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Posts posted by Superba
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I didn't miss anything, I wrote it in first message of this post (again): "Ruined bandit liar with trapdoor". There were the bandits: a Sevilin like, very resistent, a couple of bandits with tunics and more.
Dealt? No, I killed them all from a distancex without talkin to them. If Lagran was underground this might be the reason why my quest doesn't end.
I mean I'm sure there was no dialogue between us because I didn't get close.
The Party used a lot of Call the Storm spells to avoid attacks and then Lightning Spray, Fireblast, Arcane Blow and Icy Rain.
Maybe there had to be that dialogue to close the quest... I can't say, maybe someone here could try to test this possibility.
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It is quite clear to me:
"A new group of bandits has been sighted in the area of the ruins northwest Fort Saffron. Ward Allison of the Spire Fortress has ben tasked to hunt them down before they can settle into the ruins and build defenses.
If a bounty hunter can find this small group of rogues and bring harsh justice to their leader, report to Allison for a bounty."
It's Ruined bandit keep, it fits to description perfectly, NW Fort Saffron and "in the area of the ruins".
I returned in the open area after you wrote about wandering bandits, only soldiers patrol the area.
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Yes, I've cleared that one to the east as well, the closest to the fort, as I wrote in first message of the thread. Bandit keeps are free now, that's why I don't understand why the quest is still there... ?
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Thanks but nope, that's another minor quest not the one in question.
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Then there is something wrong in game timing, because I've been to Drath's and Pyrog before I discovered I had the chance to choose. However, the fixer doesn't work with shift-D, I've been now in Formello underground and the dialogue with Thantria didn't change.
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Maybe I should use the fixer, ask for your opinion: I gave Pyrog's tome to someone else than Thantria AND I read the tome in Drath's liar. I loose a main quest now?
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I checked about the chief: there's a trapdoor NE in Ruined bandit keep with some high ranked bandits underground, no other hidden place to look for the chief bandit. I presume I killed him then. Tried also to bump into Ward Allison after your advice, unfortunately nothing happened (she told me she'd not tolerate this behavior again)

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It is written there's a bandit keep northwest of Fort Saffron, that's the Ruined bandit liar with a trapdoor. I also freed the Bandit keep east of Fort Saffron. Ward Allison, by the way, doesn't seem to acknowledge the work was done and furthermore the quest does not disappear from the list. How's that?
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Found it, thanks, I presumed Fort Spire whas "legally" out of the Abyss!
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A mage with no known name is somewhere in the Abyss. I searched Bargha, Spire and the whole Abyss open territory with no luck... where is he, please?
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Sorry I ignore how to calculate effectivness of AP, I tried to experiment with the Editor, setting Pole warrior wearing Smite with Strenght, Pole skill and Blade skill at 40th level; then he confronted same opponents (including Cryo drakes, normal drakes, gremlins, Liches) dual wielding Ghostly blade and Oozing sword. I also tried different good blades combinations with Venomous blade and Flaming sword. The dual wielding was much more effective all the time.
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Matchstk @ Definetely. I did the same neurotic carnage in Avernum 6. It's the "I feel lonely, sad and somebody has to pay for this" destructive mood. By the way, I completed minutes ago the Final Gauntlet, my first of three quests and I am happy like a child

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Waterplant @ You got it right

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In Aimee welcome dialogue I think there is a funny misprint: "(...) I came down here to travel planes near and far without human interference."
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You guessed right, thanks!
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I miss one metal triangle to open the gate. Problem is I can't tell you which one it is. Doing this quest on Torment really takes a lot of time
so I lost, say, the mental map of triangles location I got... -
The final fight is the only part of the game you'll be all together, if you will dare to take up the challenge ;-)
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When I specialized my party members there was no more need to store things on a pile somewhere, but the pylon in ToM is a keen advice.
However, there are circumstances depending to the kind of foe you fight, where you would use a magical defensive knife rather than a powerful blade, or a less protective armor which deploys a high percentage rate of acid and cold resistance and has no 10-% hit chances. What I do is to have those objects handy in pocket, while put them elsewhere doesn't seem efficient when you have no close pylons (caves, several open field areas).
There's a way to organize your main loot which consists in selecting weapons and armor to keep, as you get a lot of magical ones through the game and they fill your pockets.
Averagely weapons and armor are soon discontinued finding others which suit you better. So when you get a Steel Broadsword you don't have to store the Iron one because you know this one will always be better, then you pass it to a mate and wait to find a even better one.
Similar procedure for wands and scrolls, while you go on with the game you realize some of them don't simply do enough damage anymore 'cause the foes are stronger, so you sell them and free slots for more powerful wands and scrolls to come.
Some minor quests items like shovels, picks, pincers and so on are really annoying because each one of them occupies a slot, while wine, ale and similar pile in a single one. You can easily manage this without piling them somewhere if you organize your war(e)house

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Yes you are right, I forgot I could always had killed the shades and the demons to enter his liar. However i made it the other way round: met Aydin, killed the shades, met Khoth, got the dispel barriers scroll, got the Flying Orb, went to the secret fortress that is where I am now

By the way, there's a double teleport at the beginning of the Strange Cave, the right one takes you to three hellhounds, you kill them and return to the same start point, but if you take it again there are different hellhounds, is this a loop or there's an end and a prize for conitinuing killing those hellhounds?
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Yes! Thank you very much, I was stucked.
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That's a good one, Erasmus. Your idea suggest me to collect a skull for each boss... wowwowwow!

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I started all over again on Torment, for a change I'm trying to develop a most linear game, ignoring most of towns quests for the time being: early King Micah quests accomplished, Sss-Thss and Fort Remote, Scimitar's Empire Orb, got level 2 Dispel Barriers, Ruined Fort for Koth's Scroll.
Now I need the level 3 Dispel Barriers but since Khoth didn't give me his Scroll Quest, I can't enter his liar sothat I need to recover this information I forgot: where do you get the Quest to meet Khoth?
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Ordinary items mentioned here are all required for quests, maybe rocks and skulls giants can play football with?
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It's true, I placed boats in main roundabout points.
It's useful to have one at Erika's: you can reach the Tower through pylons but there are several northern beaches and islands of interest you reach only with a boat, so in any case you would need to take a boat there.

A:EftP - Drath Quest bug/question *Light spoilers*
in Avernum Trilogy (2011-2018 remake versions)
Posted
Thanks, problem it's not the Pyrog dialogue, I passed it already, it's the Drath's tome request. I read the tome in Drath's liar but she continues to give me the same dialogue about the quest: she says "Pyrog's papers are a minor detail compared to what is out there" and so on. The SDF 34 26 1 doesn't allow me to solve this empasse.