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Chaos Consiracy
01/16/2021, 12:47:15

    DaveO writes:

    Has anybody played thru this mod for MM6? I was curious and I was thinking about a possible Let's Play on my YouTube channel




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Not me.
01/17/2021, 11:56:26

    Peter2 writes:

    I think I have the files squirreled away somewhere, but I've never installed the game. And I've not heard from BDJ for well over a year now.




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Where may I find the files with install directions? (nt)
01/18/2021, 11:44:31

    DaveO writes:





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Many individual files can be downloaded from attached link....
01/18/2021, 18:17:30

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Intended link didn't stay attached. Trying again, will include in body...
01/18/2021, 18:20:10

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Do a Find against chaos for 10000 days to see past entries...
01/17/2021, 16:35:07

    ragwort writes:





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Find tcc also returns entries...
01/17/2021, 16:39:53

    ragwort writes:





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I started it
01/19/2021, 21:33:39

    Ossie writes:

    Ran into a perpetual CTD bug at a certain spot in the dungeon that is Darkmoor in the "real" game. Kept CTD at the same spot regardless of going back to previous saves. So I gave up. Would be interested to see if you have any issues




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That happened to me in the vanilla game, but in Kriegspire rather than Darkmoor
01/20/2021, 14:55:34

    Peter2 writes:

    Fortunately, I had just saved my position, and I spotted a badly damaged monster (can't remember what) that had run into a corner and was doing its best to walk through the wall to get away from my party. I walked up and clobbered it, robbed the cadaver, and turned round anticlockwise to leave the corner. My game promptly crashed. I reloaded the position, repeated my actions, and the game crashed again. I repeated my actions again with the difference that this time I turned clockwise. No crash, and the game contimued smoothly. I don't think I actually finished the game – I was under considerable time pressure in those days and I was seldom able to find enough time to complete any game and remember what I was supposed to do next – but I do remember that I didn't have any further trouble with it.




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You know what? It WAS Kriegspire!
01/20/2021, 15:46:43

    Ossie writes:

    I remember the place exactly, and had a temporary memory that the place was in Darkmoor, but as soon as I read your post it set me straight. I don't remember looting a stuck monster beforehand, but again that does seem vaguely familiar. So it may not be an issue with the mod, but a glitch in the dungeon itself




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Well I never – I shall have to change my conclusions yet again ***Warning – Possible Kriegspire bug!***
01/21/2021, 06:05:58

    Peter2 writes:

    It's been my experience that in many of these big games written in the nineties and early noughties, occasionally and for no apparent reason, a glitch develops in the savegame. I soon learnt to keep a backup save. I thought that was no more than our old friend Murphy up to his tricks again, but if something similar has happened to you in what might well be the same place, maybe there IS a tiny bug in the game.

    So, advice to everyone, folks, take a back-up save before you enter Kriegspire!

    Isn't it amazing how, after over 20 years playing, this game can STILL present us with something new?





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re: New discoveries
01/26/2021, 08:52:54

    Eric B writes:

    I strongly agree. Case in point, in MM7, I had never known of that chest that was on the hill just outside Pierpont. Specifically, the one that's near where the Druid Promotion quest giver resides. Never had I looked over that hill/mountain, until I'd poked through this Tavern in detail.

    After reading about it, I'd decided to go and see for myself. Took some intense looking, but there it was, just as described!

    Which makes me wonder what else is hidden in MM6 and MM7 that, to this day, still has yet to be discovered!





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What I also find amazing is what HAS been found.
01/27/2021, 06:46:31

    Peter2 writes:

    Off the top of my head, just in New Sorpigal there are the scroll of Fly hidden in the south wall of the bank, the chest hidden in a rock on the coast, the buoy that sets off the volcano, the teleport to Dragonsand on top of Buccaneers' Lair, and there may be one of two more that I can't lay mind to right at the moment. Consider just the Fly scroll – somebody's probably been round and clicked on every wall in town to find that. The amount of effort and ingenuity that it has taken to locate what has been found is staggering.

    And I really do take my hat off to whoever it was that found the features in the v1.0 game which enable archers and the like to learn the mirrored path magics. I would guess the critical spots can't involve more than a double handful of pixels.





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Hidden items: New Sorpigal
02/02/2021, 06:42:20

    Eric B writes:

    The only two others that I can think of are the occasional random rings hidden in the cook pots, but those are scattered all over Enroth, so I probably shouldn't count that for New Sorpigal.

    Also, let's not forget that on the island where Gharik's Forge is --- that cook pot nearby, if you click it, brings several goblins to the location! (Similarly, in Rockham, there's a well that, if you drink from it, brings a few Fire Archers to town.)

    Not quite related, but the first time you cross the bridge to return to town from the Abandoned Temple causes a few goblins to appear on the bridge. Thus, if my party is very wounded when leaving that dungeon, I'll bypass the bridge by going over to the edge of the stream, and jumping over. If you do it right, you can clear it without ending up IN the stream.
    -------
    One of my favorite Easter Eggs, for some reason, is that torch in the sewers of Free Haven. If you click on the darkened torch, it illuminates. Apparently NWC had had some plans for it, because the description when you hover the mouse over it is capitalized, but I guess they, for whatever reason, decided to scrap their original plans, but still wanted to do SOMETHING with it.





