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Old 03-06-2003, 07:13 AM   #171
HammerHead
Zhentarim Guard
 

Join Date: January 11, 2002
Location: Denmark
Age: 68
Posts: 333
If you only could or bothered to find 1 glowstone before entering the carousel, it's possible to go through it by doing the following.

1: Use the glowstone on "Sarelia's" side which opens the door to the "cages".
Do the "cages" area.

2: Go back to "Sarelia's" area and pick up a chest. Block the door to the "cages" area and go back to "Sarelia's".

3: Pick up the glowstone from the receptacle and make a portal.

4: Go to to the "cages" and push the chest and yourself through the door. Use the glowstone which will open the door to the "MoC" (Mother of Crabs)area and TP back to "Sarelia's".

5: Go to "MoC" area, pick up the other glowstone and TP back to "Sarelia's".

6: Pick up a chest and block the door to "MoC". Return to "Sarelia's"

7: Use the glowstone and go to the "cages" area. Pick up the glowstone from the receptacle and return to "Sarelia's".

8: Pick up the glowstone from the receptacle and go to "MoC" area by pushing the chest and yourself through the door. You are now in the last area with two glowstones and will be able to get the last tablet.

Blocking the doors with chests from the carousel without also blocking the carousel can be a little tricky and may take a few reloads, but it can be done.

C
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Old 03-10-2003, 09:01 AM   #172
tater
Dungeon Master
 

Join Date: July 9, 2002
Location: Texas
Age: 56
Posts: 60
If you're getting stuck swimming through that underwater tunnel in the Serpent Temple, try looking down as you move through the tunnel. Not straight down, just at about a 45 degree angle. I've always been able to get through it that way, no matter how big my lead character was, or where I ran into the critter.

Also, I've recently noticed that if you're using a pole/staff weapon with a second weapon, you have to pay attention to whether or not you're getting your second attack with that character. The pole/staff weapons have a slightly longer range. If you're within the pole range but outside the sword range, you'll only be hitting with the pole, but you won't be getting any message at all about the second weapon being out of range. You need to move closer to the target. This can be rather important with a solo character.
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Old 04-02-2003, 03:16 PM   #173
bsftcs
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Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
The toughen bug!

Possibly a well known bug. Nevertheless I believe it belongs on this page. It goes as follows: 1) Cast the toughen spell on a character. 2) Enter a town before the effects of the spell wane away. That should result in a permanent raise of the character's hitpoints. The toughen spell is a vine spell and it is cumulative.

The credit for this post is not mine. I have just posted it courtesy of those board members out there who are closer to the honour than myself. Thank you!
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Old 04-03-2003, 02:39 AM   #174
chi master
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Join Date: July 19, 2002
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Bsfcts, I already posted the toughen bug further up this page [img]tongue.gif[/img]
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Old 04-18-2003, 11:11 AM   #175
Wyvern
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Join Date: January 7, 2001
Location: Rural Paradise, MI
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Old 04-25-2003, 02:07 AM   #176
Bungleau
40th Level Warrior
 

Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
So what does the patch really do?

Thanks to the efforts of the knowledgeable posters here at IW, what follows is a complete and exhaustive list of what the patch actually does. It's complete 'cause we're done, and it's exhaustive 'cause we're tired

The patch giveth, taketh away, and doeth nothing as follows:

