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What were the original nasty bugs?
02/03/2015, 14:42:22

    Lopaleia writes:

    Last time I played this game was ten years ago. I would love to go through it once again, so I just installed the game from the original cds on my windows 7 machine and amazingly it works fine without any changes or patches! Now as long as it runs fine I'd like to keep it this way, unpatched an all.

    However I remember there were a few harmful bugs in the original version, but I don't know the details anymore. I would like to avoid them, so here's what I remember: some doors won't open - mostly minor ones but there was some issue with ghariks dungeon in new sorpigal and its key?
    Also, wasn't there some issue with reaction speed deteriorating when wearing armor? and needing the Chain skill to benefit from leather? Or have I mixed up here?
    Any other nasty bugs?





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No, you're absolutely right. I am assuming that you have the v1.0 game. In that :-
02/03/2015, 19:19:03

    Peter2 writes:

    1. Once you find the key to Gharik's Lab, don't leave it without setting a Lloyd's Beacon some place beyond the door. If you leave without setting the Beacon, when you come back, the door will be locked against you. If the bug bites and you end up with a locked door, save your game and edit the savegame to give yourself another key – Elrond's Editor works very nicely.

    2. There is a recovery bug with the armour. My normal parties don't have any members that wear plate armour. What I usually do is, when one of my characters reaches master in chain, I use the editor to give him/her master in plate, which gives the character the recovery benefit in chain. Similarly, master in chain gives the recovery benefit in leather, and I think the master in leather gives the recovery benefit in shield. I don't know of any way to give characters who wear plate the recovery benefit.

    3. According to Bones' combat guide, you actually do more damage using one weapon rather than two. But I prefer to use two weapons, and I'm happy to play the game that way.

    I've been playing the v1.0 game since it first came out, and I'm perfectly content to play it that way. If you have any further problems, get back to me, and I'll help to the best of my ability.

    Enjoy the game!





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Bones' guide tells about two serious bugs ...
02/04/2015, 06:33:05

    Ramillies writes:

    One that corrupts the game engine into resolving attack recovery incorrectly, and another that corrupts the save files so that your armor skills do not work at all.

    But, to be honest, I'm not really sure in which versions these appear.



    Related link: The relevant part of Bones' combat guide

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Thanks Peter2 and Ramillies!
02/04/2015, 16:36:50

    Lopaleia writes:

    It's unbelievable to get instant help on a 17 year old game!
    I'm glad you're still around.

    I still enjoy the game very much. I recognize a lot, as if I played this game only a month ago - it definitely doesn't feel like 10 years. Mostly I can remember that certain quests are somewhere in a certain area, but not exactly where. Fortunately, I found my old printouts of Pottslands information - locations of trainers and fountains and such. That really helps.

    Right now my level 9 ADSS party is getting kicked by the master monks in Bootleg Bay ;-) Maybe should have trained a little more on Baa followers and bloodsuckers...





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I wouldn't tackle that just now. (Some advice, but no large spoiler.)
02/04/2015, 18:05:36

    Ramillies writes:

    Certainly I needn't tell you that dungeons are always tougher (sometimes way more) than the outdoors. Also in one of the temples on Bootleg Bay islands, there is a big room with band of monks, who, upon being defeated, call a minotaur king. You can probably imagine what would follow if your level 9 characters got under his axe [ 861 HP, 63 - 81 melee damage and 20% chance to throw a Finger of Death at 14 ( = 14% chance of killing a character outright) ].

    I believe it's still good to stick to NS & Ironfist in this stage. Goblinwatch and Abandoned Temple of Baa are not very difficult (contrary to what was written above) and definitely worth clearing. Although Goblinwatch is only a "starter" dungeon, it's pretty complex. Make sure you have entered everything. You should visit the nicely paved rooms of stone as well as the dirty underground. Lots of monsters and loot there.

    Abandoned Temple of Baa is a pretty straightforward dungeon. If you don't mind being poisoned and diseased all the time, it's well worth a visit. Also there are quite a few quests bound to various places of this Temple, and these could provide you with some nice starting money.

    Bats and bloodsuckers are poor opponents for training. Cobras and spiders (foundable in the Temple) and goblins (in the Goblinwatch) give you way more experience and gold.

    Also in Goblinwatch there is maybe a single non-human occupant of a house. It's a rude goblin and you can talk with him about humans . But you must go there before you fulfill the Goblinwatch quest from the town hall -- as soon as you do it, the rude goblin gets replaced with a grateful human sentry .

    When these are done, I would move to Ironfist. Lizard archers yield very nice rewards for killing. After you get some more level-ups, I would recommend to investigate the Lesser Temple of Baa (or how is that thing called) -- but be very careful! It's very nice, sizeable and treacherous dungeon, with traps and difficult Baa priests (not the puny followers!) and hordes of skeletons. Similar things hold for Dragoons' Caverns -- lots of thugs, and thugs can put up a lot of resistance. I wouldn't enter Shadow Guild Hideout at all in this stage -- you play a magic&bow-heavy party and the dungeon is very confined and full of robbers who would tear you apart from close quarters with their knives.

