor) if you didn't get that already. There's also this thread:
(
http://www.ttlg.com/forums/showthread.php?t=100009)
A couple other places to check
library, toilet, roof with the everlasting fires (or whatever I called them).Quote:
There is also
a button whose function eludes me; it's on the fireplace next to the front door of the castle, the fireplace with the seemingly unquenchable fire. What does this do?
Opens a hidden door in the west.
Esme on 8/5/2006 at 17:41
I'm enjoying this mission but I'm about to restart it for the third time because I seem to be breaking the scripting probably because I persist in being ornery and doing things my way
first time I went in through <span class="spoiler">the Kurshok crypt</span> and started cleaning out the place from top to bottom <span class="spoiler">I woke the sleeper, found laramels mirror & ko'd the two roaming enforcers</span> then I found <span class="spoiler">laramels note</span> and half my objectives suddenly uncompleted themselves, chunks of inventory went away and <span class="spoiler">the sleeper was nowhere to be found</span>
so I restarted
this time I <span class="spoiler">took out the two enforcers and the kurshok</span> then I made a beeline for <span class="spoiler">laramels note</span> picked up the new objective and wandered into the <span class="spoiler">architects office and picked up the inkpot to open the hidden passage</span> however instead of going that way I wandered out into the corridor and found <span class="spoiler">the door to the sleeper was open</span> so I had a look in there picked up some loot turned around and found I couldn't get back into the <span class="spoiler">architects office and use the hidden passage to the zombie room</span> now I'm stuck in the corridor with the door to the <span class="spoiler">sleeper</span> being the only one that works
The readme says version 1.1 23rd October 2005 could I have picked up a slightly dodgy version with a fault in the scripts or can I really not go where I want when I want
EDIT -------
DUH - colour me embarrassed, the door to the <span class="spoiler">exhibit room</span> was open so I went in there came back down to the <span class="spoiler">architects office and the door was open this time so I went and got the mirror</span> sorry
Dafydd on 8/5/2006 at 20:40
Quote Posted by ascottk
Inventory keys make their premier in this fm. You need to select the key using the mouse wheel or (typically) "[]", then use them like you're using a bomb while close to whatever you want to open (not a right click/frob).
I know how to use the keys. I mean I get the "click and miss" sound, rather than the "chest unlocked" sound. And the chests remain locked.
Quote Posted by ascottk
library, toilet, roof with the everlasting fires (or whatever I called them).I got all three of those. And I think I said I already got the purse, along with the arrows; wasn't asking where it was! :tsktsk:
I need other loot than those... and I can't get those chests to open, even using the keys as you said (which I already knew from another FM): select key in inventory, highlight chest, press the "Use" key on my keyboard. I have two keys, is there a third?
Is there any loot in the initial area with the gill-headed guy walking around? I was more or less ghosting, but I think I'll go back and start KOing "people" (meaning the gill guy and the ghost enforcers). If I can.
Edit: Aha, problem solved: I didn't realize there were lockpicks in this mission. I went back and found them, then had no difficulty opening the chests and getting just enough to finish.
