Dead Ends

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Pengy
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Dead Ends

Post by Pengy » Wed Mar 09, 2005 5:44 am

This thread is to build a list of dead ends. Please post anything you think is a dead end; stories, areas, anything. This is for anything where you feel the GMs have mysteriously stopped developing.



I'll be coming back to assemble one list which will stay posted here.



As you answer them I'll remove them from the list.



No chit chat please. Keep on topic.
Last edited by Pengy on Fri Mar 11, 2005 7:40 pm, edited 3 times in total.

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Post by Mjollnir » Wed Mar 09, 2005 6:39 am

Taken from an earlier thread of the same purpose and the Clanlord Quest Tracker group.



Noids parlour/<unpronouncable> weapons



Noth dark bubbling/blocked passage/Castle



OV underground passages - do they go anywhere?



Centaur hut



Magi - Who Where Why?



Alchemists Folly - Dead end



Kyeums... where do we put them, what are they for?



There is also the cave in pods...



Voolcons, they probably count as a mystery.



That area in north town beyond the pathfinding cave that seems to have a gate leading north is pretty mysterious too



locked doors in the Dark Temple.



The Brions probably count as a semi-dead end.



The Gi desert oasis isnt technically a dead end just dead in the water until somebody can find a clue.



What happened to Falinea?



Is there a reason for the changes to the mirror?



The Flower Tower on Di



Locked doors in Golden Butterfly Casino, Pucks Tavern and Healers Temple



How to become a follower of Gaia and gain temple access



Katpus and the catapult



The mining guild in the tunnels
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Re: Dead Ends

Post by Azriel » Wed Mar 09, 2005 7:07 am

Some others:



Blocked caves throughout Foothills.



Chamelopods, who is the "master", will he return?



Drake Den - why are these Fire Drakes slaughters? (no IC incentive to rescue people)



Greymyr Chief, and what the Greymyr think they are protecting.



Items with no known use: Skein of silk. Shiny medallion. Blue bauble. Herpetid hide.



Jade Noids cave, ends abruptly at a rock wall.



New East forest South edge has an apparent 1-way exit from somewhere unknown to the South ("your way is blocked by dense underbrush") - from Marsh? Savanna? new area?



North plains 1 East of the Chamelopod entrance - there is a treed-off sction (NW corner) that is un-enterable but looks like an area.



NPCs giving hints at, nothing? Cairo. Boondoggle. Torgo.



Original Mirror castle, and the places its mirrors led to. Are these just fading dreams or are they real places?



Pathfinding (gotta say it, although I think we are finally making real progress)



Sarra. no trace of Lady Sarra's final resting place.



Un-openned islands.



Wells in all 3 passes un-enterable despite having ladders.



What lies East of Dunes/Savanna/Passes/Northeast Forest/North Plains (other than Orga territory)?



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Post by HabbakukLal » Wed Mar 09, 2005 7:13 am

Chiming in on Pods. I have (what I think is) some really good ideas for expanding Pods through that passage. Working this "master" in shouldn't be very hard. I'll share, if interested.
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Post by Lorikeet » Wed Mar 09, 2005 7:46 am

What's with the "picnic spot" in the orga village? (Take the pf that goes to the area where you can see the noids and DP, go past through the pf to the northeast, and you come into a "safe" spot with a miniature verson of the HH purple bushes--Has anyone with the additional pf tried it?)



EP, including the infernel musical crystals ;).

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Post by Yor » Wed Mar 09, 2005 8:34 am

Mjollnir wrote:locked doors in the Dark Temple.


You mean Dark Chamber.


Mjollnir wrote:Katpus and the catapult


This one is definitely not a deadend. :D



Yor

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Post by Yor » Wed Mar 09, 2005 8:39 am

The trapped Gnomes, yelling for help, in the Savanah Mines. Those poor guys have been trapped there for around twenty IC years! :D



Yor

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Post by Odesseus » Wed Mar 09, 2005 8:44 am

Some of the NPCs who wander around town claiming the sky is falling and all. Get rid of the nonsensical NPCs or have them do something.



The sleeping NPC who dreams of nets (whatever his name is).



The rat farmer NPC.



Trool Town. It seems like a dead end to me.
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Post by Fundin » Wed Mar 09, 2005 11:12 am

The chiming thingies in the Brions castles. Maybe not dead but no clues to further it (that i know of).
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Post by mrfancypants » Wed Mar 09, 2005 9:10 pm

The hinted-at home of the Darshak (not the easy to get to ones Ash...remember, that's a Darshak "outpost").



Sombrion's Keep



Lugubrion's Keep

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Post by Shadowearth » Wed Mar 09, 2005 10:05 pm

  
Last edited by Shadowearth on Mon Oct 31, 2005 7:27 pm, edited 1 time in total.

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Post by meph » Wed Mar 09, 2005 10:20 pm

I know it's not *necessarily* a dead end but, the Order of the Glove cave in S farms.
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Post by Stinkfist » Wed Mar 09, 2005 11:43 pm

chiming in about the pod guys' master: he still stays in touch with him apparently via mail deliveries, tho what he has been getting from his master is still a mystery ect
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Post by Xel » Thu Mar 10, 2005 1:16 am

Female thoom on dock says they been waitin on a merchant ship for mai knows how long.



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ded enz

Post by noivad » Thu Mar 10, 2005 2:06 am

East of the dunes in the savannah



Trool town's 2 caves, they go deep,but nowhere



GMV,what's east of it?



the cabin north of the plains on the beach. it's always been locked.



what's east on the plains?



that's all i can think of now that hasn't already been said.[/b]



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