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Thread: The Rebellion of the Builder 2: Mission 6 "The King's Request"

  1. #26
    Member
    Registered: Apr 2002
    Location: Germany
    Quote Originally Posted by Dahenjo View Post
    I believe I just did the same thing and you can see the messenger on his way up to see the king...
    Oh I believe you - no problem - but that doesn't change what I experienced...

  2. #27
    Member
    Registered: Aug 2004
    Location: CT, USA
    Quote Originally Posted by Calibrator View Post
    Oh I believe you - no problem - but that doesn't change what I experienced...
    No, but the testers and other players so far didn't report that problem, and it doesn't seem reproducible, but we'll see if others experience it. There might be something else setting up that problem, like if the messenger gets distracted or sees you through one of the small windows as you ascend the tower, but simply entering the castle on the 2nd floor isn't the problem.

    EDIT: I think it was distracting the messenger - nobody can see you from that first window going up in either tower, but if you make a distinct noise (I had to jump right next to it, but running at full speed back and forth by it had no alerting effect) he and the two guards outside the front doors go into alert, then he didn't do his thing when you enter on the 2nd floor, but Garrett didn't say anything either.

    Actually I did it twice, jumped so they're fully alerted, and the second time he still came in correctly by the time I got up there, but after the first time I discovered he had come inside and was standing by that tower window. I'm not saying Calibrator that you jumped there in your case, most players are more careful, but it likely took something comparable that alerted them outside, maybe you can recall?
    Last edited by Dahenjo; 24th Aug 2017 at 17:33.

  3. #28
    Member
    Registered: Nov 2003
    Location: NMONʞN∩
    I think I know what might be going on here. Something must've spooked Fredrick. I'll look into it. I should be able to fix this right away.

  4. #29
    Member
    Registered: Nov 2003
    Location: NMONʞN∩
    OK. Here's a quick update of the mission. Just put it in your current version. The downfall is that you'll have to restart the mission. Any game saves you have won't be fixed.
    Miss26.mis

  5. #30
    Member
    Registered: Apr 2002
    Location: Germany
    Quote Originally Posted by Dahenjo View Post
    I'm not saying Calibrator that you jumped there in your case, most players are more careful, but it likely took something comparable that alerted them outside, maybe you can recall?
    To be honest: I ran a lot in this campaign. In fact I'd say I ran most of the time! So I definitely wouldn't rule out that I triggered the messenger.
    On the contrary it's quite possible - and that would indeed be a good explanation why others couldn't reproduce this behaviour.

  6. #31
    Member
    Registered: Apr 2002
    Location: Albertslund, Denmark
    Am i missing something obvious?
    I got the gem from the sewers and thought i had to get into the Hammerite Church.
    But the front doors are unfrobbable and i can't find any other way in?
    I explored quite a bit before going into the sewers so i had already been at the church before i had the gem and got a comment from Garrett.
    Did this break the scripting?

  7. #32
    Member
    Registered: Apr 2002
    Location: Albertslund, Denmark
    So was this problem also caused by the two missing files in v1.20?
    Nothing has changed after updating to v1.22 so do i have to start over to get the Hammerite Church doors to work?

  8. #33
    Member
    Registered: Nov 2003
    Location: NMONʞN∩
    You may have to start over. The event that need those files are already triggered after you saved (ex: getting the gem).

  9. #34
    Member
    Registered: Aug 2014
    Location: In Cragscleft
    I'm stumped. Where is the gem at in the sewers?

  10. #35
    Member
    Registered: Mar 2018
    Quote Originally Posted by TheDarkOne93 View Post
    I'm stumped. Where is the gem at in the sewers?
    I believe it's under grate.

  11. #36
    Member
    Registered: Oct 2012
    Game play hints and advise in the Cathedral, Castle, power station area

    This part of the mission is seriously sensitive and the mission can fail for a number of reasons without players understanding why, so here are a few things that Baeuchlein and myself have discovered.

    When escaping from the Cathedral one or more of the Hammerites can cause the mission to fail, probably by alerting Frederick who then doesn't go up to see the King, Baeuchlein found that one Hammerite had followed Saria to the Pagans and that caused a fail, and once one of the Hammerites somehow managed to drop through a grate and alerted one of the zombies in the sewers causing the mission to fail when the zombie somehow managed to come up to street level and head over to the Castle causing a ruckus amongst the guards.

    In the Castle any action that alerts Frederick (whose in the front courtyard) will prevent him going upstairs to speak to the king, the mission won't fail but the conversation between them won't occur so you won't be able to progress, so if you do KO any of the guards hide their bodies well away from the lobby and don't make any noise whilst your doing so.

    When following Frederick to the no KO Mechanist any body lying around that he sees will alert him and the mission will fail, so make sure there are none around the Cathedral area of the fountain area.


    When I killed the no KO Mech who Frederick meets up with, the conversation inside the power station doesn't trigger, but I was able to KO the patrolling Mechanist inside the power station and the conversation did trigger. However Baeuchlein had exactly the opposite experience, he was able to kill the no KO Mech without breaking the game but when he KO'd the patrolling Mech the conversation didn't happen. So different players different experiences.

    The way to guarantee the conversation in the power station to trigger is not to kill or KO any Mech outside or inside the power station.

