OldMeat on 24/1/2010 at 05:19
I am still stuck on night 3.
I do not know where to find the Red Stone Key to get the smoke shadow's lair, which earlier I confused with some kind of wind witch. I know where to open it I just do not know where the key is.
Also is their any way to defeat that floating little whispy cloud critter in the windy gardens that shoots purple fire particles? I usually just try to avoid it but I would like to get rid of it if I could.
OldMeat on 24/1/2010 at 05:33
Am I confusing the thieve's guild hideout in night 2 for a place they were just robbing? Not to be confused with the old mill hideout in night 3, but I got in there by using a grate up near the rafters in the basement of Hobb's. I assumed Hobb's was some kind of front for thievy storage and fence.
BTW can anyone tell me how to left justify these posts. It is kind of annoying to see other's and my posts put in columns. I tried using the align left button, but it does not work.
Lady Rowena on 24/1/2010 at 05:39
Quote Posted by OldMeat
I am still stuck on night 3.
I do not know where to find the
Red Stone Key to get the smoke shadow's lair, which earlier I confused with some kind of wind witch. I know where to open it I just do not know where the key is.Also
is their any way to defeat that floating little whispy cloud critter in the windy gardens that shoots purple fire particles? I usually just try to avoid it but I would like to get rid of it if I could.Are you speaking about the
wisp that is BEFORE entering the big mouth and the first teleporter?It is neutral as long you don't
threat those grey ladies. Once it's alerted you can kill it both with arrows and the sword. It's difficult though, because it's so small.As for the key
it's in a rock tunnel that goes from the dead forest to the area where the rock door that opens with the red key.
It lies on a stone near a cryman idol.
Lady Rowena on 24/1/2010 at 05:47
Quote Posted by OldMeat
I assumed Hobb's was some kind of front for thievy storage and fence. [quote/]
Yes, he was. :)
Quote:
BTW can anyone tell me how to left justify these posts. It is kind of annoying to see other's and my posts put in columns. I tried using the align left button, but it does not work.
LOL, it bugged me too. It returned normal for me when I "enlarged" the screen. (no bookmarks bar, if you have Firefox)
OldMeat on 24/1/2010 at 05:52
Quote Posted by Lady Rowena
Are you speaking about the
wisp that is BEFORE entering the big mouth and the first teleporter?Yes,
but it is too late, I already attacked the floating ladies and put them to a further rest. Next time I play this
I will just try to avoid them, or decoy them elsewhere.Thank you for the information.
Lady Rowena on 24/1/2010 at 07:12
Quote Posted by theBlackman
I don't know about OldMeat, but I got in from the plaza where the wine shop is the first time when I was Beta Testing.
I faked out the guard with a broadhead to the far corner where the Grate is to the area behind the dancers, ducked in and turned right, ran into the shadows while everybody was investigating the noise. From there I made it to the back window or whatever and got in the Antique/Art shop that way.
Honestly, I don't remember, but In the final version you couldn't
open that window from outside. The only way to enter the art dealer was the burrick stables.Thinking well about it, it was a little misleading, because the player could think that
there was nothing else to do there but releasing the baby burrick.
Simbad on 8/2/2010 at 09:17
I started to play the Seven sisters and I just finished Night One. It's a superb mission and the author deserves standing ovations.
There were some features that I really consider beautiful (regarding the thinking strategy of the player). For example,
the clockmen shop that I've missed during the mission.
The location of the shop, being close to the Mechanist Cathedral, guarded by the surveillance mechanical devices, it didn't stimulate the player to explore the area before deactivating of the devices. After resolving the objectives inside the Cathedral, following Basso and all that, it's very easy to miss the open window.
So, very well placed, from a strategic point of view.
The same with one of the secret
the one with the ladder that get from the canal on top of the bridge.
Very unexpected. I missed it too, during my play. Only after incomplete secrets count I realize that there was some unfinished business. And I solved the puzzle with the help of a Loot list posted somewhere on the net.
Hit Deity on 9/2/2010 at 16:20
I feel so small. It doesn't happen very often that I play a mission that just completely blows me away...
Still on night one, but...whoa! I was hoping to get a little Dromeding done, but it won't be happening for a while. Simply amazing.
The Seven Sisters is now in my Top 5 favorite FMs.
Gotta get back to playing. I've got goosebumps.
SlyFoxx on 9/2/2010 at 18:35
I replayed it last week. SS is certainly one of the crown jewels of fan missions. It would be one of the greats just for the gameplay but when you add the fantastic brush work and realistic settings you've got one for the ages.
Hit Deity on 9/2/2010 at 22:38
I really enjoyed your Unnecessary Risk, SlyFoxx. I started Fletcher's by mistake, first, and immediately went back to UR as soon as I realized it. Topnotch work there. Thoroughly enjoyed it. Especially all the little secrets and messages and such. And the conversations...too funny.
Unfortunately, I went back to T7S and can't quit!!