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Tonweya

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Everything posted by Tonweya

  1. Depending upon your definition of the word, "First"... Talk to Bonnie, Clara's daughter in Clara's boarding house. She will give you several Quests. Next, talk to everyone in the town, including the Messenger boy, Grover. Next, check each of the residences along the road heading east on Lohkit Island That will provide a couple more quests. You will have begun on Lohkit Island and then work your way east, crossing a bridge to the Main Land. In this adventure, the Author, "Shy Guy", will have you acquire all the Mage Spells, all the Priest Spells, and All the Alchemistical Recipes and Ingredients, while working out the Story-Line. * Take note of the names he's given to the NPC characters. Unscramble the letters. me P.S. Don't throw away your notes from this Scenario because the Author uses a lot of the components in AC-3. That is, he ties together the three Scenarios.
  2. I could also add that the numbers you receive will be for the entire Outdoor Map Grid; a cumulative number. That is; if you have a Grid of four sections by four sections and each section is 48, (0 - 47), squares by 48, (0 - 47), squares, then the numbers you receive will be for one large square 192, (0 - 188), squares by 192, (0 - 188) squares. If you received a message saying, "You are Outdoors at '52, 60" then you are in the Outdoor Section, 1, 1. me
  3. I stand corrected. Because I don't trust "memory" or "think", especially at this age, I looked up abilities in the documentation. Soulsucker: When it hits, the Wielder is healed. Regardless of what the Author calls the Weapon, they can set the Weapon's Ability Strength on a scale of 1 to 10 above and beyond its Level, Awkwardness, Bonus, etc. Therefore, each time the Party Member hits the opponent, they are healed to the degree of the Weapon's Ability. me
  4. As Mystic said, Draining Weapons or Ammunition use up extra Ammunition. IIRC, Soulsucker type Weapons drain extra Health Points from the Enemy. The amount of damage depends on the Ability Strength of the Item. me
  5. FWIW: Seeing the recent registration date, you might want to take a look at "True Site For Blades". The Host of that site has done a really great job of obtaining and posting anything and everything about these Scenarios. me
  6. Just my opinion, but... I don't feel that BoE, or any of the Exile Games, were meant to incorporate Mega-Everything. I'm not attempting to discourage any of the ideas posted here, but feel that if Players want to create Scenarios that reflect these characteristics, then there should be an additional Rating Designation that would indicate to the potential Player what these Characteristics are. Perhaps a Rating similar to the standard "G", "PG", "R", or "X" ratings, and/or an addition to the "Easy", "Hard", etc. ratings would suffice. Although I did play and enjoy the Scenario, "doommoon.zip", some time ago, I felt that it departed from the traditional style of the Exile Games significantly and would probably have placed it well down on my "To Do" list had I realized what would occur in the Story-Line. Again, this is just my personal opinion, but if major modifications to the Playing Style of new Scenarios are being discussed here, I'm just suggesting that any potential Author might want to advise the potential Players what they should expect to encounter in their Scenario. me
  7. 'twould seem to me that is how we go after the Monsters, so that would be how they would come after us. Don't we go after the Lich rather than the Ghouls and Zombies? Wouldn't you expect the Ghouls and Zombies to come after us before any summoned, (friendly), Monsters? Makes sense to me. Fair's fair, (in love and war). me
  8. And my sincere thanks to the Older Guard for all they have given to us. Hopefully, one flickering candle will keep the way lit for a New Guard. ;^} tx, me
  9. You may have hit the nail on the noggin. A short while back, another Player had a similar problem. There was a 'bad' version still out there somewhere. As a result both "Traci's Tru-Site for Blades" and "Kenandon's Archive" verified that they have the most recent and up to date version of this Scenario. Go to either Site, download the Scenario and look at the Outdoor Section to verify the two BoE Specials on the edge of the mountain range. (I could e-mail you the scenario, but it's much easier and faster to download it from either of these two WebSite Archives.) Once done, you shouldn't have any more troubles. me
  10. If you've just learned about the stick on the brazier, it sounds like you haven't played the other Scenarios by Alcritas. This manner of Teleportation is in several. Although this is a complex Scenario, so are most of the others and playing them in his recommended order, really makes much more sense than just treating this, or any other, as "just another game". * FWIW; it's highly recommended. N-E-ways... It also sounds like you understand how to use the new BoE Editor, so... Open the Editor, load, "falling.exs" and select outdoor section "2, 2", then "Edit Outdoor Terrain". Using the numeric keypad, move east and you'll see the two BoE Specials on the Wall of the Mountain. On the Editor Selector Pad, (or whatever it's called), click on the single dot which puts you in the "Edit" Mode. Now, click on either of the two BoE Specials and you'll get a Message Window with what those two Specials do. I presume you understand all this, but this is where you'll find what is necessary to access the Cave. me
