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Help! Trapped in Goagh-Nar in Nethergate
Apprentice
Member # 4695
Profile #4
I thought I had, but I guess maybe I didn't since the gate is firmly closed.

I think the only option is to character-edit myself out of town, which is a shame.
Posts: 7 | Registered: Saturday, July 10 2004 07:00
Help! Trapped in Goagh-Nar in Nethergate
Apprentice
Member # 4695
Profile #2
those stairs are also not working for me.

Perhaps I wasn't clear about what I have/haven't done...
Here's the chronology of what happened:
First I came up the east stairs into the deserted storeroom
Killed the Queen
Escaped down the west stairs (the ones you're talking about)
Messed around on the intermediate level some
Found my way back to the lowest level
Talked to the King and the Sprite
Decided I needed to explore the top a bit more
Went up the western stairs (the eastern ones were blocked going up), the same way I just came down
Now I'm on the top level, but can't go down either set of stairs (because of in-game message telling me there's sounds of fighting), and can't go out the front door b/c the portcullis is down.

Any ideas? Or am I permanently locked in Goagh-Nar? :(
Posts: 7 | Registered: Saturday, July 10 2004 07:00
Help! Trapped in Goagh-Nar in Nethergate
Apprentice
Member # 4695
Profile #0
I killed the queen and after going back down to the lower levels to report the deed decided I would finish my exploring on the top level. Trouble is, now every time I get near the stairs it gives me a message about hearing the sounds of conflict and staying away - in other words I can't get down either set of stairs. The only other way out I can think of is the front door, but it is locked locked locked and I can't find a wheel to turn to let me out.

I'm playing a party of celts. Any ideas how to get out?
Posts: 7 | Registered: Saturday, July 10 2004 07:00
A small Rebelion Poll in Blades of Avernum
Apprentice
Member # 4695
Profile #18
quote:
Originally written by Eric-Ihrno:

Wow, how come so many people chose the Hill runners. That's the only choice I can't find any justification for. Helping the Empire would restore order so that the system could be reformed (how often does liberty increase in wartime?) Killing both leaders could allow more sensible people to fill their places. And just leaving the island without helping either side is the most morally acceptable option (and counts as a "win" on your record, interestingly enough). But I can't see any reason to go with Stalker.
you gotta think about this choice in light of the whole history - Avernum 1-3. When I look at it that way I want to go with the Hill Runners because they're just trying to do what the Avernites did in the first place: fight back. Throw off oppressive government!
Posts: 7 | Registered: Saturday, July 10 2004 07:00
missed stuff in ASR? in Blades of Avernum
Apprentice
Member # 4695
Profile #2
Thanks for the reply - any ideas on Qs. 1-4? Anyone?

Or even has anyone experienced the same questions/frustrations?
Posts: 7 | Registered: Saturday, July 10 2004 07:00
Help: ASR: Taking out Jaen in Blades of Avernum
Apprentice
Member # 4695
Profile #1
erm, are you sure you're going north?

silly question, but it's all I can think of :)
Posts: 7 | Registered: Saturday, July 10 2004 07:00
missed stuff in ASR? in Blades of Avernum
Apprentice
Member # 4695
Profile #0
I've been playing through ASR and realised that there's a bunch of stuff that either I missed or you can't actually get to. Examples I can think of off the top of my head include:

1. I can see a bit of shoreline on the north bank of the landmass to the west while standing on the other side (after going through the abandoned fort), but can't find a way to it on the other side anywhere. (it's in the middle of the mountains).

2. At the far east of the main island, where the mountains start adjoining the ocean, there is a passageway that ends with a step up, so you would think there would be a way to get to the other side of it from inside the rebel area - but I can't find any way there.

3. Within the rebel citadel (not the rebel town) there is at least one passages I've found through 'far sight' but haven't been able to get into. There's one on the far right of the automap which clearly starts in one of the rooms, but no secret passage could I find and 'move mountains' didn't do anything.

4. Similarly there is a chamber revealed by 'far sight' in the secret empire fort which I can't access, and which 'move mountains' doesn't seem to help with. (it's between four rooms in the upper left-hand side).

5. Back to the rebel citadel - there's a lab which the guards won't let me enter - is there any way in?

6. Also in the rebel citadel, there's a secret passageway at the very bottom, to the left of the supply area, which seems to be a deathtrap: you can get in, but then that crazyfire stuff is unleashed. You can escape into the back chamber, guarded by a dog, where there are two seperate rows of magical barriers. The only ways out are a. through the crazyfire and b. through a passageway with a portcullis, which you trip as soon as you get close to it. In other words, no way out. Is this the way it's meant to be, or is there something I'm missing?

7. Finally, looking at the guide someone else posted to special items found in scenarios, I didn't find all of them. I don't know if that's because by choosing one side or the other (rebels or empire) you miss opportunities to get stuff only available in the other thread.

Does anyone have any insight about any of these questions? Any hints or suggestions would be appreciated, because although I really liked the scenario, I hate the feeling that I missed something. Thanks :)

[ Saturday, July 10, 2004 20:23: Message edited by: st.patrik ]
Posts: 7 | Registered: Saturday, July 10 2004 07:00