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#1 |
Elite Waterdeep Guard
![]() Join Date: January 4, 2002
Location: California
Posts: 4
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Okay, I'm enjoying the game, but it's really "old school" in negative ways as well as positive. I spent over an hour trying to figure out the puzzle where you have to fix a bridge to proceed. There's only one way to do it, and it requires finding items in an unlikely place you'd never think to look. And for all the dozens of key words the game gives you, it's impossible to actually ask any NPC about the damn bridge and get a response, even though it's stopping you from completing the quest they just gave you. This kind of puzzle is right out of 1988, and it really breaks the continuity of the game for me.
Similarly, my first party didn't find Martin's ID in the locker, and wasn't able to proceed. My second party stumbled across it, luckily, but as far as I can tell you have to open every container, or you risk missing something which you HAVE to find. |
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#2 |
Guest
Posts: n/a
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Oddly enough, you are the only person I have heard complain about this
![]() Of course when I play the game I search areas completely as I go through them so when I end up with a vine looking thing in my inventory labeled as a "rope" I assume it can be used to fix a bridge that has a broken rope...it really didnt seem that big a deal... |
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#3 |
Elite Waterdeep Guard
![]() Join Date: January 4, 2002
Location: California
Posts: 4
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quote: Yes, I find that rather odd myself! I think one reason is how everyone regularly uses walkthroughs and hint boards without any hesitation. I prefer to find answers myself so I notice it more when there's only one solution, it's difficult to find, and the NPC's are useless. quote: I undertand why it didn't seem a big deal to you, but your point supports mine indirectly. More modern CRPG's generally give multiple solutions to a puzzle. In W8 you had damn well better search everything, because it's possible to miss something essential and come to a dead end. I wish that some of the creativity they put into writing dialogue snippets had included the puzzles in the game world itself. |
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#4 |
Elite Waterdeep Guard
![]() Join Date: January 3, 2002
Location: The deepest depths of Al Gore\'s basement
Posts: 27
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I must admit that I was stumped on just about every puzzle where I had to say a word to an npc. I still wonder how you are supposed to awnser the Rattkin's question without looking at a hint of some sort, as they ask such a general question when you have a specific task to do.
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#5 |
Hathor
![]() Join Date: April 6, 2001
Location: the desert
Posts: 2,296
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~~jim gleaves~~
i'm beginning to get a sense of how they do their puzzles after playing awhile. but, i think gamers who played previous wiz games (and this is my first) have a feel for the game and the puzzle dynamics that firstimers don't. i'm coming to see that "merging" and "using" are integral to the solutions of prolly 75% of them. and, honestly, it took me forever to figure that out. there were so many times i was wandering around wondering if i was even close to what i needed. however, i am used to clicking on everything in sight from many other rpgs, so after ending up with kajillion pieces of stuff, i started to play around with them. i don't know if it makes a difference, but i turn on every single option there is, so that i get tons of feedback on everything i do. that is a big help. it reminds me of the first time i played a Might&Magic game. there were things that could be done that i had NO idea about until like my 2nd or 3rd game. and now, all that's second nature to me, cause that's just how they make their games. i'm sorry its bugging you so much, but while its been very challenging for me (which is fun), its been only 5% frustrating (which is not fun). btw, i don't use walkthrus or anything like that, just like a lot of people here. altho i really love talking to other players about what's happened so far and comparing how the same puzzles were done in different ways by different gamers (that's fun too). ~~gilrad~~ about talking, i didn't find that a problem at all. well, i hope its not anyway. i'm about 1/3 to 1/2 thru the game at this point, and i find that if i just try to keep conversations to the main quest, or my current quest, and whatever races i have encountered, i learn a whole lot. in the things where you have to anwer something, i have made several tries to test things out, and so far, it seems there are at least 3 things you can answer in these situations that are considered "correct"..... there's prolly more, but this is just in my personal experience. good luck! V***V
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my best friend is a junkie. what does your best friend do? |
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#6 |
Elite Waterdeep Guard
![]() Join Date: January 6, 2002
Location: Sweden
Posts: 13
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I agree completely on the bridge problem.
I couldn't pass the bridge until I was lvl 14-15 and I finally noticed that "MERGE ITEMS" button in the inventory screen. Two gooda vines equals a rope... ok. And where is the JUMP button? I mean, it's a group of fierce warriors, they must know how to jump? Just a small jump? |
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#7 |
Elite Waterdeep Guard
![]() Join Date: January 4, 2002
Location: California
Posts: 4
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quote: Yeah, I know. I remember how Ultima Underworld really thought through the implications of a 3D environment WAY better than most of the current round of CRPG's, and it was nearly the first one. It had jumping, and a spell which increased jumping, and eventually flight, and surfaces which were slippery, to name a few. In W8 my party can kill giants, but can't step onto a surface at knee hight. Reminds me of the original Doom. I also got stuck in W8 on walking up the catapult, because it LOOKED like one of the many surfaces you can't step onto. |
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#8 |
Guest
Posts: n/a
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One way to get around the hassels of not knowing about actions that can be taken is to RTFM (that is Read The "Fine" Manual) I have yet to hit a puzzle that required a hint manual, altho I did just go out
and buy it to see if I were missing anything crucial now that Im nearly done with the game. I suppose that familiarity with previous wiz games did help me out, on the other hand, since I read everything (including the game manual) I don't get hung up on things like not knowing about merging items and such. With such a fine resource as the IW forum it is even easier to make sure you know whats what. Anyway, the best thing anyone can do for themselves is to read the manual, read the manual read the manual [img]smile.gif[/img] it helps to save your hair [img]smile.gif[/img] (ps I will admit that the vine rope thing was the same basic premise as a puzzle in Wiz Gold). When in doubt ask, when completley lost RTFM ![]() |
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#9 |
Elite Waterdeep Guard
![]() Join Date: January 6, 2002
Location: Center of the UNIVERSE!
Posts: 14
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I got stuck on that puzzle as well. At that point in the game I didn't even see the merge button lol. I was wondering about death(penalties,solutions), but the manual only mentions death when it's talking about the death spell. Anyways I am completly confused. I have like 50 extra items in my pack and I have no idea what to do with them.
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#10 |
Quintesson
![]() Join Date: March 17, 2001
Location: Where I am.
Posts: 1,089
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Yeah, I know. I remember how Ultima Underworld really thought through the implications of a 3D environment WAY better than most of the current round of CRPG's, and it was nearly the first one. It had jumping, and a spell which increased jumping, and eventually flight, and surfaces which were slippery, to name a few. In W8 my party can kill giants, but can't step onto a surface at knee hight. Reminds me of the original Doom.
While I really liked the first Ultima Underworld (it was more intriguing in its use of terrain and angles than nearly all of the me-too products which have followed in its wake, IMO), that's realtime stuff that just doesn't play to Wizardry's traditional turn-based audience. Personally, I don't do well at twitch games, and I'd just as soon pass on games that force me to jump or swim against the clock: they test nothing except my controller's ability to manueuver around objects or battles. One of the best puzzle implementations in a CRPG, I think, was Betrayal at Krondor. There were two kinds of puzzles: 1) locked (and occasionally trapped) chests that posed a riddle, and had a series of letter-based tumblers you could use to spell out the answer; and 2) 3D area puzzles which placed blocking objects, force fields, and dangerous attacks in an array that required you to move things about logically, so you could advance across the grid. The stuff was great. A shame most other developers have concluded that we're just a bunch of eight-year-olds. ![]() |
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