560 lines
13 KiB
Plaintext
560 lines
13 KiB
Plaintext
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Note and Hints for "Lost Hope"
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Bug reports, comments, questions:
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e-mail to: monsma+@pitt.edu I will respond as soon as I can.
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Some questions may be answered in the hints below.
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If you find a nasty bug - please let me know. I will fix it and get
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a fixed version of the scenario to you as soon as possible!
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The latest version of the game can be found at:
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www.pitt.edu/~monsma
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I am want to hear your opinions - but nasty flaming e-mail will
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be cheerfully ignored...
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Many Thanks to the following beta testers: (they are responsible for many
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improvements, and not responsible for any errors or other problems!)
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Chelle (beta tester and proof reader, more than an um..friend)
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Ben Frank (beta 1 tester) [Check out Ben's excellent Scenario, on
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Spiderweb's site under "Solid Adventures" titled "Slavers of Pardes
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Valley"]
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Ivan Godard (beta 1 tester) [He has written some excellent things
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- posted in several places on Spiderweb's scenario workshop pages]
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Geoff Embree(beta 2 tester)[His scenario, Unsettling Times, will be
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finished soon... as long as he doesn't dump it and start from scratch
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again.]
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Also: Jeff Vogel made this such a great game and editor, many thanks to
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him!!!
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Generic Hints (small non-specific spoilers...): (more specific hints are
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much farther below.)
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- the game is aimed at character levels around 10-20. It may be tough
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for a party of all 10th level characters... I have adjusted the monster stats
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in the game to try and gear them to this level of play. Don't panic
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when you meet a rakshasa - they are not as tough or deadly as you might
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expect...
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- Talking to people in this game will really help. Sometimes people
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will respond to VERY unlikely things.
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- If you cannot open a door after many many tries - it may that the door
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cannot be opened. There might be another way around.
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- Some puzzles can be solved through clues obtained by searching
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bookcases, etc. Some puzzles only have "visual clues".
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- The running joke on spots is just that - a running joke, you don't
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have to do spots house to finish the game.
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- remember two rules on moving: you can do diagonal moves, you can
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sometimes walk over terrain types you would not expect to be allowed to walk on
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- there are very few things you can do to which will preclude you from
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finishing the game:
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**A word to the wise - destroying
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portals is dangerous business - Portals are very powerful magical
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devices and releasing such energy may mean you may not survive (but it may be fun
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to save the game first and then see what happens...) If you do survive,
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and you have destroyed a portal you still need - you may get stuck
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somewhere, possibly somewhere quite unpleasant and unable to finish the game.
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** Likewise, making Caterine mad twice, without first getting the
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monastery's location will prevent you from finishing the game.
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- Note: One strange bug was reported - when you left the Inner Portal (a small "town")
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to the north, you ended back up by the Gatehouse (another small "town").
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But this only happened once, then the town exit worked correctly.
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I think I have this problem licked, but should you suffer this bug -
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use the teleporter again and you can exit the Inner Portal correctly.
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I think this is a editor/game bug and not a bug programed by me....
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- A note on Steel City - like the real city I live in...
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- A note on Oakland - like the place I go to school, and in the game
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this is a city which is full of strange strange things... very
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much like real life
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- Do I have a twisted sense of humor? It's for you to decide after
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playing...
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Big Spoiler Hints a bit below:
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(provided in case you get stuck. This game is supposed to be fun, not
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to simply frustrate you... keep it fun - use the hints if you get
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stuck! Or, if something is not in the hints, drop me an e-mail!)
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Spoiler Hints: (covering most of the major puzzles, issues, etc...)
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- Murphy is cursed, so are you when you work for him. This means - lots
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of cursed items! No big treasure hauls! (besides, too much treasure
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always spoils a game) (No Monty Hauls! - I hope)
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- all the disasters in the valley can be linked to Murphy's curse,
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getting his luck charm back may help him and the valley overcome the
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curse (but then again, it's only a charm...)
