smithpd on 8/6/2007 at 06:51
I have trouble at the "end", summoning the demon.. My problem is that, like some other players, he does not materialize for me. However, nothing that was mentioned previously in this thread works for me.[SPOILER]Those minions just keep circling and gesturing. The demon remains insubstantial. I can walk through him and stand on the spot where he materializes. I can see shadowy bits of him, but nothing else ever happens.[/SPOILER]I am pretty sure I have all the latest scripts. Any ideas?
Another thing is that my second objective, to find some help, is not checked off. I have done everything I can think of, such as start the beacon, etc. Is there something else?
Sticky Fingers on 8/6/2007 at 08:21
I actually nipped around to the south side (facing it) for a couple of seconds, then returned to hiding behind an eastern pillar - although I doubt I needed to hide.
Operating the beacon should tick that objective off - did you place the fuse-thing in before entering the numbers?
Then again, this one is so linear, the demon may not manifest because that objective's not ticked off. Just a thought.
(Holy garlic bombs, Batman!)
Brooklyn on 8/6/2007 at 11:01
The same thing happened with me, until [SPOILER]I discovered that the main gate was now open and heard the conversation between the two brothers. When I went back to the hall the demon began to spawn.[/SPOILER]
smithpd on 8/6/2007 at 18:35
I completed the mission by restarting at an earlier save. With help from an anonymous person, I figured out why the demon did not materialize for me. It has to do with failing to complete the second objective, to find help. To avoid my version of the problem, you should always complete the objective to find help before you activate the beacon. In my case, I failed to complete the "find help" objective because I killed the doctor before he could start his conversation. So, don't kill the doctor.:)
This was a very well crafted mission, and I had a lot of fun playing it. Thanks, anonymous.:)
Gripper on 9/6/2007 at 11:10
I found a cool way to deal with the haunts at the beginning when the teleport goes wrong. While the other mechanists are fighting let the haunts chase you around, then the mechanists kill all of the haunts :) Worked fine for me :)
(Im not sure if anyone mentioned this yet, there is now 4 pages in this thread!)
shadows on 9/6/2007 at 13:40
Quote Posted by Gripper
I found a cool way to deal with the haunts at the beginning when the teleport goes wrong. While the other mechanists are fighting let the haunts chase you around, then the mechanists kill all of the haunts :) Worked fine for me :)
(Im not sure if anyone mentioned this yet, there is now 4 pages in this thread!)
Unfortunately sometimes the Haunts get the upper hand. Also i got the Haunts to chase me right pass the mechanists outside... and they sometimes don't even notice. :weird:
Shadowcrawler on 9/6/2007 at 14:31
Having problems:
SW tower gate never opens, have already activated beacon. Cannot find gatehouse key to raise gate.
have read you need to find help, have not done that yet. Is there a way to get these things taken care of without reloading from way back or starting over again?
How do you find help? After what event/trigger?
LIke it alot, this fm.
Thank you.
Shadowcrawler on 9/6/2007 at 14:34
I found help, but have not found the reason/explananation as to why the portal failed.
this objective is all that is left to this point and the sw gates not opening.
dispatched all elemental? agents, skeleton archer, "tree nymph", fire-skirt wearing ghoul looking guy and tree-beast.
Anyone have a solid walkthrough that covers what works best and avoids breaking the game?
thank you,
Nameless Voice on 9/6/2007 at 15:06
Safriend: At the top of the SE tower (the one in the bunkhouse where you start), there is a scroll labelled 'incriminating evidence'. Reading that will make the gate to the SW tower open. If you want a little humour, take it down there and stand in front of the gate to the SW tower before you read it, and watch the gates swing open the second you close the scroll.
If you didn't find the key to the SE tower yet, then it's on the floor in the dungeons under the infirmary, in the room with the steam vents.
prjames on 9/6/2007 at 16:45
Quote Posted by Nameless Voice
Safriend: At the top of the SE tower (the one in the bunkhouse where you start), there is
a scroll labelled 'incriminating evidence'. Reading that will make the gate to the SW tower open. If you want a little humour, take it down there and stand in front of the gate to the SW tower before you read it, and watch the gates swing open the second you close the scroll. Actually, that's not entirely true. As stated previously,
if you haven't activated the radio in the NE tower you need to do that first. The author clearly intended that accessing the SW tower
and the sequence of actions triggered by this is supposed to be done last among all the actions you do in this mission.
By the way, has anyone found all three secrets and is willing to divulge their locations? (I've found one, in
the gate house second floor, a room just southwest.)
- prjames