    Another oddity was Baeuchlein was able to KO the patrolling Mech in once instance and then place her outside the power station, this caused the no KO Mech to become alerted when he approached the power statin and ran away, thus he didn't have his conversation with the Mech Priest and so didn't trigger the army of no KO Mechs between the power statin and the missions exit. When I tried this the no KO Mech just ran past the body of the patrolling Mech.

    Again different players different experiences.


    So the best bet is again not to KO or kill any of the Mechs, just sneak into the power station and trigger both conversations by entering the rear room and waiting patiently until both conversation have occurred.
    Last edited by fortuni; 21st Nov 2020 at 04:27.

  12. #37
    Member
    Registered: Mar 2018
    That's nothing special. In Power Plant I KO-ed patroller and important conversation between Mechanist and priest couldn't start, so I couldn't beat this mission.

  13. #38
    Member
    Registered: Dec 2004
    Location: Germany

    Quote Originally Posted by Galaer View Post
    That's nothing special. In Power Plant I KO-ed patroller and important conversation between Mechanist and priest couldn't start, so I couldn't beat this mission.
    I think I need to clarify a few things.

    First, the mission may fail completely unexpected when the player enters the castle or opens a door inside, with the "See what the king is doing" objective marked as "failed". Since the player usually has not even met the king in this case, there's no indication of why this objective should have failed. The reason for this mysterious failure often appears to be that one or more of the "super guards" with the projectile-firing swords have been alerted somehow, maybe even without Garrett's (direct) interference.

    Aside from when the player creates a ruckus (and might then get the idea of why the mission failed), there was also one very uncommon cause for this kind of failure: When I went through a house and down into the sewers in search for Richter's gem, I alerted the male zombie down there, but just ran past him. While I was obtaining the gem, the zombie went out of the house, killed some opponents and actually made it through half of the city and towards the front of the castle, where he was attacked by the "super guards", rendering him inactive in the end. Their projectiles did not cause the zombie to explode, though, so the "super guards" did never have a chance of calming down (no idea whether that would have helped, btw).

    When I later entered the castle from the rear courtyard, the mission failed as described above, and it took me a great effort to find out what happened, and also find out that the mission was already broken when I arrived at the castle. This should not happen to the player.

    I also doubt that it is a good idea to let the mission fail this way if the "super guards" are alerted by any other cause. I would prefer that the player was informed that some guards had become suspicious for some reason, instead of some unrelated objective marked as "failed". Furthermore, while the verbose description of the first objective might give the player a little clue as to what went wrong, this description is only displayed once, before starting the mission. And since the player also does not observe the conversation between Fredrick and the king in this case, which would give him/her another hint that stealth would be required from now on, this second clue is not given to the player at this point either.


    I also had another unexpected failure like this when a Hammerite followed Garrett to the Pagans and their secret entrance into the castle. Upon opening a door to the castle, the mission falied as described above. Whether the Hammerite's arrival at the Pagans caused the mission to fail, or whether the Hammer later ran towards the "super guards" and alerted them, I could not determine. Once again, though, there was no apparent reason for the mission to end with the "See what the king is doing" objective marked as "failed".

    The potential problems later on, when Fredrick executes the commands of the king, are sometimes easily explained by the king's reminder to Freddy that he should not be observed while performing his duty. It's not so hard to get to the conclusion that bodies in Freddy's way might cause similar problems as if he notices someone behind him. However, there might be a bad surprise if an unconscious person has been dropped in Freddy's path previously, although the player might then reload an earlier save, most likely not too long before triggering Freddy's departure from the castle. Problems can arise if, e.g., the Hammers meet the zombie mentioned above, for they will never stop fighting the inactive zombie in the end (unless one of their priests destroys the zombie with his magical projectiles). It's a bit weird, though, that Freddy shits his trousers whenever he sees a fight or an unconscious person, but has no problems when the dismembered body parts of an exploded zombie lie in his path. Apparently, severed limbs are a common sight in the city...

    After the player enters the Power Station near the end of the mission, (s)he should observe a conversation between the Mechanist priest and a female Mechanist on the catwalk above the main room of the Station. Knocking out the third Mechanist, the one who patrols near the stairs, is not necessarily a problem, but if it happens and either the priest or the female notice this and get alarmed, their conversation never happens. The mission does not fail then, but the player has no clue why the mission does not continue, and since the only exit from the mission remains closed in this case, the mission is broken at this point. Maybe the two Mechanists should be able to still start their conversation after they have been alerted first and then calmed down later on. That would make sense, and would also allow Garrett to finish the mission.

    Killing the helmeted Mechanist outside the Power Station was not problematic, but surprisingly, rather beneficial. If the player triggers the conversation between the priest and the female on the walkway, the helmeted brother rushes in and tells the priest of Garrett being seen in the city, and later on he also organizes the arrival of reinforcements. Killing the helmeted Mechanist after his conversation with Fredrick, but before going into the Power Station, does not disturb the conversation between the priest and the female, which opens the only exit from the mission. Makes perfect sense, and keeps Garrett from having another bunch of enemies in between his location and the exit. Thus, I wouldn't change anything to that part of the mission.

    I hope this rather lengthy post explains what I perceive as a bug (or design problem, if you wish) which should be fixed, and what could be left alone, if you ask me.

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