    Then there are some more in the Ironfist area, but these are definitely to be skipped for now (Corlagon's Estates, Snergle's Iron Mines) even if you got a way of entering them.

    P. S.: Maybe you know all of this. I just wanted to sketch what would I concentrate on this early in the game. I'm aware of the fact that this is a somewhat uncalled-for advice. If it doesn't help, just ignore it.





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All advices more than welcome
02/05/2015, 03:39:40

    Lopaleia writes:

    All advices are more than welcome at this stage! I already worked my way through the abandoned temple and the goblinkeep, but didn't dare to enter the Baa temple in ironfist. Maybe I can, but I recollect clicking somewhere and suddenly facing hundreds of skeletons - okay I'll give it a try in a few days.

    One of these lower level ironfist dungeons had oozes I can't hit and that break stuff, was that the hideout or the dragoons cavern?

    My party is not very suitable for these early stages: close combat is mstly not a good idea, and ranged only works as long as my druid heals the party faster than it is shot down. But it was so much fun to take out rooms with quadruple shots of sparks! I hope I'll get to that stage quick :-)





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Temple of Baa needs very careful progression.
02/05/2015, 06:40:19

    Ramillies writes:

    When you enter it, it's a completely calm and empty place. After going through one door, you find yourself in great hall. There are 3 other doors and in the middle there is a little room separated by walls from the outside. There are four "dirty" ( = brownish) corridors (roughly in the middle between every two adjacent doors) that lead down into four big dirty caves full of low-level fauna (spiders, cobras, rats, bats, maybe one or two Baa cleric). I use to go there very early in the game, kill these and leave the temple yet for some time.

    Skeletons appear all around you when you |open a chest that is closed within the box room in the middle of the hall|. My CCSS party went there very late because you need to pack up some brutal force and fight your way from the encirclement in melee.

    [ Apparently empty space between |s can be highlighted with your mouse; then it reveals a spoiler. ]





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You can in fact tackle that area fairly early on if you're careful.
02/06/2015, 05:45:44

    Peter2 writes:

    First of all, clear out the caves accessed by the 4 tunnels in the corners of the ground floor hall, so you have somewhere to run to.

    When you open the chest, don't stand in front of it, stand just by one corner and slightly away from it, to give yourself room. Open the chest and clear it, and when you close it, IMMEDIATELY hit "Return" to enter turn-based mode. Turn round and have a good look at the four doors to the room-within-a-room. Pick the one which seems least obstructed, line yourself up, and run for one of those tunnels as if the devil himself were on your heels. You'll take some damage, but you're faster than your pursuers, and you should be able to get away down into one of the caves to rest and heal. Then you just snipe from the tunnels entrance in order to cut the numbers down to something acceptable, at which point you can re-enter the hall and mop up the rest. The ability to "shoot 'n scoot" – retreat while firing arrows at your pursuers – is a great help.





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turnbased mode
02/06/2015, 10:28:07

    Chandor writes:

    Just to add to that, you can enter turnbased mode before opening the chest. You'll still be in it after you close it and those pesky skeletons won't have moved an inch (Of course you're still going to have to run like a bunny as soon as you come out of turnbased mode!)
    I can vouch that the place is quite do-able at level 1 (with the aid of a well or two). Takes a bit of time though. and at that level a number of trips to the temple to heal and recharge!

    --Chandor





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Hm, this never worked for me, eventhough I thought this up and tried to do it.
02/06/2015, 10:49:53

    Ramillies writes:

    I never managed to clear the way out as fast as I needed. Maybe it's my bad luck, but generally in each doorway there's been already a skeleton standing by the time I closed the chest.

    I solved many "problems" like this with hit&run using CCSS party, but in this case I just never ever got it working.





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Escaping the ambush...
02/07/2015, 17:08:39

    Chandor writes:

    Hmm, just tried this. I tried opening the chest a number of times and the skeletons e.t.c always seemed to spawn in the same place, a set of groups outside each entrance to the small inner room, but back a little from the entrance. I'm not sure if it is fixed, or if it's set when you enter the dungeon but it's certainly not random when you open the box. They're far enough away from the door so if you open the chest at max range (you will be fairly close to a door), you can turn around, look at the skeletons, then come out of turnbased mode and run past them. You'll get hit a few times as you pass, but if you survive that you can run like a bunny for one of the corner passages and then start patiently sniping the skels
    Note that this only works if you enter turn-based mode before you open the chest. If you do it after you close the chest, even if you do it immediately all the skels get one turn of movement, which is likely to put skeletons right in the doorways where you can't get past them...




