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stranger
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OP
stranger
Joined: Feb 2005
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Just finished Divine <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> yesterday, and installed <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" />. I'm still in the beginning prison areas, haven't figured out the trick to the levers I just found yet.
But my question is this. In the room you come out of the tunnel into from the rope you carried, there are two locked barrels. In Divine <img src="/ubbthreads/images/graemlins/div.gif" alt="" />, when you clicked a locked barrel, the character whacked it with the sword to bust it open. Well, mine won't do that in this one. I spent a skill point on lockpicking, still can't get in it, says I'm not high enough level in the skill yet.
Are the barrels supposed to act like they did in the first? Shouldn't I be able to crush it? (yes, my weapons are drawn when I click it) It just makes that locked door animation when I do. Thanks for any answers or help ya'll can give. (No Spoilers if possible please!)
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stranger
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stranger
Joined: Apr 2003
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I know what you are saying. I even tried putting 3 skill points on Lockpick and I still couldn't open the barrels. I finally just gave up. <img src="/ubbthreads/images/graemlins/down.gif" alt="" />
HellFire
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stranger
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OP
stranger
Joined: Feb 2005
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Well, I hope it isn't like that through the whole game. Gonna drive me bonkers if it is. <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />
Off to play. Hopefully, if I do make it out of that area, I can come back to see what was in them if I can open them later. Too heavy to carry both barrels and the locked chest I can't open. I figure the chest is probably more important.
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veteran
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veteran
Joined: Apr 2003
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you'll find the key for the chest later on before you finish this level.. ...about the barrels.... Hmmmm, not sure if they are hidden somewhere or not??? <img src="/ubbthreads/images/graemlins/think.gif" alt="" />
[color:"#33cc3"] Jurak'sRunDownShack!Third Member of Off-Topic Posters Defender of the [color:"green"]PIF. [/color] Das Grosse Grüne Ogre!!! [/color]
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Support
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Support
Joined: Mar 2003
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It is by design that you can not smash locked barrels in BD.
You can get back to the starting level, and so return for anything you leave behind. Also, once you have access to the battlefields, you can drop locked containers off there until you have a high enough skill level to open them.
Almost all chests have keys, but I think barrels need to be lockpicked.
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veteran
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veteran
Joined: Apr 2004
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If you have the latest Patch (1.47) Installed, you should be able to lockpick chests and barrels... In act 1 you should be able to open almost every chest and barrel with level 3-5 lockpick. However, there are about 5 chests / barrels that you can only open with a key, since they are part of quests. As Raze mentioned, i tend to carry all the stuff i cannot open to the Battlefields... and leave them there until i either leveled up in the skill or found the keys for them. There are also a few doors (also quest / story line related) that you need a key / lever for ... but a lot of doors can be lockpicked.
Your existence alone, is excuse enough for the creation of the entire universe… Il you my darling Jeanne-Dré
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stranger
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OP
stranger
Joined: Feb 2005
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Thank you all for your answers! <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Ok, I did download and install the patch yesterday. I can open many locks I've run across, but still not a single barrel. BUT, my lockpicking is only at level 2. I'll add some points to it when I get to make another level.
I've made it all the way up in the prison to the Drill Grounds area. I found a key to the battlefield, and went there last night for the first time. I was wondering if that would be a good place to set up home base, but was worried the battlefields were randomly generated during the game as well.
Thanks to the advice in this thread, I now don't think they are random, and I'll go back and drag those barrels back there and set up a home base until I can open them before I go further forward. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
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Support
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Support
Joined: Mar 2003
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The BF dungeons are randomly generated the first time you enter the BF for each act. The area above ground is not random, but it is different in each act. The BF is a handy place to store things, but you must pick them up again before continuing to the next act, or they will be lost.
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stranger
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OP
stranger
Joined: Feb 2005
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How will I know when I'm going to the next act to go grab the stuff? Is there an easy way to tell?
I keep a lot of saves, so even if it happens, I'll be able to reload real quick, grab the stuff, and then go forward.
Thanks, Raze!
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Support
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Support
Joined: Mar 2003
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There is no end of act warning, though you should have a relatively good idea of when you are getting close (the end of the main quest for that act).