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Steel City:
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- A place to get some starting supplies and direction.
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- Talk to Murphy, he will give you something to ask Terik, as well as
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background on the plot.
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- Buy a beer at the inn. This will let you get some tools from Spider
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if you need them.
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- go ahead, try to rob the town's treasury
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- ask Ardek about the boat (later, after traveling south in the valley
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you can get a clue about something else to buy from him.)
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- Terik gives you a clue about a tower: This is Caterines tower, not the
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trog/rakshasa lair. (if you talked with Terik, you will get messages to
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this effect when you enter either the trog/rakshasa lair, or Caterine's
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tower.)
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Caterine's Summer Place
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- To get past the teleporter traps:
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Find the path to the portcullises - it weaves from side to side in
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the corridor. When you get to the end - you will be teleported back
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again - but notice: two potted plants have appeared. Look at them. One
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will open the gates.
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- To get farther in - talk to Ruff - he will give you a clue... or:
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- look at paintings on the wall until a door appears
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in the wall of the hallway. Through the next series of rooms - look for
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buttons and such to make more doors appear.
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- you can get to the boats (Think diagonal)
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- Cereno (the newt) will ask you why you came - perhaps you might ask him about the
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luck charm
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- Telling Caterine certain words will make her do some interesting, but not
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too damaging things. Just don't do it more than once (there are only two
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boats...)
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- what Caterine wants to eat is some catnip...
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you need to find some and return to give it to her before she will
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reveal the location of a monastery. You can find the catnip in the
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trog/rakshasa lair.
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- no, you cannot get at all those treasure chests - they are mostly
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there as an illusion and trap. You can get at two chests, through a secret door.
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If you want to try for all the loot - save the game first...
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Trog/Rakshasa lair
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- one door in the rakshasa part cannot be opened. look for another way
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around.
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- don't leave before you get the catnip.
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- if you free the giant he will give you a hint about some treasure
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Ursag den
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- no major tricks, just watch out for a few nasty battles (crypt can be
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one..)
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- don't leave before getting the green key - it's in a section of the
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mine in the northwest corner - a cave-in trapped the monk who was
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carrying it.
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- the raft will allow you to get to an area where there is a secret
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passage to the crypt. Search a bit more in another area (using the
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boat) and you will find a treasure chest.
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- there is one place here where you can walk on water, near the entrance
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to the mine...
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Ralph's boots and burgers:
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- nothing critical here, but get some burgers to eat!
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- Ralph will give you a clue about some "tourists"
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- later you may need to visit ralph again, so try not to kill his
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cows...
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Boathouse
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- the only important thing here is to get the gatehouse key - you need
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to enter the "reading room" and walk through the wall.
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Gatehouse
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- to turn the portal on - look at the potted plant near the storeroom.
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- DO NOT self destruct the portal before you step in it (or make sure to
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save the game before you do! You will not die, but you then cannot finish
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the game - if you return to this portal you will eventually die a horrible
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death in quickfire!
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- Do NOT self destruct the portal before you have completed the rebel fort
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and obtained the red key
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- you have to turn the portal on every time before you use it.
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Inner Portal
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- you can only find the secret passage to the escape tunnels _after_ visiting
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the rebel fort.
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- once you have visited the rebel fort, come back and look in storeroom for the stairs
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- you have to turn the portal on every time before you use it.
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Rebel Fort
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- you can get to the outside of the fort by walking through secret
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passage in the mountain. (first visit...)
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- you cannot get in the front doors (but you can leave through them if you get inside...)
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- search around some - you cannot avoid getting a clue which will help you find the
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escape tunnels (the clue is linked to a timer, not a location)
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- when you are inside - you have to do two things: find the password to the storage area
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(kill the fort's commander) and the secret passage to secure storage (a secret door on
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a corner - go up some stairs to the outside walkway, search for the secret door)
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- don't leave without the red key!