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Yes. I still regret the "unfinshed" quest in Mist, too.
02/03/2021, 05:43:00

    Peter2 writes:

    If you go to the south-eastern "lighthouse" at the end of the harbour promontory, you are given a quest to clear out the robbers on the chain of islands to the north of the main island. However, when you return for your reward there isn't one, and the "quest" isn't referred to again.

    Returning to that torch, I wonder if it's just a distraction. It may be there just to draw your attention so that when you turn to light it, a collection of rogues thieves and vagabonds can race up the passage behind you and stab you in the back. What do you think?





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"Missing" quest in Mist (SOME partial spoilers)
02/07/2021, 07:07:27

    Eric B writes:

    Ah, the "Missing quest." I think the only purpose for that is to activate the teleporter to get to the other islands. If you've tried to use that teleporter prior to going to talk to the homeowner, you'll find that it doesn't work.

    I guess the "Reward" is what little experience you get from slaying the bandits, as well as the treasure that you find along the way. And, of course, the unlimited use of that teleporter.
    ***
    As to the torch in the sewer...that is a difficult call. Keep in mind that in some other dungeons, gold is hidden behind a couple of torches...and in yet another dungeon, there's a "Flickering torch," which opens a secret panel that reveals a button that needs to be pushed to open a door farther along. So, early on, I made it a habit to at least hover the cursor over torches (And everything else,) to see what the description says.

    Of course, I usually clear out the thieves first anyway, so by the time I get around to that torch, nothing else happens. I suspect that perhaps they'd wanted to have that tied to the walls where monsters are stocked in the sewer to release those monsters, but -- for whatever reason, decided not to. Or, perhaps they'd wanted to hide the sewer key there instead of elsewhere (And, if you find said key in MM7, it has a nice nod to the missing key!)

    Plenty of hypotheses, but I wonder if syntax, or memory issues, or some combination thereof, prevented them from going any farther with it.

    Inquiring minds definitely want to know!





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Missing quest, etc.
02/10/2021, 11:59:13

    Peter2 writes:

    Oh yes, I agree with you that that's how it turned out. But IIRC you initiate that by clicking on the word Quest in the dialogue screen, just like all the others Quests that do register on the quest lists.

    I don't know if you remember, but many years ago there were all sorts of rumours about a series of secret dungeons hidden in the spires and dragon towers, accompanied by many times that number of suggestions on how to enter them. Eventually, I spent a couple of days going through the files of this game with a hex editor, reading whatever in there was readable, and a good bit that wasn't. Not unexpectedly, I found no sign whatsoever of any secret dungeons or entrances to them, but what I did find was all sorts of other stuff left over from the time when the programmers were constructing the game. I never checked MM7 or MM8, but I'd be astonished if there weren't corresponding stuff left over in the files of those games. Certainly, the Druid Quest in MM8 was never completed.

    Inquiring minds unquestionably want to know why, but you'd have to ask the programmers. Timbecile, are you listening?





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Rumors
02/18/2021, 08:29:04

    Eric B writes:

    I do remember some of those rumors. Seems like one involved that flute you find in Dragoons' Caverns; I think they said to hold it and dance around that sword-in-stone that's just outside New Sorpigal to bring in a special goblin, or something similar. It's been a while, so I don't recall too much about it now.

    I would think that the only "Secret dungeons" would probably be the NWC office Easter Egg. Which, I think, was intended to be a nod to everyone who worked at NWC at the time, as if you hover your mouse over the NPCs there, it shows the name of whomever worked in that area. You can't talk with them, but it's still a nice way to recognize the behind the scenes workers.

    In MM7, you can speak with the workers in the NWC Office, but no one has anything to say.





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Free Haven sewer torches
03/18/2021, 16:38:40

    Ossie writes:

    I remember reading somewhere that the key generates in the FIRST of the various possible torches that it can appear, nearest to the first entrance you use to enter the sewers. My memory, which isn't perfect, agrees with this - the key always seemed to appear close to where I entered, no matter which entrance I used. So I always assumed the other capitalised torches were simply the other options for the key to appear, which were empty once you find it in the first location




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I believe I always got the key out of various sewer grates...
03/19/2021, 12:28:20

    ragwort writes:





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Sewer key (Spoilerish)
03/19/2021, 18:55:40

    Eric B writes:

    I seem to remember finding it in the grates in the sewer also. Though, its appearance seemed to be random, and sometimes it didn't appear. So, I'd usually save before poking around in there.

    Might & Magic VII has a nod to this issue --- one of the characters in the NWC Dungeon in MM7 has the key on them. The description says "Been looking for this? No wonder it wasn't in the sewers... it was hiding out in Erathia the whole time."





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Once again, memory fails!
03/22/2021, 01:14:42

    Ossie writes:

    You're right, Free Haven sewer key comes from the grates. SO what I remembered is that it appears in the closest *grate* to your first entrance.

    Which means as for special torches in the sewers, I have no idea!





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I'll be playing the MM6-MM8 Merge mod instead of Chaos Conspiracy next on my YouTube channel(nt)
01/20/2021, 02:44:57

    DaveO writes:





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I've been thinking of this next. Please post a link to your channel
01/20/2021, 15:47:58

    Ossie writes:





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YouTube channel link
02/27/2021, 09:49:13

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