The following descriptions for the end of acts do not contain any serious spoilers, but I used the spoiler tag in case you would rather not have even limited information about the game plot (highlight the text to read);
Act 1 - <span class='standouttext'>Spoiler : </span><span class='spoiler'>After confronting Samuel, you can move to act 2 by using one of 2 keys found in his lair. One opens the door to a nearby set of stairs, the other opens the door to the blacksmith's room (approaching the room will give you a hint about what to do).</span>
Act 2 - <span class='standouttext'>Spoiler : </span><span class='spoiler'>After the main quest is done (do all other quests before continuing the one with the alchemist) and you return to the imp village, Tax the imp will ask you if you want to be shown a secret passage (leads to end of act) or if you need more time.</span>
Act 3 - <span class='standouttext'>Spoiler : </span><span class='spoiler'>The end of the act is entering the door to the Raanaar academy.</span>
Act 4 - <span class='standouttext'>Spoiler : </span><span class='spoiler'>When learning how to open rifts, save before entering.</span>
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stranger
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OP
stranger
Joined: Feb 2005
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Thanks, Raze!! (I only read the Act 1 spoiler for now, I'll read the others when I'm closer to them.)
The spoiler actually worked as a very good hint for me. I had confronted him, and then didn't see what to do next, so I was going back through it all to see what I missed. lol
Are there any safe home base points that will be intact through each act? Or do you need to carry everything you want to keep when changing acts? I know the answer for the BFs is to carry what you want, but what about the other places? Once you leave you can't go back as a general rule? I ask because of weight limits. I can't carry everything I want to keep. lol
PS, I can open the locked barrels with the lockpick skill now. I got it up another level or two.
Last edited by Bugsy; 25/02/05 06:16 AM.
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Support
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Support
Joined: Mar 2003
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Once you switch acts, there is no way to go back, and no way to retrieve items left behind. With the 1.47 patch installed, the over weight capacity penalty was changed to not being able to move, so you can load as much stuff as you want on summoning dolls.
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stranger
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OP
stranger
Joined: Feb 2005
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I only have one doll, and it wouldn't let me give it this one odd hammer I found. The hammer also didn't show up in the trade window to sell though, I found out later.
What happens to the thing they are carrying when you leave the area you summoned them in? Cause the doll creature disappears when you move too far from where you started. Will they still have the items, or do they disappear too? I haven't had the doll long, and haven't used it for much yet.
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stranger
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stranger
Joined: Feb 2005
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Never seen a locked barrel. locked chests... locked doors... no locked barrels.
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Support
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Support
Joined: Mar 2003
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Unique, set and quest items do not show up in the trade window in the act they are found, and can not be given to a summoning doll. Once you move to the next act, unique and set items will be renamed (though keep their stats) and will show up in the trade window to be sold, if you wish to, and can also be transferred to a summoning doll.
Summoning doll inventories remain when they are killed or unsummoned, so are a great place to store most loot (especially since the 1.47 patch).
Barrels only started being locked with the 1.47 patch, which fixed the previously broken Lockpick skill.
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stranger
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stranger
Joined: Feb 2005
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Man I need that patch... I wish I had high speed at home.
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Support
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Support
Joined: Mar 2003
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Assuming you do not have a CD-RW or USB key at work or school, there are download managers that can help you get the patch at home.
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stranger
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stranger
Joined: Feb 2005
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Very interesting link. Will still take a couple hours, but anyway.
Should I update? Do the adv. such as :lockpick fix,and summon doll carrying, outweigh the losses such as: Fixed Pickpocket cheat (ctrl-click stack), Fixed Skill points cheat (unlearn -save/load).
Are there any serious issues that will really stop my progress in the game?
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Support
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Support
Joined: Mar 2003
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There are no serious problems that you will be guaranteed to run into if you don't install the patch, but several that you may encounter. For example, at the start of act 2 in an unpatched game you can find your own way off an island, rather than rescue an imp to show you the way, and thus miss out on a cut scene, causing very serious problems later. Despite the removal of several exploits, I would still install the patch for the various fixes and enhancements. There are still ways to cheat, if you wish to do so; For you cheaters out there (The Duplication Trick)Hex editing - gold, experience, stat/skill points
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