Dafydd
Esme on 10/5/2006 at 10:29
Quote Posted by Esme
I'm enjoying this mission but I'm about to restart it for the third time because I seem to be breaking the scripting probably because I persist in being ornery and doing things my way
first time I went in through <span class="spoiler">the Kurshok crypt</span> and started cleaning out the place from top to bottom <span class="spoiler">I woke the sleeper, found laramels mirror & ko'd the two roaming enforcers</span> then I found <span class="spoiler">laramels note</span> and half my objectives suddenly uncompleted themselves, chunks of inventory went away and <span class="spoiler">the sleeper was nowhere to be found</span>
so I restarted
this time I <span class="spoiler">took out the two enforcers and the kurshok</span> then I made a beeline for <span class="spoiler">laramels note</span> picked up the new objective and wandered into the <span class="spoiler">architects office and picked up the inkpot to open the hidden passage</span> however instead of going that way I wandered out into the corridor and found <span class="spoiler">the door to the sleeper was open</span> so I had a look in there picked up some loot turned around and found I couldn't get back into the <span class="spoiler">architects office and use the hidden passage to the zombie room</span> now I'm stuck in the corridor with the door to the <span class="spoiler">sleeper</span> being the only one that works
The readme says version 1.1 23rd October 2005 could I have picked up a slightly dodgy version with a fault in the scripts or can I really not go where I want when I want
EDIT -------
DUH - colour me embarrassed, the door to the <span class="spoiler">exhibit room</span> was open so I went in there came back down to the <span class="spoiler">architects office and the door was open this time so I went and got the mirror</span> sorry
Right finished it :thumb: excellent mission despite my false starts
Just a thought, would it be possible to make critical items non frobbable until the scripts get kicked off with <span class="spoiler">laramels note</span> that way it wouldn't matter what order things get done in as it would not be possible to complete any objectives until it was found
Esme on 10/5/2006 at 11:56
oooo one thing I found after this excellent mission finished .... I found myself in Garrets apartment ... and I still had <span class="spoiler">rope arrows</span> :cheeky: so I naturally went looking for places to use 'em :ebil:
sadly there weren't that many places I cound find :devil:
a lot of the stuff that looked like it could be used wasn't actually there :confused: like the balcony in front of orlands office in terces square ... d*mn shame I always wanted to get in there from the first time I saw it :(
I even considered playing through so I could get to the docks with all those nice buildings I couldn't access before :ebil: but I didn't have the <span class="spoiler">opal to sell to bertha</span> and couldn't trigger the rest of the mission :(
but in the few places I did find they worked quite well, animation was good, <span class="spoiler">the rope was climbable, but it didn't disappear once the arrow was removed</span> but you can't have everything I guess
Don't suppose you'd consider putting the opal into the mission as part of the loot so I could try the rest of T : DS with <span class="spoiler">rope arrows</span> :ebil:
ascottk on 10/5/2006 at 16:06
Quote Posted by Esme
oooo one thing I found after this excellent mission finished .... I found myself in Garrets apartment ...
and I still had <span class="spoiler">rope arrows</span> :cheeky: so I naturally went looking for places to use 'em :ebil:
I even considered playing through so I could get to the docks with all those nice buildings I couldn't access before :ebil: but I didn't have the <span class="spoiler">opal to sell to bertha</span> and couldn't trigger the rest of the mission :(
but in the few places I did find they worked quite well, animation was good, <span class="spoiler">the rope was climbable, but it didn't disappear once the arrow was removed</span> but you can't have everything I guessl:
:laff: I never thought about that! I experimented with the docks at one point, because that map has the most wood. It allowed me to go places I couldn't otherwise.
tiger@sound.net on 31/5/2006 at 08:46
Quote Posted by ascottk
:laff: I never thought about that! I experimented with the docks at one point, because that map has the most wood. It allowed me to go places I couldn't otherwise.
I had a great time training with your rope-arrows, while in that sideways version of that basement Banquet Hall, now without its Kurshok creature. (And for those who need to know, the path to that sideways area started at the north wall's hidden-doorway, within that first-floor museum area that has those 2 tank-like walking vehicles.) And about getting down to Krellek, look for anything below to jump to or to slide on, to slow your descent and then simply treat those sideways-stairs like a "slippery ladder" and sort of "belly-up to it" to get down it, you might say. ;)But, like Esme said,
how does one get past the "Give the Bloodline Opal to Bertha" Objective?
(After all, we will have to defeat certain days to finally get to the Docks.)
Unless, , , we can simply add your rope-arrow mod to our current T3 game?
:angel:
(But Garrett owning it, without a map-change or a special savegame, might be a big problem?)
BTW, this doesn't seem to help with satisfying any objectives or settings Days?
(
http://ttlg.com/forums/showthread.php?t=102765&highlight=DebugMenu) T3Menu.ini
(And yes, GL simply loves to "adjust" my normal game-settings and minor ini mods like the one, above, all the bloody time. So I simply back them up, so I can fix them up, again and then "play on".) :rolleyes: