T2 Campaign - Keeper of Infinity 2: Mission 2 - Raven's Nest (6 Jan 2016) - by Squadarofl
Acolyte6 on 13/2/2016 at 01:51
I went across the plank to the other side (I guess mission 1). The little door next to the gate is locked & the pcks don't work, so I jumped down in the lagoon, found the underwater tunnel, but that just gets me to some hideout with a zombie. I climb back up to the lagoon with the broken grate where water is coming out. I can't find no way in! Please help :confused:
llanita on 13/2/2016 at 11:09
There's a walkthrough on YouTube and Soul Tear has posted one just above your post
baeuchlein on 13/2/2016 at 12:42
Acolyte6, the zombie's diary hints at where you could go. You can shoot a rope arrow into the wooden bars holding the banners before the entrance to the town. Climb onto the wooden bar, retrieve your rope arrow, then jump at the banner hanging on the tower's wall. It is climbable. The window above can be opened. Be careful, there are several guards inside.
This should lead you into the right direction.
Peanuckle on 15/2/2016 at 22:55
Scrap that, I'm blind
So... any way to scroll down the Objectives window? I just got a new one and I can only see the very tops of the letters.
baeuchlein on 16/2/2016 at 13:18
There's no way to scroll down that, unfortunately. But if you tell us how and/or where you got a new objective, we can possibly tell you what it says.
Dark_Garrett on 16/2/2016 at 15:38
When I'm in that situation, I just save and reload, the loading screen is bigger than the ingame objective screen and has more room to show more objectives...
Yandros on 16/2/2016 at 20:49
The way I handle that in one of the DCE missions is to hide old objectives that were completed early in the mission so they don't run off the bottom of the page. Not that that really helps anyone here.
Cardia on 17/2/2016 at 01:19
Thank you for the walktrough video Soul Tear, it helped me to do everything step by step. I got really impressed with the visuals in the second mission, amazing architecture design, really beautiful, lovely textures, great ambient musics that fit well in their locations, i found fun to hear the conversations between the ai creatures, i found it fun to access buildings from balconies and loot the places, there´s a huge variety of well crafted objects to admire...all this combined is sweet, and convincing storyline .
The only thing that makes the mission end its often fun its when you are forced to overcome unfair puzzles, forcing the player to guess what was once unfrobable and now becomes frobable, i didn´t like the fact that i had to go back and forward to the Flik shop and other places countless times, but that´s the least, the big issue here in my opinion is the gameplay that is inaccessible, for example how do you expect a player to guess that there´s an achieve that requires to strike a haunt in the front with a sword and kill him with another weapon...i mean this is crazy...again i would have never played this mission without the video walktroughs
Anyway, this a high quality production, and definitively one of the most impressive missions i ever seen regarding Visuals/audio , a very powerful artistic expression you did here.
I can´t wait for your next mission, but i hope it will have a accessible easygoing gameplay.
Dia on 19/2/2016 at 00:08
Wow. The end of the mission (for me, on easiest difficulty) was rather abrupt! No sooner had I returned (yet again) to Flik and gave him the dagger, then the mission ended while Flik was still in mid-sentence. After spending about 4 hours on the first part of this whole FM (Bad Venture), I was kind of left hanging with such an abrupt end to Chapter 2 after only an hour & a half of gameplay. Did I miss something? I'm assuming there will be a part 3?
The graphics and ambience were absolutely stunning, but the forced order in which the player had to progress was rather strange. Example: You need to get to the pawn shop but the only way to go is barred by a fence that's in the way behind the Stumbled Traveler Inn. There is a house at the end of the street that has a front door that highlights, which you wouldn't know unless you search house-to-house (or read hints in this thread). Before you can even get inside the house and discover there's a stool that highlights in there, first you have to get the key to the house (frob the shutter open & nab the key). You get inside the house, see the stool, frob it, but nothing happens. The next step is not something I think most Taffers would automatically determine, though they might accidentally stumble upon it(or, unless they checked this thread first); you must next go immediately to the main gate and listen to a conversation between 3 guards (a rather long conversation), after which you have to go all the way back around to the back of the inn to frob the fence that you have to mount to get to the Pawn Shop , only to hear your character say that you need 'something' to put on top the fence. Then and only then can you go back to the house at the end of the street and get the stool and then go back to the fence in order to progress. I'm not quite sure exactly how the player is supposed to catch on to that convoluted sequence of steps? I really don't like having to check the corresponding FM thread in TTLG for every next move I make; it's quite frustrating and breaks the immersion in the game for me.
Constructive criticism: Please know, Soul tear, that I do understand that a LOT of hard work and effort goes into creating an FM and I truly respect all the hard work and effort you must have put into both chapters of Keeper of Infinity so far; I also respect the fact that you seem to be a natural author. However, perhaps you should consult your beta testers as to the sequences of events or actions you impose on the player. I find it hard to believe that most players just happened upon the correct next-step-forward sequence I outlined above. The rather illogical (and somewhat convoluted) next-steps-needed to progress seems to be prevalent in both chapters and is quite frustrating. Sometimes there's such a thing as trying to be too clever. Also, some of the running back and forth to the same person (Jonas in Chptr. 1 and Flik in Chptr. 2) seemed a little unnecessary. That said, I thoroughly enjoyed the beautiful graphics and ambience and found the main plot to be intriguing. I am rather disappointed though that I haven't progressed with the main objective (to get inside the House of Science and find out what's going on in there) at all after spending so much time playing both chapters so far.
P.S. What the heck was up with that white tree beast that flashed into existence in your face and then disappeared again on the main floor of Penny's Pub?!! Scared me out of a year's growth! :p :p :p lol
JonesCrusher on 19/2/2016 at 00:19
Please can sombody tell me how to get inside the 40 wanders Inn.
I have the precursor dagger and the book from the library...and I cannot see a way to get in the inn.I have got in the wooden balcony outside but only a goblet on there and no way inside