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- save the game before trying the self destruct...!
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- you can get to one of the paintings in the water cistern.
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Escape tunnels
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- you need to push THREE buttons and pull one specific lever. One
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button you will have to push twice - its a bit tricky to figure this
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out, the buttons are hidden, and you have to walk back a second time to
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find the third button. The lever you must pull (the others are decoys
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and don't do a thing) is under some quickfire. You can take a bit of
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damage to get to the lever - or - release the quickfire and then
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activate the fire suppression system (walk on water to find it.) note:
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you cannot activate the fire suppression system until after you have
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been up to at least visit the quickfire area!
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- you can exit the rebel fort through the escape tunnels - the traps
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will not reset, and a walkway should appear over the pit as you get near
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where the walkway should be.
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Forest Fire Watch Tower (2nd floor)
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- talk to people until you get the location of a strange place (the spot
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house)
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- if you get the kids to fight, don't kill anyone! (or only do so if you
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saved the game....) (how to get the kids to fight? look at a desk,
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then ask about that word to one of the kids...)
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- if you kill a forester or child in this tower (top floor) you can
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never get back into Oakland
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Oakland
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- the empire liaison will ask for your help finding some foresters.
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- Stripes will give you a hint where to find a potion, and ask for help
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finding a person. He gives you a nice item if you find the person and
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report back to him.
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- stealing from the paper mill will make the town angry at you, at least
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for awhile.
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- killing someone in the forest fire watch tower will mean you can never
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enter this town again.
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- there is a lot of... well I think it's humor... in this town. But you
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can also buy some alchemy, food (see Pop), training and such...
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Spots House
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- this is only a silly (hopefully) and twisted sideplot (side spot?).
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you can skip it... but it's meant to be fun...
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-I rigged it so that you cannot drop through the floor a second time
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without having the spotted key - so find it...
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- diagonal moves sometimes are helpful to find secret doors...
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Monastery First Floor:
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- look for some clues on pedestals, talk to the captured foresters (but
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pay attention to what they say! when you let them escape, they
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disappear!)
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- Search the chairman's room for the iron rod
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- use the iron rod to move the stone to get to the basement. The stone
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is in the room with the cow (the foresters give you a hint about this)
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- what's this animal loving bit? I dunno - the monks are twisted, who
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can understand them?
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- who got paid to design the monastery? If we find that person, they
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will be shot, or tickled to death, or forced into a comfy chair, or
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some other fate to horrible to contemplate.
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- you cannot sanctify any altars - but looking at them may have
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interesting results.
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Monastery Basement
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- the visible stairs (first floor) take you to the outside, nothing
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but monsters to hack here - and some clues to cracking the
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teleporter puzzle.
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- what the heck are Empire Inquisitors doing here? - I guess nobody
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expects the Empire Inquisition...
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- the stairs under the boulder (first floor) take you to the inside
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teleporter traps. You need to find an adobe wall (look at it when you
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do) to redirect one of the portals to the treasure room. You will
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suffer pain every portal trip you make - but most fire walls and the
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like fade away... and the quickfire will go out when you jump in the
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portal! One portal will not lead to pain - but rather an encounter with
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Embleer Rah's pet basilisks
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- Okay - to make it the least painful, jump in the teleporter on the
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right end of the teleporter chain. Then (after killing some basilisks),
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look at the adobe wall to reset a portal, then, when you return to the
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starting teleporter room, use the center portal.
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- Make sure to say hello to Skippy (read a tome on the treasure
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room pedestal)
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- don't leave without the good luck charm (also on a pedestal)
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Ending of scenario:
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- to end the scenario after getting the luck charm
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return to Steel City to get your ... reward... and end the game.
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You get a small bonus if Murphy spots a bag of spots in your
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pocket.
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- you can also bail out the scenario anytime by:
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a) going as far west as possible on the river in your boat.
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