I need a little help to get beyond the locked door in The city of the Gragha. They said I have to solve some riddle. Well, I found four tablets, then I got tired of walking around in circles and starting slaughtering the guards and then tried to kill the leader who was unkillable without cheating.
I suppose I have to reload and find all of the tablets with the story(riddle?) on them again, but how to I get beyond this area?
I tried the MoveToArea cheat and moved to the next area, but the game crashed when some giants came onto the screen.
Master Po
Member Since 02 Jun 2005Offline Last Active Apr 13 2009 06:23 AM
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The city of the Gragha, help
01 October 2005 - 01:05 PM
Closed building in Westchar
16 September 2005 - 02:32 PM
How much experience do I need to get into the closed building in Westchar?
It says I don't have enough experience yet.
It says I don't have enough experience yet.
Installation question
10 September 2005 - 11:40 AM
When running the RoT installation, why is there an optional checkbox for ToB?
I was under the impression that RoT wasn't compatible with Throne of Bhaal.
Nevermind, just found the answer in the Question thread.
I was under the impression that RoT wasn't compatible with Throne of Bhaal.
Nevermind, just found the answer in the Question thread.
Bug in Chateau Irenicus
08 September 2005 - 06:09 PM
I got the following bug when going through the portal in Chateau Irenicus. The video briefly showed the screen where you meet Yoshimo, then another screen comes on similar to the intro screen with the crystal shard. Game hangs at that point. Any ideas?
SOA fresh install
Installed RoT
Patched with 1.0a and Patch3
Installed the following fom Weimer Ease 0.32
Infinite Weapon, Potion and Ring/Amulet Stacking
Shut Up "You Must Gather Your Party Before Venturing Forth"
Wear Magical Armor AND Magic Rings (etc.)
XP Cap Remover
Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
Unlimited Bag of Holding (Blucher)
Low Reputation Store Discount (Sabre)
Rest Anywhere (Japheth)
I just discovered Patch 4 and put it in Override folder with other patches and the problem is the same.
I even tried MoveToArea(AR0603) instead of using the portal and it brought up the same screwed up cut scene.
SOA fresh install
Installed RoT
Patched with 1.0a and Patch3
Installed the following fom Weimer Ease 0.32
Infinite Weapon, Potion and Ring/Amulet Stacking
Shut Up "You Must Gather Your Party Before Venturing Forth"
Wear Magical Armor AND Magic Rings (etc.)
XP Cap Remover
Allow Multi-Player Created NPCs to "Wait Here" When Kicked Out
Unlimited Bag of Holding (Blucher)
Low Reputation Store Discount (Sabre)
Rest Anywhere (Japheth)
I just discovered Patch 4 and put it in Override folder with other patches and the problem is the same.
I even tried MoveToArea(AR0603) instead of using the portal and it brought up the same screwed up cut scene.
SOS My Opinions, suggestions, comments and rating
02 June 2005 - 01:19 PM
The author certainly put a lot of time and effort into this mod and I bow down to his work and his creativity. That said, there are many things in this mod which frankly did not make any sense at all and some things that honesty were irritating as H***. If you haven't played this mod yet, don't even think about playing it without reading the entire walkthrough first.
The Drow area in the graveyard had to be the coolest part of the mod, with the exception of the million-plus spawning Mind-Flayers in the Lolth area. IMO, that was just plain stupid. Besides the idiocy of an unending tide of Mind Flayers assaulting your party, aren't the Drow and Lolth enemies of the Mind Flayers? Would it not have made more sense for Lolth to summon Driders, Handmaidens of Lolth, demons, or just plain Drow instead of Mind Flayers?
The main section of the mod where Selence recruits the players is silly. Why would a town's Mayor, in need of skilled fighters to kill rebels, ask a thief to recruit a party based on its thieving skills? I suppose the Mayor wanted a skilled group of thieves to come to his town and loot all of its citizens? Anyway, after you steal the stuff for Selence, I offered all ten items to her, but the game wouldn't allow me to select the items to transfer them to Selence. Big bug here. I simply slaughtered Selence and took her key which you need to advance in the mod (see walkthrough). When you finallly get to the town of Soubar, and accept the Mayor's proposal to join his town's militia, they strip you of all of your equipment. Are these townfolk idiots, inbred bumpkins, or just ungrateful as H***? Why would these townfolk who have requested the aid of powerful people (your party), ask these same people to aid them in defending their townspeople without the use of their best gear? The whole deal of removing all of your character's gear and placing it in the footlocker, or placing it where you choose to stash it, was a big waste of the player's time. How fun that was. What was even more ridiculous, after you give the Major the footlocker(which in my case was empty!), was the way your mages, clerics, etc., where then auto-equipped with long swords. I simply took the advice of the walkthrough and stashed all my party's stuff on the table in the house next to the barracks. After I gave the Major the empty footlocker, then saved the game and reloaded, a glitch allowed my party to equip its regular weapons. You can also re-equip the rest of the stuff you stashed on the table with the exception of your armor and helms, which you can't use again until you become officers. Of course modern day armies require certain weapons to be used by their recruits, but in the medieval era, knights and soldiers used whatever weapons they happened to have, some passed down from their ancestors. This "equipment stripping" part of the mod was not only unneccessary, it was a pain in the rear end for this player. Why couldn't the author just make the bandits more powerful so they would be more of a challenge to the player instead of stripping the player's equipment????? The part where your party trains the brawlers to fight is just a bore. The search for the spy, while a good idea for a mod turned out to be really stupid, IMO. Asking one question too many about a single suspect makes the quest unsolveable and the mod unfinishable. That's just stupid, IMO. Aren't investigators supposed to ask lots of questions? Don't investigators ask several people about the same individual to get an idea who is telling the truth? Oh well, my SOS quests ended after I solved the spy quest, as the Major would not talk with me again (as the game said he would) to give me my next orders. Another bug here?