The patch giveth...
  • It lessens the "Crazy Dance" bug when you go to pick up an item
  • It fixes the "Inn" bug to where items stored on characters in the Inn won't randomly disappear
  • It fixes crashing when using thrown items such as knives, throwing axes, miners bombs, etc.
  • It fixes the Vampire Ring bug to where you can now equip the Vampire Ring without crashing to the desktop
  • It allows you to adjust the lighting in the dungeons when in D3D mode. This feature will NOT work in software mode.
  • The Colanth's Eye will no longer disappear if you leave the area in the Dragonspire quest.
  • The Scabban quest now correctly identifies you having completed the quest if you meet Scabban outside of his "lab"
  • You are required to physically visit the Toad Village quest (i.e., ENTER Toad Village) to receive credit for the Warrior's Guild quest.
  • Allegedly, it was supposed to fix the "toad stuck in tunnel" phenomenon. Many people running the patch still claim this exists, though.
  • Kerah's Elevator in the Shrine of Anephas no longer is disabled once you leave the area, so you can visit the hidden shrine multiple times.
  • The teleport bug in the Pyramid of Cet is fixed (allegedly) so you can re-enter and exit the pyramid after the Endgame.
  • The Spirit Shield trait now works appropriately.
  • Cleared up a crash when trying to exit Shurugeon Castle
  • May correct the "Torin's backpack is still too full" problem
  • The character who brings back the Band of Boars gets a one-time multi-reward when they go back to the pawn shop.
The patch taketh away...

  • The ability to use the "Infinite Gold Bug" feature of the Inn (to get large amounts of gold at the beginning of the game)
  • The ability to use the "Toughen" cheat outside of a city gate to permanently increase a character's HP
  • The ability to get multiple credits for a quest by clicking on and off a character's portrait rapidly while the questgiver is acknowledging the quest
  • The ability to get credit for, and still keep, very useful quest items in the game by trading them to another character while the questgiver was still talking. Examples here are: ARDIBREN'S KEEPSAKE, ASSASSIN'S DAGGER, MONK'S WARD, NO-DACHI OF THE STONE, BAND OF BOARS, STONE OF CLOVER
  • As above, the ability to get multiple assassins or zenmasters by trading the requisite quest object (ASSASSIN'S DAGGER or TOMES OF CREATION) to another character while being offered the new role.
  • Removes the Jathil quest multi-reward bug, along with the Grue Morde quest multi-reward bug.
The patch doeth nothing...

  • Does not remove the Leprechaun multi-reward quest bug, nor does it remove the Open Shrine multi-reward quest bug.
  • Does not correct the sequence of Sebastio's quests.
For any additions to the list, send me a message... somehow...

Now go out there and barbecue a Worgur or something [img]tongue.gif[/img]

[ 07-22-2004, 10:35 AM: Message edited by: Bungleau ]
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Old 05-17-2003, 04:14 PM   #177
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
Be sure to always the spirit eye (spirit spell) on when travelling through the lost sea, since there are a number of treasure chests at the bottom of that sea. (Not just Talrik's two chests by the Collasium Ruins).
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Old 05-25-2003, 02:26 PM   #178
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
As suggested by Wyvern I now post the results of my experiments regarding triggering the animosity of the Stouts:

1) Casting the circle of fire spell on one's own party in a way that will put Freyedies inside the fire automatically results in Freyedies' and his guards' attacking the party.
2) Teleporting Raskalion or a monster within close proximity of Freyedies and bombarding them with a storm spell thus also hurting Freyedies is not considered an atrocity (as we have all discovered with other NPCs). However if Freyedies dies the miners still become mad.
3) Teleporting Freyedies to the lower levels of the mines and killing him out of the guards' sight is still considered an atrocity.
4) Teleporting Freyedies into the lava of the burning cavern does not hurt him the slightest bit as is the case with monsters
5) Teleporting Freyedies to the bottom of the sinking lake actually does make him gasp for air, and eventually he dies. This also makes the miners just a wee bit agitated.
6) Not to much surprise, killing Freyedies under an elevator also upsets the guards.

Conclusion: The death of the king triggers the Stouts’ animosity. However:

7) I found out that if one petrifies a guard or a miner, kills the king, and then casts stone to flesh on the petrified stout, that stout will not start attacking the party.
8) Using any of the indirect approaches mentioned under 2, 5, and 6 to kill a guard or a miner does NOT result in the Stouts' becoming angry.

