Dead Ends

General Clan Lord discussion

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xepel
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Re: Dead Ends

Post by xepel » Fri Aug 06, 2010 7:31 am

South Forest Outpost.

4 locked doors, one altar room where the NPC is *sure* we can find someone who could make us an altar. (I wouldn't be so sure!)
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Re: Dead Ends

Post by mustang » Fri Aug 06, 2010 7:55 am

xepel wrote:South Forest Outpost.

4 locked doors, one altar room where the NPC is *sure* we can find someone who could make us an altar. (I wouldn't be so sure!)
should finsh this off, would be cool if had story added to it as well, if thats to much i would to see how its finshed.

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Re: Dead Ends

Post by Feodoric Mermeios » Wed Aug 18, 2010 10:53 pm

It occurs to me that even if we did find someone who could help make us another altar, South Forest outpost would be one of the least useful places we could put it. Unless we were planning to fight someone for control of the mirror. :?

edit: Having thought about it again, I think an altar with easy access to mirror and thus both of the portals is not such a bad idea. (Especially if it is ever the case that both of them are out of town.)

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Re: Dead Ends

Post by Alces » Fri Oct 15, 2010 11:07 am

What's the deal with Phantasms & the Phantasmonomicon?

Was that ever an active storyline, or just an RP tool?
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Re: Dead Ends

Post by Cinnamon » Fri Oct 15, 2010 1:01 pm

Alces wrote:What's the deal with Phantasms & the Phantasmonomicon?

Was that ever an active storyline, or just an RP tool?
Pretty sure it's just another rank tax on fun.
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Re: Dead Ends

Post by Phroon » Fri Oct 15, 2010 10:16 pm

Cinnamon wrote:
Alces wrote:What's the deal with Phantasms & the Phantasmonomicon?

Was that ever an active storyline, or just an RP tool?
Pretty sure it's just another rank tax on fun.
Agreed.

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Re: Dead Ends

Post by reckinyards » Fri Oct 15, 2010 11:23 pm

hurray for useless rp ranks
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Re: Dead Ends

Post by Grok » Sat Feb 12, 2011 11:35 pm

Are Dead Ends still being actively adressed?

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Re: Dead Ends

Post by Lorikeet » Sun Feb 13, 2011 9:12 am

Grok wrote:Are Dead Ends still being actively adressed?
Well we just found out where the South Pass well went to! And the hut on CI opens. ;)

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Re: Dead Ends

Post by Destian » Sat Feb 19, 2011 11:18 pm

Illora Mone wrote:Enealda wants you to talk to her brother first, who hangs out under Bick's. Good luck getting in there past first circle.
What's in that hunting area, anyway?
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Re: Dead Ends

Post by warawonda » Sun May 06, 2012 9:57 pm

south forest Hospital, no alter and 4 locked doors.

Bramble caves, including the kitty cave there; they don't lead any where.
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Re: Dead Ends

Post by Org du Lac » Tue Nov 19, 2013 2:29 pm

To resurrect this thread, after reading through it, it looks like the vast majority of these dead ends have been fixed. A quick summary of what I saw, both incomplete and complete:

Incomplete:

