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Ending NOTR/Spoilers/Freeing the slaves/Red Peppers/Thorus
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RPGDot Forums > Gothic 2 Spoilers

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MoriasBane
Eager Tradesman
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Joined: 08 Feb 2004
Posts: 33
Ending NOTR/Spoilers/Freeing the slaves/Red Peppers/Thorus
   

1st. How the heck do you get patrick to agree with a a slave revolt, or atleast free the slaves?

2nd. Where the hell are the red peppers needed for spirit shift potion that you need to give to Fortuno?

3rd. Thorus is a smart ass in the end of NOTR, what does he mean by "see you at the gates"?

Thanks
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Last edited by MoriasBane on Thu Oct 21, 2004 5:25 pm; edited 1 time in total
Post Thu Oct 21, 2004 2:27 am
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maic_ro
Keeper of the Gates
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Joined: 28 May 2004
Posts: 113
Location: Always at work
   

In oder to get them to revolt you must create the conditions. You must get thorus to aggre that the guards should not attack the slaves. I think this option is open after you kill the mine guard ( the one that every body hate) he will came to you after you kill all the minecrawales....
Post Thu Oct 21, 2004 1:20 pm
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MoriasBane
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Joined: 08 Feb 2004
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Answers Please
   

Either you people havne't played NOTR or your just a bunch of player haters....i need answers to these questions? Am i the only one who has run into these situations...i think not. Please sit down and spend a little time for a fellow player

Bane of Moria
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Post Thu Oct 28, 2004 4:57 pm
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Don-Esteban
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Joined: 13 Oct 2001
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Re: Ending NOTR/Spoilers/Freeing the slaves/Red Peppers/Thor
   

quote:
Originally posted by MoriasBane
1st. How the heck do you get patrick to agree with a a slave revolt, or atleast free the slaves?

Show the slave guard the head from Blodwyn, and than speak with Thorus about the slaves, he will let them escape.
quote:
2nd. Where the hell are the red peppers needed for spirit shift potion that you need to give to Fortuno?

Either Sagitta near Onar's farm or Zuris at the market place in Khorinis have red pepper. In Jharkedar there is no red pepper.
quote:
3rd. Thorus is a smart ass in the end of NOTR, what does he mean by "see you at the gates"?

Thanks

In Gothic I Thorus stood about the gate to the castle, the upper area of the old camp and here stand Thorus at the gate to the upper area of the bandit's camp...
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Post Fri Oct 29, 2004 12:17 am
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Uocjat
High Emperor
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Joined: 06 Mar 2003
Posts: 706
Location: deep in the dungons of area 51
   

about Thorus and all the other smart mouths from the former old camp .. why are they even in NOTR ? i for one totalty killed all of them in G1 .. am i the only one seeing something wrong whit them still being alive ?
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Aoccdrnig to a rscheearch at Cmabrigde Uinervtsy,
it deosn't mttaer in waht oredr the ltteers in a wrod
are, the olny imprmoetnt tihng is taht the frist and
lsat ltteer be at the rghit pclae. the rset can be a
total mses and you can sitll raed it wouthit porbelm.
tihs is bcuseae the huamn mnid deos not raed ervey
lteter by istlef, but the wrod as a wlohe.
Post Fri Oct 29, 2004 12:58 am
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elkston
High Emperor
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Joined: 21 Sep 2002
Posts: 691
Location: North Carolina, USA
   

quote:
Originally posted by Uocjat
about Thorus and all the other smart mouths from the former old camp .. why are they even in NOTR ? i for one totalty killed all of them in G1 .. am i the only one seeing something wrong whit them still being alive ?


You know, I have never understood this argument. Why is it so hard to believe that PB decided to pick a "reality" they wanted to go with as far as the events of G1 are concerned.

Then based on these facts, write the events for G2 and the addon.

Since G1 is flexible as to who you can kill, its IMPOSSIBLE for them to know exactly who was kept alive in your game unless they read your savegame file.

And since you know they didn't do this, why is it hard for you to imagine Thorus & company being alive...

Even if they did read savegame files prior to making the "world" for G2 -- it would be too much work to keep track of all the permutations of who was left dead/alive and how it would affect your particular plot. Yes, it would "cool" if this was possible -- but implementing it would be a big resource drain. Better to decide on one probable "reality" and go with it..
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Post Fri Oct 29, 2004 3:53 am
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Uocjat
High Emperor
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Joined: 06 Mar 2003
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Location: deep in the dungons of area 51
   

if they wanted to ise them iin G2 and the addon they should have them immortal in the storyline like lester, diego, milten and gorn and who ever else there was .. in the first 3 chapters of G1 they where immortal bur from chapter 4 when the old camp turns on you they are open to kill and there fore it is likely that they have been killed .. unless people have just been standing there letting them pound on them cuz they didnt want to kill them

there would be no problem if they have kept them immortal and like sent them off to guard some place where you did have to go through .. like the path they use to get into the free mine
_________________
Aoccdrnig to a rscheearch at Cmabrigde Uinervtsy,
it deosn't mttaer in waht oredr the ltteers in a wrod
are, the olny imprmoetnt tihng is taht the frist and
lsat ltteer be at the rghit pclae. the rset can be a
total mses and you can sitll raed it wouthit porbelm.
tihs is bcuseae the huamn mnid deos not raed ervey
lteter by istlef, but the wrod as a wlohe.
Post Fri Oct 29, 2004 11:02 am
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Don-Esteban
Eager Tradesman
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Joined: 13 Oct 2001
Posts: 40
Location: Germany
   