Some other chance discoveries:

9) The vault key can be easily pickpocketed from the king, but it is impossible to pickpocket the king for Kraokendon.
10) As we all know one can pickpocket the dragon ore from Freyedies, give it back to him and thus have him make more dragon armours. (The ore is not used up in making the first armours). Also one of the chests in the king's private vault room contains a dragon armour. However, it seems that a second dragon armour, found underneath the anvil inside the vault, only appears after the king has been killed.
11) In order to complete experiment two I wanted to use monsters that I did not have to search for too long. So I went down to the treasure vault (with the key I had pickpocketed from Freyedies) and started teleporting Squixes out of the chests. A squix can actually be teleported out in the middle of a room. It has an odd square base and it remains on the spot where it launches breath attacks. However, if one steps close to its old treasure chest it immediately reappears in the chest. This seems rather peculiar.
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Old 07-02-2003, 05:03 AM   #179
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
Vanishing items: an investigation

Let us make a few experiments first. Let us suppose that we have a game, saved in front of a city gates, with a character A. The character A has some money (for example 100 gold) and some stackable items (for example 6 healing potions). Let us suppose that we also have a character B in the town inn. The character B has some free space in his inventory, he has no healing potions (or a similar stackable items used by A during experiments) and no money.

Experiment 1:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has no healing potions. The potions are lost.

Experiment 2:
a) Enter the town, then enter the inn.
b) Add B to the party, leave the inn.
c) Give B the healing potions in the town.
d) Return to the inn, remove B from the party, then add B to the party again.
d) Check B's inventory.
Result: B has no healing potions. The potions are lost.

Experiment 3:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn. Open B's inventory and close it without doing anything with the inventory. Do not even move your mouse across the inventory. You will see the healing potions in B's inventory.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 4:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the haling potions in the inn. Leave the inn. Open B's inventory in the town and close it without doing anything with the inventory. Return to the inn.
d) Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 5:
Do the same as in the 4th experiment but give the potions in the town instead of in the inn.
Result: B has 6 healing potions.

Experiment 6:
a) Split the healing potions so that A has 3 + 3 healing potions. Enter the town, then enter the inn.
b) Add B to the party.
c) Give B 3 healing potions. Open B's inventory. You will see 3 healing potions. Close B's inventory.
d) Give B next 3 healing potions. Remove B from the party, then add B to the party again.
e) Check B's inventory:
Result: B has 3 healing potions. The second 3 potions are lost.

Experiment 7:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Give B the healing potions in the inn.
d) Take B outside the town. Return to the inn. Remove B from the party, then add B to the party again.
e) Check B's inventory.
Result: B has 6 healing potions.

Experiment 8:
Do the same as in the 7th experiment but give the potions in the town instead of in the inn.
Result: B has 6 healing potions.

Experiment 9:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B.
d) Remove B from the party, then add B to the party again.
e) Check B's money.
Result: B has no money. All money polled by B are lost.

Experiment 10:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B. At the end of polling, open B's inventory and close it.
d) Remove B from the party, then add B to the party again.
e) Check B's money.
Result: B has all money he has polled.

Experiment 11:
a) Enter the town, then enter the inn.
b) Add B to the party.
c) Poll money by means of B. During the polling, open A's inventory and close it.
Result: No further polling is possible. A has no money after opening his inventory. Removing and adding A to the party does not generate any money.

Summary:
1. It's the opening of the new owner's inventory that makes the items, traded in the town or in the inn, stable. Opening the inventory is enough, no additional action is needed.
2. Leaving the town makes the items stable as well.
3. If you forget to open the new owner's inventory after giving him a new item in the town or in the inn, then you lose the item on removing the new owner from the party. This way, you can lose not only ordinary items but also vital items like the Signet Ring, the Mask of Evil or the Mavin Sword. All this has been seen already [img]graemlins/hehe.gif[/img]

Conclusions:
1. You can trade items in the town or even in the inn safely but you must never forget checking inventories of the new owners after the trading. Another possibility is leaving the town and returning.
2. You can speed up generating money in the inn considerably. The trick consists in repeated stabilizing of the polled money by opening the collector's inventory. Let us suppose that you start with a character A - the "generator" and a character B - the "collector":
a) Poll money by B a few times.
b) Open B's inventory. This makes the generated money real. Since now, B will be the "generator" and A will be the "collector".
c) Poll money by A a few times.
b) Open A's inventory. This makes the generated money real. Since now, A will be the "generator" and B will be the "collector".
e) Poll money by B a few times.
f) And so on. Note that the amount of money polled by the collector increases every time when A and B exchange their roles. The new collector will poll all money generated so far with every polling round.
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Old 07-15-2003, 07:38 PM   #180
bsftcs
Red Dragon
 