- The Sentinel
- Giayl storyline [some clues to him were found in Estuary and Shady Glen though I believe?]
- Mirna the Witch
- Blink the Spriggin
- Gaia quest
- Geharza Plane [possibly intentionally finished]
- Mobius Storyline [seems more of like a 'game ending' storyline if CL ever goes dark]
- South Forest outpost locked doors [possibly nothing here?]
- "Pardon our dust" remodeling in guild house
- Noids parlour / kheth'ekele weapons
- Noth castle / blocked passages
- Magi
- Volcoons [probably intentional unsolvable 'myster']
- Brions [ongoing storyline; has been periodically expanded, but Tenebrion still a glaring 'hole']
- Pathfinding cave in town -- PF that cannot be followed by anyone else, but nothing ever came of this, no "end" even with Trillbane Edited
- Flower tower on Devil's Island
- Locked doors around town (e.g. in casino) [probably intentional]
- Mining guild (e.g. gnomes) in the savannah mines [Intentional]
- Chamelopod area - who is the "master"
- Greymyr chief - what's up with this?
- Some NPCs say stuff that goes with unfinished / unstarted stories (Cairo, Torgo)
- Sarra - where is Lady Sarra's final resting place?
- Unopened islands [partially complete]
- Wells in the passes cannot be entered despite hvaing ladders
- "Picnic" spot in Orga Village (purple trees that looks like path, but cannot enter)
- Order of the Glove cave in S farms [possibly intentional]
- Trool caves - extensive but nothing here [possibly intentional]
- Nearby islands that you can see from the outskirts of the fringe (far north forest)
- Falinea, what happened to her?
- Gaia, what happened to her?
- "Rocked off passageway south of baby noids"
- Ethereal armor still missing so we cannot complete the ethereal suit
UPDATE AFTER CONTINUING READING
- " The little wooden thingy in the snells on the way to Sylvan farms. It says it "appears to be blocked". " [I don't know what this refers to]
- Theives Island Shadowguild [possibly ongoing]

Solved:


- Alchemist's Folly -- now goes to Ash City
- Centaur Hut -- Mushroom infested house
- Crumbling Lids -- Now leads to the completed Orga Stronghold
- Katpus -- part of the Trillbane storyline
- Kyuems -- Ethereal plane
- Cave in chamelopods -- Cave chamelopods and ranger trainer
- Locked doors in Dark Chamber -- leads to thaumaturge lair
- Mystery passage in east forest -- first discovered entrance to the Shady Glen area
- Skein of silk now usable
- Boondoggle led to Metzeli
- Pathfinding now finished
- Cabin on north beach [now is the home of the merchant renting boats out of there]
- Peaceton - now exists
- Jade Arachnoids - the blocked off passage in Jades 2 is now open.
- Where do Elite Darshak come from? -- Well, when a mommy darshak and a daddy darshak love each other very much...
- Promethea's bonfire -- I forget what this led to, can someone remind me?
UPDATE AFTER CONTINUING READING
- Campfire Village on Ash [became part of the Ash expansion]
- The little keep on the other side of Spirit Wood [shhh]
- John Arrowish - Archers now exist.. they just suck.
- 1 sparkle PF in KI hut now goes somewhere (shortcut? I forget)
- Southern Orga tribe (maybe we're getting close now?)
- [Partial] Brions Storyline -- Lugubrion's Castle found; only missing one 'Brion now.

Edit: I got tired doing this about 1/2 of the way through. Might finish later. Or forget.

Edit 2: Apparently I already did a summary http://vagilemind.com/clanlord/viewtopi ... &start=120 about 6 years ago, heh!
Last edited by Org du Lac on Sat Nov 23, 2013 7:20 am, edited 1 time in total.

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Re: Dead Ends

Post by Talas » Wed Nov 20, 2013 1:29 am

nice work Org.
Just a short note from my side - the PF in town is not the only one where people can't follow.
The Path to the mutated spores mushroom in FH is also "Pathfinder only"

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Re: Dead Ends

Post by Org du Lac » Sat Nov 23, 2013 7:22 am

Lorikeet wrote:
Grok wrote:Are Dead Ends still being actively adressed?
Well we just found out where the South Pass well went to! And the hut on CI opens. ;)
I just noticed this while going through again -- where does the South Pass well go to? I hadn't seen anything about this... not that I'm super active these days!

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Re: Dead Ends

Post by Lorikeet » Sat Nov 23, 2013 1:29 pm

Org du Lac wrote:
Lorikeet wrote:
Grok wrote:Are Dead Ends still being actively adressed?
Well we just found out where the South Pass well went to! And the hut on CI opens. ;)
I just noticed this while going through again -- where does the South Pass well go to? I hadn't seen anything about this... not that I'm super active these days!
The Nexus, which is down the well in East Farms, has exits to various places, and one of them is down the South Pass well. Often full of basalt myr or slime.

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