RPGDot Network    
   

 
 
Icewind Dale II
Display full image
Pic of the moment
More
pics from the gallery
 
 
Site Navigation

Main
   News
   Forums

Games
   Games Database
   Top 100
   Release List
   Support Files

Features
   Reviews
   Previews
   Interviews
   Editorials
   Diaries
   Misc

Download
   Gallery
   Music
   Screenshots
   Videos

Miscellaneous
   Staff Members
   Privacy Statement

FAQ
Members
Usergroups
sure hope I don't need the bandits anymore...
  View previous topic :: View next topic
RPGDot Forums > Arx Fatalis

Author Thread
Scrib
Head Merchant
Head Merchant




Joined: 26 May 2004
Posts: 68
Location: West Palm Beach, FL
sure hope I don't need the bandits anymore...
   

After getting krahoz from those dissidents down there, I saw all those yummy chests which were all locked. Maybe that one guard, with nobody else around has the key? I thought to find out.
So, I raise an undead in his direction, and quickly closed the wall between him and I. I could hear him cursing at me, however, from behind the wall, even as the undead guy killed him.
I was relieved to find out that nobody else down there seemed to notice or care, but when I left that area, and returned later, they all want to kill me now. No big deal, I can take those guys, but, after getting krahoz (and I got the ancient shield back, too) do I need those guys there for any reason anymore in the quest?
-SJ
_________________
+ A video game hero gone bad +
+ Plays with recalled toys +
+ Celebrity mutant during my day job +
Post Thu Jun 10, 2004 6:45 pm
 View user's profile
Cm
Sentinel of Light
Sentinel of Light




Joined: 26 Jan 2003
Posts: 5209
Location: Missouri USA
   

You don't need them anymore, except for the leader has a role later in the game. I would wait for that scene to play out and then you can come back and get rid of them if you want. At this point you should be o.k. story wise.
_________________
=Member of the Nonflamers Guild=
=Member of Worshippers of the Written Word=
A man cannot be comfortable without his own approval.
Mark Twain
Post Thu Jun 10, 2004 7:06 pm
 View user's profile
Scrib
Head Merchant
Head Merchant




Joined: 26 May 2004
Posts: 68
Location: West Palm Beach, FL
   

That's cool. In truth, there's only two of them that want to do me in- the guy selling weapons and armor, and the guard in the entrance chamber. The guards sitting on the table drinking beer don't seem to move about- I say this, because the merchant has some good stuff, and I can purge that one small area of the two guys there, and still enter the shop and buy/sell from the chests even without that dude. I tried it once already, when the merchant came after me just for entering his store, I threw 'chaos' at him, and he ran off asking for help, but the guards drinking beer did'nt give a hoot. Lucky for me I suppose. I'm going to try something:
The two of them are waiting behind the cavern-door entrance from level 4 for me. The way summon undead seems to work, you may actually be able to cast it through a door- It casts at a distance, raising an undead creature way in front of you- I may be able to get them without even entering the room! Then, i'll just go back and forth between the shop, and leave everyone else alone, since everyone else there stay in their general areas, anyway.
_________________
+ A video game hero gone bad +
+ Plays with recalled toys +
+ Celebrity mutant during my day job +
Post Fri Jun 11, 2004 2:19 am
 View user's profile



All times are GMT.
The time now is Wed Apr 10, 2019 2:05 am



Powered by phpBB © 2001 phpBB Group
 
 
 
All original content of this site is copyrighted by RPGWatch. Copying or reproducing of any part of this site is strictly prohibited. Taking anything from this site without authorisation will be considered stealing and we'll be forced to visit you and jump on your legs until you give it back.