Join Date: January 23, 2003
Location: Denmark
Age: 45
Posts: 1,577
List of the advice given by town governors and barkeepers:

Valeia:

Town hall, Sir Elgar:

1) Gareth seemed odd and upset.
2) Gareth is dead. He fell ill and died shortly thereafter.
3) Villagers visiting the crypt have fallen ill. No cure for the disease.
4) There is a toad who seeks assistance. Toad Village is to the Norteast up the river from Nymph Lake.
5) The gypsies at Nymph Lake are stealing. Best to keep gold in the town bank before leaving.
6) The Snake Temple to the Northwest is seeking new members since a number of their flock recently disappeared in an accident. Do not trust them.

Tavern, Galliwag:

1) Gareth is dead. There was a stranger, a snake priest, in town by the time he fell ill. He disappeared shortly thereafter. He might have been a paid assassin.
2) Travellers robbed near Nymph Lake. The gypsies have their loot stashed away beneath the old boat house.
3) The dead rise from their graves at the cemetery. Only enchanted weapons can hurt ghosts and spectres.
4) Band of thieves murdered Southeast of Valeia. Ratlings from the Black Hand may be responsible. Perhaps someone named Scanthril. They came from the North.
5) There is a back entrance to the Snake Temple. One has to swim under a gate. But it is best to stay away.

Ishad N’ha:

Town Hall, Lord Barrenhawk:

1) Be careful in the lands beyond Shurugeon Castle since Erathsmedor hunts for food there. He does not dislike humans however. He is over 1000 years old.
2) Shurugeon Castle, abandoned for over 100 years, has in recent times been haunted by strange cries and noises and an eerie light in the tower.
3) A small person entered the Dragon Spire alone and unarmed. He never came out. Perhaps the dragon ate him.
4) The entire city of Ishad N’ha awoke with bad dreams of fire and blood.
5) Many citizens have disappeared in the Northlands.

Tavern, Alonso:

1) A stout has snuck off to a closed section of the Stout Mines by switching the trolley tracks. He plans to get rich. Be nice to Stouts.
2) A gnome lives in the Dragon Spire. There is a cave entrance in the hills with a fire-breathing machine. There is a special ore in the Stout Mines which cannot be burnt.
3) A prisoner once escaped Shurugeon Castle through the sewers. Rumour has it he fled north and built a castle.
4) There is a magical lamp containing a Djinni that will grant a wish. The brother of the person spreading the rumour got eaten by a cyclops in the North Hills beyond the lake.
5) Boogres live to the North. They are trapped by an old witch. She has a fortune.

Brimloch Roon:

Town hall, Duke Brinsly:

1) Get a ship – the waters are treacherous.
2) There is an island with a skull. It was struck by disease and is mostly abandoned. A strange wizard lives there.
3) The dreaded pirate Bloodbeard is back.
4) Glowing lights on the upper islands to the Northwest.
5) Adventurers seeking the bounty on the hydra found dead.

Tavern, Holthorne:

1) An old pirate shipwrecked on a reef. He accumulated a great treasure but was forced to throw it overboard when attacked by Bloodbeard. He must have a map of the treasure.
2) Rumours of a leprechaun. Catch it and it will abandon its treasure. It is on the middle islands.
3) There is a shrine to the North with a secret entrance. Bloodbeard is anchored in a nearby grove planning to get in.
4) To the north there is a little grove where trees can walk and talk. There is also a magical fountain.
5) There is a hidden desert accesible by a mountain pass somewhere on the West coast. There is a strange pyramid-shaped temple there. A hydra guards the pass. It can be hurt with a rain of stones.
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