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Spy Quest - the fighters won't talk to me


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#1 Jude-The-Obscure

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Posted 05 May 2008 - 05:17 AM

I've got to the spy quest, and worked out for myself who to talk to and who will clear someone else. This way I can get all of the list of suspects cleared ... except I have a serious problem. I looked at the solutions in the walkthrough, and they are also messed up by this problem. The fighters in the old warehouse won't talk to me about anything to do with the spy quest. This means I can't use them to clear anyone else, so I end up with two suspects still not eliminated. I tried eliminating all other suspects (leaving me with the fighters as the only source unasked, and the only suspects uncleared). I couldn't "finger" them, and they wouldn't even talk to me, let alone "come cleanly". Help :crying:

#2 Jude-The-Obscure

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Posted 05 May 2008 - 07:19 AM

An update - I wanted to keep playing so I tried using the Global Variable solution inthis thread. I made sure I'd added all three globals. I hadn't particularly wanted a big fight (as I am not cheating and don't have any of my real equipment) but I thought fighting CB and Rolf was better than wasting a day of playtime.

I had a hellacious battle and beat CB & RF, and they teleported away to safety ... despite the fact the game kept removing spells from me apparantly at random each time I climbed the stairs. Then I went off to talk to the mayor and the major ... no joy. They had nothing to say to me.

I took a deep breath, gritted my teeth and said to myself "Okay ... maybe I need to speak to the bosses before I go and confront the spy ... ask them what to do about him". Again no joy "nothing to say to you" again. So once more into the breach, and I redid the battle all over again, beat the pair again, watched them teleport off into the sunset. For some wierd reason even though the room was now empty, two of my party simply dropped dead (ARGH, they killed BOO!) I resurected them and went to see the Mayor again. "Nothing to say"

Sigh ... not my day is it. And I'm chafing at the bit wanting to get on with more of this neat mod, cos I am enjoying it heaps.

#3 Jude-The-Obscure

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Posted 05 May 2008 - 01:45 PM

Okay ... after many hours of experimentation trying every combination of spies and nonspies I could, checking global variables and scratching my head till my hair falls out I'VE SOLVED IT! There were two important things I realised
* You can get six responses to rule someone out if you use the trick with the mayor in the 1st walkthrough solution, and Winthrop (who isn't used in that solution)
* If the mayor is the spy then you won't need to talk to him - so not being able to talk to him is no longer a problem!

So once again here's a description of the two problems and the solution, as I see other people have had similar difficulties.

Problem
One of the suspects won't talk to you, or won't give you a valid response
Solution
Speak to all the suspects who will talk to you, including Winthrop.
Use the trick with the mayor given in the walkthrough to get an extra rule-out response - here's the relevent quote
"Speak to the Mayor about Charlie. If you ask the Mayor about Charlie he will ask for the name of Charlie?s father. GIVE THE INCORRECT NAME. If you tell the Mayor that Charlie?s father is called Charlie/Paul/Richard he will say that he doesn?t know who Charlie is (but for some reason this rules Charlie out of the equation). Then you can ask him about a further suspect"
So the mayor clears Charlie and one other suspect. Allocate all the other suspects to whoever will talk to you, and you get to choose who is the spy (the one who isn't cleared!)
______________________________________________________

Problem
This occurs after you identify a spy, even after you confront them and either chase them off with Rolf, or put them in gaol. The mayor won't talk to you.
Solution
If the mayor is the spy then you don't need to talk to him ... you can go straight to the major.


#4 Leomar

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Posted 05 May 2008 - 06:44 PM

Problems
...
Solutions
...

Thanks again Jude-The-Obscure, that you solve the In-Game problem.

We will use this in our guide, too.

Greetings Leomar
A Megamod does not mean that you can play all of the mods or all of their content,
but you have more choices or paths through the game.
- Chevalier

BiG World Project - Big Baldur's Gate World