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Kreador

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Everything posted by Kreador

  1. Originally Posted By: Tcheedchee Kreador, I just keep thinking, maybe I got mixed up. I'm not sure, if I mean the skibbane-eaters at Silvar. Were they Skribbane-Eaters? I mean the group in the tunnels below the slums of whichever city, – Silvar?, who cause unrest, because they threaten to tear down the bridge on their own at an untimely moment. It's the city that is governed by Mayor Augustus. The commander there explicitely says you shouldn't kill the rebels, because that causes more unrest. Well, after the dialogue with the leader of the group (who's name I don't recall anymore) I resorted to killing them, because I assumed to be at a dead-end. A little later I stumbled over the Slith infiltrators in the cache not far off, and I realized, that I should have found and killed them first. The story could have went a bit differently then. And after Levitt gave me his gruff remark, it was quite clear… Not the skribbane eaters; they're under the boatworks. And killing the slith infiltrators doesn't change dealing with Wetzel. Click to reveal.. If you searched all of the boxes in the traitors' hideout, you might have seen a note that gives you a hint, and when you kill Wetzel, he drops a key that lets you through a door under Fort Avernum. Both of those items can be obtained without killing the people, if you do it the right way. That will lead you to the people behind Wetzel's plot.
  2. Tcheedchee, you're talking about Silvar? It took me three times (and discovering something later when on one of Lark's quests in my second play-through -- first complete one) to figure out the more subtle way of solving that quest. Helped that somebody here on the board mentioned that there was a more subtle way, so I went looking. But to answer the question Barzhal started the topic with, I think it depends on the quest. Most in A6 seem that you can get credit for completing them even if you didn't have the quest in the first place, but some things you CAN'T do (don't get the option for or find the critical item) if you don't have the quest. For instance, you can't get into the secret upper tunnels of Fort Remote if you haven't picked up the quest from Gladwell.
  3. Well, you can still continue to run product from Chrysander to the dealer under Dharmon, if you haven't killed him. It costs you money, but gives you experience.
  4. Okay, so I did the Skunky Joe quest and killed him AGAIN (love that bit, Jeff), but didn't have any piercing crystals on me at the time, and figured the stuff in his back room could wait until later when I'd come back with Dispel Barrier. Except when I came back the entrance to Skunky Joe's lair was blocked off with a wall and no handy button anywhere around to open it. What gives? And how do I fix it?
  5. Originally Posted By: Gothfaerie Originally Posted By: jlsgaladriel Wait, wait. One speaks to Jasmine, who wants the hero to speak to Levitt. One speaks to Levitt, who sends the hero to Silvar. Jasmine is gone from the courtyard when one descends the stairs, and the mayor of Silvar doesn't clear the quest. I'm just starting my second play-through, so I don't know if the bug will repeat, but I definitely had this trouble on my first play-through: not clearing that quest was driving me batty! I think you're our best hope, jlsgaladriel. I BELIEVE IN YOU. The quest cleared when I did it, but I spoke to Levitt about Jasmine and told her I had long before he assigned the Silvar quest. It was the first thing I spoke to Levitt about. Then when I did get to Silvar, it was the first thing I mentioned to the Mayor, before I told him that Levitt had sent me.
  6. Did you tell the mayor you were there to help him BEFORE you told him that Jasmine had succeeded in getting them help and promised that he'd reward you?
  7. You need to talk to Jasmine before you get sent to Silvar. She disappears once you actually go to help the Mayor, and in order to get the reward for the quest, you need to have spoken to her and she tells you to ask the mayor for your reward when you get there (he gives you 400 coins).
  8. When you talked to Levitt, did you mention to him that a woman from Silvar was asking for help? And after his chilly response did you go and tell her?
  9. I'm new to these forums (and Avernum, having only played 6 thanks to recommendations from friends over on the Basilisk Games forums), but I'm not exactly new to narrative structure. *I's recommendations are interesting, but would probably require a lot more programming to work in interactive storytelling. Chekov was discussing foreshadowing in a linear narrative, and a big part of the joy of a game like Avernum is that it's not strictly linear. The only way I could see it working, really, is if the programmer had other parties out there doing some of these jobs, and if you took too long, they might complete them first, or might end up dead because you had left some villain alive too long, or perhaps you could even end up meeting them and doing part of the quest together. The programming required for all of that would add a lot of development time, though. Not to mention dealing with the various possible player actions, including what if you decide to off the other would-be heroes so they don't steal your glory? Also, some of these things could be answered simply by a bit of narrative showing that these opponents legends eclipsed their realities. Overall, though, I've quite enjoyed playing Avernum 6. It has a good balance of challenging gameplay and interesting narration, with options of side quests to take on or not. --Kreador Freeaxe Kill 'em all, let the sysadmin sort 'em out.
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