Don't open the door to Bandit chief's room until you save Tann! (heavy spoilers!)
#1
Posté 12 août 2010 - 04:34
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
Posté 13 août 2010 - 02:04
#3
Posté 13 août 2010 - 06:59
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
Posté 13 août 2010 - 11:21
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
Posté 15 août 2010 - 01:30
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
Posté 15 août 2010 - 06:24
#7
Posté 20 août 2010 - 12:42
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
Posté 21 août 2010 - 12:01
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
Posté 21 août 2010 - 05:12
#10
Posté 25 août 2010 - 04:54
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
Posté 06 septembre 2010 - 03:16





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