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Don't open the door to Bandit chief's room until you save Tann! (heavy spoilers!)


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#1
WRFan

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SPOILER ALARM! Heavy spoilers ahead!
I was sifting through the toolset as usual, hoping to find some interesting pieces of code or some cut content and suddenly noticed that it is possible to talk to the bandit chief (bandit camp head quarters). I used to think he's always hostile, cause I always do the bandit camp first, before saving Fort Locke commander Tann. Well, it turns out damn Obsidian actually turns the bandit chief hostile without warning, the game checks if Tann has been rescued so far and if not, the bandit chief turns hostile as soon as you open the door to his room.
Damn, how is the player supposed to know that? There should be a sign on the door saying, "DONT OPEN THIS DOOR UNTIL TANN IS SAVED!" lol. No, seriously, it reminds me of the hamster in the microwave in one of LucasArts games,  senseless. I really fail to see the connection between Tann and the bandit chief. Why does one quest influence another and how are you supposed to know? Yet if you save Tann first, the bandit camp quest gets much easier, you don't have to fight the bandit chief and you can also negotiate the release of prisoners without damn fighting, those damn refugees are stupid as hell and will never follow you, cause their standard flee combat AI routines constantly interfere with their "follow the player" routine.

#2
faction699

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Wish I knew this, i'm playing through NWN 2 for the first time and freed the prisoners then killed the Bandit Chief. Still havn't even found Tann!

#3
Belanos

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WRFan wrote...
I really fail to see the connection between Tann and the bandit chief. Why does one quest influence another and how are you supposed to know?


Because Tann offers you a bounty for dealing with the bandits. Which means those quest have to be different depending on what order you do them in.

Yet if you save Tann first, the bandit camp quest gets much easier, you don't have to fight the bandit chief and you can also negotiate the release of prisoners without damn fighting,


Not necessarily. You have to pass an influence check so sometimes he still becomes hostile.

#4
I_Raps

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Not necessarily. You have to pass an influence check so sometimes he still becomes hostile.



And besides, who wants easy?

Kill them all and take all their stuff.  They're bandits - outside the law.  Whatever your alignment, it's open season on these guys.

#5
Belanos

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I_Raps wrote...

Kill them all and take all their stuff.  They're bandits - outside the law.  Whatever your alignment, it's open season on these guys.


Besides, the Bandit Chief has a nice Astral Blade that you can't get unless he turns hostile.

#6
dorquemada

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Let alone that pretty chunk of XP for him comes quite handy that early in the game.

#7
WRFan

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Not necessarily. You have to pass an influence check so sometimes he still becomes hostile.




I cast Eagle's splendor and heroism, equipped a hat that gives a bluff bonus and passed the check easily. My wizardress has a high base charisma, cause I like wearing items that are disallowed for my class/race, so I need high charisma for "use magic device"

And besides, who wants easy?




well, maybe "easy" was the wrong word to use, it's actually "less annoying", cause, as I said, the morose prisoners won't follow. I cast deep slumber on all enemies and tried to get the prisoners out of the camp before the bandits awake, but those damn prisoners don't follow if enemies are around

Besides, the Bandit Chief has a nice Astral Blade that you can't get unless he turns hostile.




I only use spells in combat, don't need weapons, haha!

#8
I_Raps

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WRFan wrote...
well, maybe "easy" was the wrong word to use, it's actually "less annoying", cause, as I said, the morose prisoners won't follow. I cast deep slumber on all enemies and tried to get the prisoners out of the camp before the bandits awake, but those damn prisoners don't follow if enemies are around



I've never had that "problem;"  in fact, just the opposite.  The prisoners will definitely follow your main character - even to their horrible deaths.

The key there is to remember - they're not combattants.  I find the best bet is the "OK Corral" strategy.  Everyone stands and shoots (you can let Khelgar go melee, it seems to work just as well).  Then, when the smoke clears, you calmly walk the prisoners across the now-still battlefield.

#9
puiwaihin

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I often find just running as fast as I can out the doors and not worrying about any sort of fighting works well enough. An entangle spell to the left and right of the gate helps (as long as you don't let the area of effect overlap your path out).

#10
carlosjuero

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O.o



I thought this was common knowledge? I always talk to the Bandit Chief after rescuing Tann - on my goody two-shoes characters I persuade him to leave the fort alone, on others I kill him. Thought I remembered reading something about it either in game or on a website somewhere.



As for the prisoners - I just leave the main character sitting in the prison area and use Khelgar & Neeshka to clear out the Bandits and make an escape route.

#11
mcsupersport

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I ask Tann about him, get the quest then kill the bandit chief and take all the loot and XP, then go back to Tann and get a bonus for dealing with the Bandits. This way I get all the XP, and all the Money I can from the early quests. Don't know if it makes a difference elsewhere, but this is how I deal with them.