Gothic I became developed in 2000. At this time nobody - including the Piranha Bytes themselves - knew something about a possible follower. The decision, to make Gothic II, was reached 2002 from JoWooD after the success of Gothic I in Germany, Austria and Swizerland.
Don't kill Raven, Thorus and the other guards in the old camp at your next Gothic I-game and all will be fine.
It's your decision, to dispose this problem.
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Post Fri Oct 29, 2004 1:57 pm
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Irf
High Emperor
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Joined: 18 Jul 2002
Posts: 1032
Location: England
   

I doubt that PB had made any serious plans to make Gothic 2, untill after the success of Gothic International version. And they certainly would not have had any plans for the add-on, so obviously they would need to "ressurect" a few characters for the new story.
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Post Fri Oct 29, 2004 2:08 pm
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Uocjat
High Emperor
High Emperor




Joined: 06 Mar 2003
Posts: 706
Location: deep in the dungons of area 51
   

well they could have use someone from the swamp camp like cor angar or some templers .. that would also make more sense if they had gona insane due to all the swamp weed they smoked .. but they are just gonein the following games
_________________
Aoccdrnig to a rscheearch at Cmabrigde Uinervtsy,
it deosn't mttaer in waht oredr the ltteers in a wrod
are, the olny imprmoetnt tihng is taht the frist and
lsat ltteer be at the rghit pclae. the rset can be a
total mses and you can sitll raed it wouthit porbelm.
tihs is bcuseae the huamn mnid deos not raed ervey
lteter by istlef, but the wrod as a wlohe.
Post Fri Oct 29, 2004 2:22 pm
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Don-Esteban
Eager Tradesman
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Joined: 13 Oct 2001
Posts: 40
Location: Germany
   

The whole swamp camp, except for Cor Angar, Lester and Fortuno, transform into seekers. Most of the new camp habitants stand now at Onar's farm. Only the guards of the old camp were not used at Gothic II at this time.
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Post Fri Oct 29, 2004 2:45 pm
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Uocjat
High Emperor
High Emperor




Joined: 06 Mar 2003
Posts: 706
Location: deep in the dungons of area 51
   

where does the storyline say that the seekers are former swamp campers ?
_________________
Aoccdrnig to a rscheearch at Cmabrigde Uinervtsy,
it deosn't mttaer in waht oredr the ltteers in a wrod
are, the olny imprmoetnt tihng is taht the frist and
lsat ltteer be at the rghit pclae. the rset can be a
total mses and you can sitll raed it wouthit porbelm.
tihs is bcuseae the huamn mnid deos not raed ervey
lteter by istlef, but the wrod as a wlohe.
Post Fri Oct 29, 2004 9:29 pm
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Dez
King of the Realms
King of the Realms




Joined: 08 Jan 2003
Posts: 455
Location: Fortress of Tell Halaf
   

if you join a monestary and become fire magician you will get a quest called "seekers"at some point of that quest you will find out this.
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Post Fri Oct 29, 2004 11:11 pm
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MoriasBane
Eager Tradesman
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Joined: 08 Feb 2004
Posts: 33
Thank you and about the car in NOTR
   

Don thanks a million.
and Uocjat your right about the developers not really knowing who is alive and who isn't. That's way more work than most of them will include in code.

Thanks guys

BTW How do you fly in gothic NOTR. I would like to see the car above the old library i've been reading about?
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Post Sat Oct 30, 2004 6:10 pm
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Uocjat
High Emperor
High Emperor




Joined: 06 Mar 2003
Posts: 706
Location: deep in the dungons of area 51
   

if you use the marvin mode ( open your stats window and type"marvin" and thenclose the stats again ) then you can use F8 to fly up or you can free look by pressing F6 .. and if you want to go there then open the console (F2) and type goto camra and hit enter and then F4
_________________
Aoccdrnig to a rscheearch at Cmabrigde Uinervtsy,
it deosn't mttaer in waht oredr the ltteers in a wrod
are, the olny imprmoetnt tihng is taht the frist and
lsat ltteer be at the rghit pclae. the rset can be a
total mses and you can sitll raed it wouthit porbelm.
tihs is bcuseae the huamn mnid deos not raed ervey
lteter by istlef, but the wrod as a wlohe.
Post Sat Oct 30, 2004 10:58 pm
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