Hi Lockmar.
Thank you for reading me and for your logical explanation.
I still hold on to my complaints concerning the rules of the game (not the rules of the alleged pseudo-story).
We may find whatever reasons for breaking the rules but it does not change the fact that the rules were broken.
After you kill the executioner, go to the end of the prison and find a guard.
Beside that guard there is a locked door.
Try opening that door and tell me what is upstairs or try to go to that DESIGNED place at all at any time.
Another location is that on the left side of the same screen behind the wall with the three chests.
If it was never intended, for us the players, to go there at all, then why was the trouble of creating them?
Let me guess.
There was a good story that had to be cut down many times to fit into three CDs or a single DVD.
Production decisions sucks.
If it was up to me, I would have sacrificed half of the silly weapons and armour to give space.
I would have made plates, spoons, dirks, water mugs and stone pots as well as flower pots all non selectable and inseparable from the background as much as many other scene objects to reduce item space.
I would have forsaken the silly Shrimpo ‘quest’ if we may call it a quest at all.
I should be able to investigate the castle, open doors, steel treasures and all, but if I decided to go into a critical area prematurely I should face the consequences of that scenario and perhaps die too early and reload the game to avoid such a mistake. The only reason I can think of that prevents Zandalor from casting spells and getting imprisoned is to investigate the sword of lies to the depth of finding where it should have been and getting trapped behind the magical door and within the magical walls that imprisoned the fragment of the soul of chaos all those years. The quest to free him should include finding a very tricky point to click on the wall after removing an item to reveal it to bypass the magic password. I did not invent this but rather concluded it from the written story that came with the game. There was a young mage called Ralph who died inside that magic chamber after being possessed by the demon of the sword. There was a wall section that was a heavy stone door that was locked by the duke Ferol at the request of his possessed childhood friend.
In Iona’s dungeon there was no need for the white cat to save my a.s.s. I could kill the two Orcs by magic spells and get the key by telekinesis.
While saving Gameou, there was no need to get frozen and get saved by Zandalor altogether as it makes no sense and no difference. I should have been able to find the morphing wand and the key and figure out how to restore him.
In that way, there was never a good reason to cripple the hero as it had been done and prevent the magic spells unfoundedly.
In that way of remedy the rules could have been set in a formidable manner.
The accumulation of spells is also imperative as a rule, because a mage has the power to cast combined spells to ensure hitting a weak point. And while being a shadow and casting spells a mage is most powerful against foes that have no magic powers of true-vision.
Just imagine the need to investigate a document under the nose of guards while being invisible and you should realise that action of ‘take and use’ item while a timed shadow spell is active should have been implemented.
Rule consistency makes the RPG a haven for RPG gamers not to mention addicts as myself.
Well enough ranting for today, I think. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
Cheers.
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