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OK, I'm beginning to wonder if my game has asuffered a bug infest. (The Act 3 Missing Monks quest key never turned up for me, even though I redid the Act).

Now in Act 4 ... from the Judgement room, SE there is a key. I had dk go into the other room and open the door s of the se room ... the key doesn't work there - but then, none of the pile of keys I seem to have accumulated work anywhere. Is there anything important in that cabinet or can I ignore it? There are an awful lot of locked cabinets and doors, none of which respond to any of my key pile.

Next .. in the pipes I killed some monster and picked up a diamond ring. Aha, I thought, just the job for the mirror quest. But no. When I got back to the mirror, it said I still hadn't found the ring, and lo ... it isn't in my inventory now either.

So come on. Own up. Who nicked it?

Next. I found my way into the pipes level 2, and into one room of the (presumably) next floor of the academy, where I could drop back by a rope to see the gruesome twosome imps. But that's it ... I guess I'm missing a lot of stuff here, and I strongly suspect there are more bugs than those crawling around on the cave floors. Tell me that isn't so ... please? <img src="/ubbthreads/images/graemlins/disagree.gif" alt="" />


My wife says I never listen to what she is saying. At least, I think that's what she said...
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I'm not to sure about the Key's but I had the same problem you have right now. I think I ended the game with 8 Key's?!?! <img src="/ubbthreads/images/graemlins/think.gif" alt="" />


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Now in Act 4 ... from the Judgement room, SE there is a key. I had dk go into the other room and open the door s of the se room ... the key doesn't work there - but then, none of the pile of keys I seem to have accumulated work anywhere. Is there anything important in that cabinet or can I ignore it? There are an awful lot of locked cabinets and doors, none of which respond to any of my key pile.


SE and SW room each have a lever - split your chars - these levers open each south door. The SE lever opens SW, SW lever opens SE - there you will meet an imp and get the key for the SE cabinet you need for the mirror (correct diamnod ring is in there). The key on the table is for the SE exit room. the one you took and eventually reached the imp hole room.

So, no bug.

Last edited by kiya; 03/06/04 07:55 AM.
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No bug? Hmmmm.

Well now ... I had split my pair up to open the doors (they seem to like this tactic in BD don't they? <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> ), but the imp never turned up in either of the rooms. In fact, I wondered what on earth the point of the sw room was - nothing in there at all, so why go to all that palaver of opening the door by a devious route? So I never got that key. Another quest goes undone.

I started the level again ... and the wreched little chappy still never turned up.

I'm getting pretty despondent with this game. I feel I'm battling two forces here - the real and the virtual ... and Chaos reigns in both <img src="/ubbthreads/images/graemlins/sad.gif" alt="" />



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Do you have a rubber duck in your inventory? I never had your prob - plot is like this => SE lever opens SW door - I enter - imp turns up - wants my duck - drops key for SE cabinet.
Kiya

Please, send your save to me (rar/zip it first) - kiya1@t.online.de

(wish I had offered this in your former prob). I have 1.42, 1.44 and 1.45 on my partition, which one shall I use for your save, please?

Last edited by kiya; 03/06/04 10:14 AM.
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Rubber duck. Hmmm. Oh dear. That may be the answer. I didn't pick any of those things up (thought I was too big to play with rubber ducks... <img src="/ubbthreads/images/graemlins/eek.gif" alt="" /> )

Let me try that out first ... if it doesn't work, I shall take up your kind offer.

Rubber duck, indeed. Goodness gracious me .... What is the world coming to?

I better get the teddy bear as well I suppose....


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You need the duck, the bear, the hourglass AND the guitar, ok? Using them throughout the act levels is necessary. And I would be very unhappy about the bear - was a very sweet quest <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />

Hourglass and guitar only save you 2 fights - your choice then <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />
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I've put this in a spoiler, in case others want to suffer the same problem <img src="/ubbthreads/images/graemlins/rolleyes.gif" alt="" />

<span class='standouttext'>Spoiler : </span><span class='spoiler'> I couldn't resist a quick 5 minute play to check out collecting the duck. Of course, it worked - that was the answer.

However, what I did each time previously was send dk round to that sw side - assuming that my hero had the duck, I guess that still wouldn't have worked? In which case, it is extremely obscure and wouldn't rate highly on StarTreks Dr Spock's logic scale. I mean look at the trigger ... must have the duck, and the right character must go round to the other room... Anyway, t'is now obtained and I can replay this happily.

Come to think of it, there is a similar situation with one of the ghosts in the pipes - he asks if I have his gem, when I hadn't, so one was immediately made aware that something is needed there. Why couldn't the imp have appeared and said something like 'Oh, you haven't got it...". At least then one would have a clue that something needs doing.

Oh well. It's only a game I suppose... <img src="/ubbthreads/images/graemlins/smile.gif" alt="" /> </span>

Thanks for pointing me in the right direction Kira. You are a very bright young lady. <img src="/ubbthreads/images/graemlins/wave.gif" alt="" />


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Bravo, I was thinking about this at work (char A has duck) and you're with char B in the imp room - I will try out this variation. So far, my duck suggestion in your case was only a guess - and I'm glad, it worked for you. You see, I take up everything unusual a NPC drops, so I had no clue if my guess was correct. Thank you very much for confirming.

<threatening voice> you DID pick up the others now, right? <whining> At least the Teddy? <img src="/ubbthreads/images/graemlins/puppyeyes.gif" alt="" />
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Oh yes ... now I pick up everything that doesn't move, and beat the c**p out of almost anything that does move. And 'train' in the BFs. Incidentally, I notice that in one or two of the BF dungeons I've reached the bitter bottom only to find it devoid of everything - no quest character or object. I guess those 'dungeons' really are just training grounds. Never mind ... I'm near to getting my character up to level 30. They don't call me mr. muscles for nothing. [color:"pink"] (Come to think of it they don't call me mr muscles at all) [/color] <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />.

I'm on a flying visit to my PC at the moment - I had a quick look for a suitable Act 3 save game, and can find only one that may be useful re the Missing Monks - I'll have to quickly check. I think it is a save immediately after agreeing to help the multi-quested Raanar people, down south.


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please help
i save the guy from inside the mirror on act 4 and he gave me a key
i tried to use the key to open a door on far right side of the mirror room
but i couldn't open it
what should i do next


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