Nightwalker on 3/11/2005 at 14:27
Yes but I don't think it's accessible on all difficulty settings. It's been too long since I played this one obviously.
belboz on 5/11/2005 at 08:38
The lever in the bar is what was there in the previous mission to open the cellar, and as part of the sewer system in this part goes through the cellar, the cellar don't exist, but the cosmetic lever does.
Nightwalker on 5/11/2005 at 14:19
Thanks, belboz. I mixed it up with Errand boy. If I'd been at home, I would have checked and realized but I didn't have access to any of my mission saves or notes.
Clock on 5/11/2005 at 16:19
hmmmm...I don't seem to have Errand Boy in my list of FM's ! For continuity sake, I now have to go back and start this story from the beginning....which means playing Errand Boy, right?
Nightwalker on 5/11/2005 at 16:40
Yes, most definitely. It's an excellent FM and you wouldn't want to miss it.
Clock on 7/11/2005 at 06:18
Actually, I HAVE done this mission before, but did it again anyway. Now, the map for shore leave makes sense. But I still don't have Shore Leave completely understood.
marker98 on 26/12/2005 at 00:33
I'm playing on expert.....made it to sub, used transporter to get back to town.....read note on what to do when I get there, but now I see i need something to get key to appear.....[SPOILER]I can see i need some flowers for the grave, but I don't remember see any flowers, that i could pickup[/SPOILER].....can anyone point me in the right direction.....I tried several searches, but couldn't find a tread, that said where to find what i'm looking for.....thanks for any help....mark
Nightwalker on 26/12/2005 at 04:09
They're in an upper floor apartment. You can get into it by rope arrowing up to some wooden ledges that run around one of the buildings.
Zephriel on 2/8/2006 at 21:12
Greets!
I've been going through some of the older fan missions lately, and I've found a couple places in The Trickster's Gem Mine: Shore Leave & Up Shit Creek where I can't get to or activate the things needing activating.
One is in the inn at the beginning-- there's a lever under the bar that is, I gather, supposed to activate a trapdoor in the back room, but cannot for the life of me get the switch to hilight.
The others are both in one of the warehouses (though at the moment I can't recall which one-- Kavil's, I think-- where there's a pair of crate-filled rooms; getting to the back of the second room requires climbing over a crate. In a gap above another crate, there's a steel plate/door set into the ceiling. I cannot for the life of me get into the space below it to get to the door to lockpick it.
There's aother crate in there somewhere (might be the Mechanist's warehouse?) where there's a crate with a metal lid. It's locked, refuses to accept lockpicks, and there's nowhere I can stand to open it.
I'm one skull short, too, and while I suspect how they're supposed to be used, I'm not absolutely certain.
Can anyone offer any hints, nudges, suggestions, or glitch-fixes for this, please?
Thanks much in advance.
Shadows protect,
Zephriel
Nightwalker on 2/8/2006 at 21:25
You'll find that some things only work on one difficulty setting and not the others. I think the lever under the bar was used in Errand Boy and is not active in this mission, though I'm not positive about that.
The steel plate thing is a way into the warehouse. You can find it by searching for second floor windows out on the streets nearby, if I recall correctly.
I don't remember that particular crate, though.
If you tell me which skulls you've got, I can tell you where to find the missing one. Then, if you can't figure out to do with them, post again and I'll give you a nudge.