  11. From what you initially stated, you've resolved the puzzle to Simon's Estate by having the key to the locked room. It's important that you possess the key because it you leave this 'town', it will revert to it's 'normal' state and when you return, you won't be able to advance. Once you have the key, go outside and walk east. You'll leave the 'town' and be in a small section of the Outdoors. Walk east and search the wall of the mountains at approximately 27, 22&23. As stated before, if you have Krug, you will get the conversation and a Cave Entrance will be just east of that location. Do the conversation there, leave and re-enter Simon's Estate and then use the key to enter the locked room to leave the area. Hope this helps, me
  12. Yes. First, IMNSHO, you should have Krug and Raven added to your party if/when you have the opportunity. Each of them are necessary to accomplish a couple of items in the Scenario. If you have Krug in your Party, he will mention that there might be a cavern to the east. If you do not have him, then you must have some "Cave Lore" and it's a 75% chance that you'll notice it if you search the Mountain Wall to the east. FWIW: I do love this Scenario. Not only are there a lot of things to find and do, but it says loads about the human condition. ;^} me
  13. Assuming you're talking about the "Branches", aren't all puzzles ridiculous? That's what they're supposed to be, brain teasers. N-E-wayz... the reason for writing this is - while playing "pick up sticks", did you miss the small cave to the east? me
  14. It happens, not too often, thankfully. When I'm playing a Scenario the first time, for enjoyment, I'll chase moving NPC's often just to see if they have something to say. I try to speak to every one there is, look at every container and often make myself crazy bumping walls looking for secret passages. The Editor gives an Author the ability to "fence in" an NPC, but not all Authors, especially new ones, realize it. There are a lot of possibilities with the Editor and I'm sure that even the experienced Authors come up with new ideas when they're writing something. N-E-wayz... Glad you're back in business. me
  15. Sorry it took so long to respond to this. I had not 'yet' played this Scenario and have been temporarily busy. If you haven't yet found Millard, he and his two dogs should be around 34, 44, just east of the river that flows through the town, N/S. I don't see any reason that he would not be visible either. If you still haven't found him, let me know. I started playing this Scenario just to be able to answer your question and to add this Scenario to the 'collection'. me
  16. k, Let's see if any of this makes sense, or helps some. In his “Hints” the Author explains that you are first given a task to clear out an area and then suggests that you investigate the entire countryside, before actually taking on the “Main Quest”. You will start in a town named, “Lotegn”, in the northwest of the ‘World of Rahaxy’. From there, I worked my way south in the west section, north in the center section and then south again in the east section. By then I felt I had learned enough about all the areas so I would know where to go as the Story Line developed. I'm just asking if you did explore the entire countryside and keep notes of who, and what you learned. Taking notes is VERY important. Hoping that the previous reply was of some help, here's what should be the answer/help to "Anvie's Shop. In Dosquet, you'll find that Anvie's Shop is locked. @ 18, 28: Mess, speak with "Cookie" at 12, 20 and ask about "Anvie". He'll tell you she has a boyfriend somewhere in Rahaxy. Again, still in Dosquet, @34, 43: Port Authority, speak with Walter @ 35, 39. Ask, "Anvie" and he'll tell you they've been business partners, and to mention his name. Ask, "Carlo" and he suddenly becomes quiet, scribbles something on a piece of paper and hands it to you, saying, "Please leave now". Read the note, (Special Items, "Use" it). Return to Dosquet and Anvie's Shop; it should now be open for you. Search everything you can, including a Knitting Basket @ 12, 37. In the basket, you'll find, (and take), a Six-Sided Stick and a Tape Measure. Again, in your Special Items, "Use" them. They are a Puzzle. If you have a problem with it, give a whistle. Lastly, I'm sorry I was slow getting back, but the Garage is coming along very nicely. ;^} me
  17. re: Dame Alana. If you talked to Dame Alana she should have told you about the people who "found some kind of artifact - an animal skin of some kind. They built an altar over it, and then built this fort around the altar. If you sanctify the altar and destroy the animal skin, you will also destroy this cult. Then I will finally be able to escape." re: Countess of Lemurie. Go to Plaingate and free Duke Carlo. She gives you a key to the Prison. After you have freed him, take him to Cedar Haven, her house on the Isle de St. Simon. It is on the other side of Lake Soleil. Use that house as a base. You will be able to store items there and rest up. In order to get in, you need to go to the little hut near the house. Do not even try the door, it will not open. But go around the back of the hut to find the secret door. Pull the lever inside, and you will be able to enter the house. After you have done that, return to her to report. re: Secret Passage. Don't bother with that for now, it will come into the Story-Line later. (It probably should have been 'hidden'.) re: Anvie's Shop. I need to spend more time reading the Walk-Through to condense the answer to this and get it right. Also, we're in the middle of having a garage built and I keep getting interrupted. I'll get back to you later, I promise. For now, the Duke Carlo mission should keep you busy.