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Ah, that was the problem. I didn't open the chest in the TB mode.
02/08/2015, 08:01:00

    Ramillies writes:





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Fire lord
02/05/2015, 04:04:54

    Lopaleia writes:

    I think I'll try the temple of Tsatsa (something like that) before going back to Ironfist. But now I'm wondering: shall I also give the Fire lord dungeon a try? That was mostly goblins and some ogres (with tough bosses) and a single Varn soldier that couldn't hit me if I stood in the right place.

    And if I do, there was definitely a hole I should jump in first to get the most amber pieces. I forgot which compass direction that was though...does anyone have a clue?





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I never really got my head round that place.
02/05/2015, 05:05:33

    Peter2 writes:

    I always used to tackle it by taking the holes one by one, starting with the one in the NW and going clockwise. I took some damage early on, but I found some amber reasonably quickly, although not enough to protect the whole party for quite some time. I never worked out which underground sections of which holes interconnected, so I ended up going over some ground twice or three times, but I preferred doing that to running the risk of leaving sections unvisited.

    Scoring high as the game reckons it is not important to me. My aim when I play these games is to go everywhere I can reach, and do everything I can. For example, you can climb some of the mountains in MM9. I've never found anything up these, but there's always hope that I might! Also, there is a way to explore most of the mountains on the Isle of Fire in MM3. There's nothing there, but I enjoyed finding a way to do it.

    So I always end up with a miserably low score, but I've had great fun getting it.





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I don't play for highscores either...
02/05/2015, 05:35:44

    Lopaleia writes:

    Curiousity and continually looking for equipment that is slightly better than my party is wearing at the moment, that's what takes me to the next dungeon or mountain. Great, I found a +5 hitpoint ring I can give to my druid, so she can give here old +3 hitpoint ring to one of the sorcerors, and then I can sell a +2 intelligence ring!

    And of course I HAVE to take out ALL the bad monsters in the most spectacular ways - that's why I'm very fond of the elemental magics. Striking that pack of vicious Hydras with meteor showers and star bursts, before they even spotted me ;-)
    Not yet however, at the moment it's just cold beams and arrows on the approaching head hunters...

    Once I tried a non-violence game with clerics and feeble minds. It didn't work - the cobras that stood behind others weren't affected and when they continued to attack me, the already pacified ones joined in also - and it wasn't fun so I quit that one.





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To be honest -- that's the only dungeon in the game where I lost my way.
02/05/2015, 06:26:23

    Ramillies writes:

    I feel a little ashamed, because I could navigate VARN without any problems just from my head.

    Temple of Tsantsa should be OK, but again, it contains some very tight places you might not like. Typical inhabitants: Cannibals & Cobras. You could like to make sure that your druid can cure poison -- there's no temple on the island and sleeping in Inn makes it only worse.

    Ogres are tough. I would avoid them, but in the Halls of the Fire Lord there is more space for maneuvering. Maybe you could eventually shoot them down. But I don't really know much about that dungeon.





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Firelord plus area/levels
02/05/2015, 12:02:39

    Chandor writes:

    iirc in the Firelord place, go south first (after opening the chest by the firelord and before jumping down the hole). Open the door and you'll find 2 more amber pieces, giving you enough for everyone. After that I usually just do the holes from the main roon in clockwise order starting NE

    As far as dungeons/overground maps go, in the last game I trained twice. Once from lvl 1 to lvl 15, once from lvl 15 to lvl 45. Cleared/did everything

    At level 1:
    =========
    New Sorpigal
    Ironfist
    Goblinwatch
    Abandoned Temple
    Free Haven Sewers
    Shadow Guild Hideout
    Temple of Baa

    At level 15:
    ==========
    Bootleg Bay
    Free Haven
    Blackshire
    Silver Cove
    Frozen Highlands
    Misty Islands
    Eel Infested Waters
    Dragoons Caverns
    Corlagons Estate
    Snergles Caverns
    Silver Helm Outpost
    Temple of the Moon
    Tomb of Ethric the Mad
    Dragoons Keep
    Lair of the Wolf
    Temple of the Snake (got Guinevere off the gold dragon there )
    Monolith
    Warlords Fortress (rather hard)
    Silver Helm Stronghold
    Icewind Keep
    ShadowGuild
    Castle Alamos (also rather hard)

    At level 45:
    ============
    Everything else

    --Chandor





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Ramillies is perfectly right about the game corrupting — I should have mentioned this before.
02/04/2015, 18:53:08

    Peter2 writes:

    Always keep a set of back-up games. The v1.0 game, which I suspect is the one you've got, tends to corrupt the savegame, so you really do need to keep your back-up positions reasonably well up to date. That way, if things do go south, you won't have too much to replay.

    I remember once in Castle Kriegspire where I went into a corner to look at something, turned clockwise to come out of the corner (I can't remember exactly where, except that the scenery was brownish and it was only dimly lit), and the whole system crashed. Fortunately, I had a recent back-up, and out of sheer curiosity, went back to the same place and tried it again. The same thing happened. I tried it yet again, but this time I turned anticlockwise. No problem. I can't explain it — but I was able to finish the game!





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