BTW, I returned to the poisoned river with Charlotte and the game said her Ranger status was restored. Checked her stats and she was still "Fallen". Charlotte was a pretty cool NPC, except as a Ranger she was just a wimp and her unkillable animal was just silly. If you can't harm the darn creature, why does she get so pissed if you scratch it?
My rating for this mod (from 1 to 10) is a 5. It could have easily been much better by getting rid of the worthless Selence, the equipment stripping garbage, the training fiasco and by bumping up Charlotte's stats a bit and getting rid of her unkillable animal. I know everyone appreciates different things in a mod, and these are only my opinions.
The Drow area in the graveyard had to be the coolest part of the mod, with the exception of the million-plus spawning Mind-Flayers in the Lolth area. IMO, that was just plain stupid. Besides the idiocy of an unending tide of Mind Flayers assaulting your party, aren't the Drow and Lolth enemies of the Mind Flayers? Would it not have made more sense for Lolth to summon Driders, Handmaidens of Lolth, demons, or just plain Drow instead of Mind Flayers?
The main section of the mod where Selence recruits the players is silly. Why would a town's Mayor, in need of skilled fighters to kill rebels, ask a thief to recruit a party based on its thieving skills? I suppose the Mayor wanted a skilled group of thieves to come to his town and loot all of its citizens? Anyway, after you steal the stuff for Selence, I offered all ten items to her, but the game wouldn't allow me to select the items to transfer them to Selence. Big bug here. I simply slaughtered Selence and took her key which you need to advance in the mod (see walkthrough). When you finallly get to the town of Soubar, and accept the Mayor's proposal to join his town's militia, they strip you of all of your equipment. Are these townfolk idiots, inbred bumpkins, or just ungrateful as H***? Why would these townfolk who have requested the aid of powerful people (your party), ask these same people to aid them in defending their townspeople without the use of their best gear? The whole deal of removing all of your character's gear and placing it in the footlocker, or placing it where you choose to stash it, was a big waste of the player's time. How fun that was. What was even more ridiculous, after you give the Major the footlocker(which in my case was empty!), was the way your mages, clerics, etc., where then auto-equipped with long swords. I simply took the advice of the walkthrough and stashed all my party's stuff on the table in the house next to the barracks. After I gave the Major the empty footlocker, then saved the game and reloaded, a glitch allowed my party to equip its regular weapons. You can also re-equip the rest of the stuff you stashed on the table with the exception of your armor and helms, which you can't use again until you become officers. Of course modern day armies require certain weapons to be used by their recruits, but in the medieval era, knights and soldiers used whatever weapons they happened to have, some passed down from their ancestors. This "equipment stripping" part of the mod was not only unneccessary, it was a pain in the rear end for this player. Why couldn't the author just make the bandits more powerful so they would be more of a challenge to the player instead of stripping the player's equipment????? The part where your party trains the brawlers to fight is just a bore. The search for the spy, while a good idea for a mod turned out to be really stupid, IMO. Asking one question too many about a single suspect makes the quest unsolveable and the mod unfinishable. That's just stupid, IMO. Aren't investigators supposed to ask lots of questions? Don't investigators ask several people about the same individual to get an idea who is telling the truth? Oh well, my SOS quests ended after I solved the spy quest, as the Major would not talk with me again (as the game said he would) to give me my next orders. Another bug here?
BTW, I returned to the poisoned river with Charlotte and the game said her Ranger status was restored. Checked her stats and she was still "Fallen". Charlotte was a pretty cool NPC, except as a Ranger she was just a wimp and her unkillable animal was just silly. If you can't harm the darn creature, why does she get so pissed if you scratch it?
My rating for this mod (from 1 to 10) is a 5. It could have easily been much better by getting rid of the worthless Selence, the equipment stripping garbage, the training fiasco and by bumping up Charlotte's stats a bit and getting rid of her unkillable animal. I know everyone appreciates different things in a mod, and these are only my opinions.
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