  18. And now, to the "Duke". One of the features to playing these sort of adventure scenarios is that the Player normally needs to search the "World" to learn what things are available. You will learn only what's available at the beginning and expand your knowledge as you progress. Searching seems to be the majority of the Player's activity whether it be searching the countryside, or someone's bedroom dresser. Searching and learning is 'normal' and 'expected'. However... I've certainly need help over the years and can understand your situation, so here are a few hints. Once through the Forest Tower, you'll find a few Road Signs that will let you know which way is what. You may or may not find Plaingate Prison; it's closed to you now. Don't waste any more time there except to learn that. At O-(015, 171)is Lemurie. At O-(026, 135)is Gagnon. At O-(040, 075)is Dosquet. At O-(034, 026)is Valcourt. There are a few minor encounters along the way, but this is the order that I did these towns. They will garner you some supplies and knowledge. See if these help. * O-(014, 171) is my way of designating the Outdoor, 'O', location. me PS: I strongly recommend that you are keeping notes of any and all of these events.
  19. I'm sorry I've taken so long to respond to this last post you made; specifically about the Walk-Through. Some years ago, when I first joined the BoE Community, I asked about a Scenario that I was playing. I was told that the Author had left the Community and was told that, hopefully, some player might remember the answer I was looking for, but that would be my only recourse. I made a few comments about the lack of information available and, more to the point, the lack of attention to any and all the boards available at that time. Although it ruffled a few feathers, thankfully it also caused two of the Community members to create sites with more information. Specifically, Traci's "Tru-Site for Blades" was born and has been an absolute blessing for everyone. I feel she has created what should be available for any Scenario System like this. Initially, I started making Walk-Throughs as well as I could and submitted a couple to her. As I progressed and released a few hints to players, I realized that I was undermining what the Authors of these Scenarios had worked so hard to accomplish. I was giving away their secrets. Some of those secrets were extremely important. Since that realization, I've decided to simply make myself available for help, but not to undermine what so many others have worked so hard to accomplish. Hopefully, I'm still a long way from the grave and will watch this board as often as possible to help anyone I can. But to release any more Walk-Throughs seems to me to be unfair to the Authors, whether they be available any more or not. me
  20. You will be through this Tower a 'few' times, depending on how you play, if for no other reason than for training and/or supplies. F.W.I.W. When playing "Straight", I'll boost one Priest and one Mage to 50 Spell Points as soon as I can just so I can Cast, "Sanctify" and "Identify". When playing "Almost Straight", I'll start with those values. On rare occasions an Author will want you to not be able to do something like, "Sanctify", because it's importance will be relevant later in the story and you may learn something too early if you "Cheat". I'm glad to hear that you're playing this "Straight". You'll be much more satisfied with the Game and Story-Line by doing so; that includes this Evil Altar. I've made a few Walk-Throughs for some Scenarios, including this one. If I can be of any further assistance, just whistle. I'm retired for some years now and try to watch this Page regularly. me edit: This would be a good time ro remind you to keep notes so you don't forget to return to this Altar later. me2
  21. FWIW: Once in a while, you'll run into a scenario like this that tells you to use a "Beginner" Party and then throws something like a "Ritual Sanctify" right off the bat. You don't really "NEED" to Sanctify the Evil Altar right now, but it is the one Alana told you about and you're going to do so sooner or later. The main thing to do here is to get through the Tower and on with the Story-Line. If you don't have enough Spell Points now you can destroy the Alter later when you do and are able to. me
  22. First, you don't need to destroy the Tower; just the Evil Altar. (Try to destroy any Evil Altar you encounter, the worse that can happen is nothing.) Not knowing how far you've gone through the Tower, let's assume you've destroyed the Evil Altar and reached the closed East Gate. Return to 36, 22 and pass through the Secret Door in the Wall. Inside, at 35, 22 is a Lever. Pull it and you'll hear a grinding noise; it's the East Gate opening; Ta-da! You're through the Forest Tower. me
  23. First: size doesn't matter; quality does. Some of the better scenarios aren't HUGE, but rather possessing quality stories connected by quality situations. Second: Although creating an entire Planet and a scenario that would handle a project of that size would end up as 'The Mystic' stated, "Eventually, the scenario will be lost to history due to either a hard drive crash or being deleted and overwritten." It would not be enjoyable to create nor would it be enjoyable to play. It would simply be a case of satisfying one's need for accomplishing or possessing something of such a size. Once you've gone through several "stories" in a "World" the rest become terribly, redundantly, boring. (Mark that, "Been there, done that - ho hum"). What Alcritas has done with Nordakar should prove the point. Any "World", or "Planet" is composed of a huge number of lives, situations, circumstances and individual "stories". IMNSHO, the way he tied individual stories together within several scenarios is without a doubt the ideal way to tell the story of the "World" itself. And he was only telling a short history of one location on one continent on one world. I do, however, defer to the right for anyone who feels they have the ambition to attempt, much less accomplish, such a task, to "give it a go". I'm pretty sure, however, that there will only be a few who will give it a cursory look and then head elsewhere. me
  24. If you open the BoE Editor, you can find information on specific things. The information is only a minimal listing, but you can re-type what you need to and then keep those lists handy while you play. It won't take long and it will make playing a LOT easier. I'm only a mediocre player and am primarily interested in the documentation of Scenrios as a hobby. When I first started playing, these 'Help' sheets were a necessity that have become a convenience. me
  25. I heartily agree and if you do, thanx. Like a lot of others probably do, I have several forms made up and one of them includes the Ingredients and the Potions they are needed for. me
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