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Problem with one of Kira's quests
03/16/2012, 06:07:10

    Peter2 writes:

    Grrr! I've been trying to get rid of the Honkies in Thronheim, but they won't go, and there's no hint of any dialogue which will get rid of them. Any ideas, anyone?




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Honkies
03/16/2012, 19:48:50

    Gandalf919 writes:

    Talk to the dockmaster an ask him for a favor. Then go back and talk to the Hankies.




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Yeah, that's what I thought.
03/17/2012, 13:42:49

    Peter2 writes:

    That's what I did, too, but they're still hanging around. Is there a time lapse between asking for the favour and the Honkies vanishing? If so, can you remember how long it is? If they don't go, I shall have to go back to a very old back-up position.




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Re:Honkies
03/17/2012, 21:33:49

    Gandalf919 writes:

    It's been a long time since I played but he way I remember it is: Talk to the dockmaster and ask for the favor, go back and talk to each of the Honkies and tell them to meet you at the docks, go back and talk to the dockmaster again and he'll tell you they left.




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Gandalf is right
03/18/2012, 04:03:44

    Ossie writes:

    First you talk to the Dock Master & pick any of the locations he suggests. Then when you talk to the Honkies there should be dialogue options that you want to learn more about the Great Honk, and arrange for them to meet you and some "other interested friends" at the docks. They run off flapping their arms but from memory they don't actually "leave" town - you can still find them. Once you have spoken to all 3 you should get the quest completed "ding" - return to Kirra.

    I only completed this about a month ago myself & from memory I had trouble getting it to complete as well. I think it may be if you spoke to the Honkies before the Dock Master. I just went back to the start, spoke to the Dock Master, then went & spoke to all 3 Honkies, even if I'd already spoken to them. Then it worked





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Ahhh, right. That's what I did, except ...
03/18/2012, 06:01:24

    Peter2 writes:

    ... when I went back and spoke to the Honkies, only one of them gave me the dialogue options to meet at the docks, and they wouldn't leave. I've reverted to an earlier saved position, and when I get back to Thronheim and take that quest on again, I'll speak to the dockmaster first and I'll let you know what happens.

    Incidentally, has anyone noticed that when you complete the quest in Sturmford to Find the Saboteur, it doesn't show up on your "Awards" list?





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*should* still be saveable I think.....
03/18/2012, 18:44:29

    Ossie writes:

    Even if you spoke to one or more of the Honkies before the Dock Master. Can't remember exactly but I think I had issues with the dialogue options not appearing for some of them as well. I went to the DM then back to the Honkies & got it for all of them. As I said though they don't actually leave town after, they just run off to a different area.

    Or is it possible you have already completed the quest? In your quest log what does it tell you to do? If it tells you to return to Kira for the reward, it's done - even if you didn't get all the dialogue options





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I restarted the game.
03/19/2012, 21:00:54

    Peter2 writes:

    I misallocated a couple of abilities during character creation, so I wasn't entirely sorry about junking the position. This time, when I got back to Thronheim, I spoke to the dockmaster before speaking to the Honkies, and I had no trouble at all.

    One strange thing did happen, though. I went to Guberland to get the Coalition Quests from Markel the Great. I only did the one about Ivan the Smart, though, I left the other one until my party was tougher. When I eventually came back to do it, it wasn't in my quest list, and there was no sign of any dialogue leading to it from either Markel or the Dook. So I left Guberland City, deleted the minisaves, went to talk to Markel again, and lo and behold, up popped the dialogue giving me the Dook quest again. Wonders will never cease!

    I've had a couple of missing teachers, too. The blade teacher mysteriously vanished from Sturmford, and Atli the Quick went awol from Drangheim Tavern. The blade teacher might have wandered off somewhere - there are a lot of people wandering around in Sturmford and one won't stay put while you check the others, so I could have missed him - but I really looked for Atli,and he was nowhere to be found. In each case, deleting the minisaves got them back again.





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Yeah........
03/21/2012, 15:01:32

    Ossie writes:

    not sure if these things are to do with trying to run the game on Windows 7 or other more recent OS's, but I dont remember these things happening on XP. Of course, when I was largely playing on XP there were a lot of other initial bugs with the shipped version of the game (which have been fixed now through patches), but not these issues.

    I've had similar things happen with NPC's disappearing, quests not triggering etc. Never seen the Blade teacher in Sturmford going missing but Atli the Quick has definitely been AWOL. Another common one is one of the Lindisfarne teachers going for a swim beneath the dock. And a few quests not triggering properly: again never had the Markel one but I did have issues finding the Honkies dialogue, and the Paladin promo quest regarding damning then saving a family did not disappear from the quest log when I returned to claim the reward - although I got the quest completed ding and the XP reward. I returned much later to talk to him & got both again, and this time the quest disappeared from the log.

    The biggest one I found through was Sven's promo quest to clear the mines. For some reason I just find this dungeon tedious beyond belief so I left it until right before I ascended to Arselgard, so I could blow through as quick as possible with an advanced party. It was some time after I was first given the quest so when I finally entered the mines for the first time in the entire game, I found it already completed: all doors & walls broken through, machine working & the dialogue options from the dwarfs standing around already thanked me for helping to clear the mines! Like I'd already been through & completed the whole map. Weird. Didn't get the cutscene for the demoness either, but I dont know if that caused problems later on in the bathhouse because I gave up the game about when I got to that quest - I wouldn't think it would matter though.





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I tried to reply to this last night, but we seem to have had some bad net-weather for a time.
03/22/2012, 06:30:02

    Peter2 writes:

    I'm actually playing the game on my old computer (bought 2006) on a Win98 partition, so I should be unaffected by WinXP problems. Despite this probably being the ops system under which the game was developed, I still find parts of the game very "tender".

    MM9 is the only one of the MM games I've patched since MM3, and the only reason I play a patched game on that is that the version I use is the one that was included among the "MM Classics" CD that came in the MM6 Limited Edition. I thought it played perfectly in the Win98 DOS shell, but I found last time I played it that the final cutscene aborted and crashed the computer. I didn't even get the BSOD, the whole thing just froze and I had to cut the power off to get out. I've got an old laptop dating back to about 2000, and I'm going to try it on that. Maybe the slower processor will allow it to run better.

    MM6 & MM8 certainly run better on that machine than on the more modern ones. In MM6, can find the items hidden in the pews in the Silver Helm establishments, and in MM8, I can Jump successfully to the upper floors of the Hive.

    To my sorrow, MM9 won't run on it. I can get through the training establishment and the initial visit to the Isle of Ashes, but the game hangs when I try to enter Sturmford. I've not tried MM7, it's my least favourite of the modern MM games. Being restricted to only one of Light Magic or Dark Magic really killed my pig in that game.





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I said the game was "tender"!
03/28/2012, 17:23:30

    Peter2 writes:

    I did all the quests for the Jarls, and then came the first of the Writ of Fate quests, to stop the war between Sturmford and Drangheim. Unfortunately, that quest aborted half way through, and I can't seem to get it back. I'm waiting to see if the Jarls assemble in Thronheim "in a fortnight", but I'm not hopeful.




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