Part 46: Act Two Chapter Eleven - Breaking Into Blacklake II: Home Invasion
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It's about time we went to see Aldanon. Oh, but wait, there's some guardsmen outside?
You actually saw these guys in shot last update, when Shandra got her painting done.
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Ooh-er. It's a hostage situation!
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And Marshal Cormick is the hostage!
Unfortunately the scripting's flipped somewhere because Marshal Cormick is supposed to be lying face-down on the ground, bleeding his guts out all over the place.
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Just what I was about to say.
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We could just charge in. We'd end up killing everyone if we did that - including Cormick, most likely.
Safer by far to negotiate. It's not as if we particularly want the Watch to catch criminals, is it? Also, Cormick still owes us money from Act 1.
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Oh yeah. Now that's what I'm talking about.
So few RPGs have your reputation develop and impact others appropriately. Most of the time people will treat you as some Level 1 scrub, even though you've slain demons and conquered armies. So it's nice when a pair of thugs wet themselves when they hear your name.
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Situation defused.
There was a chance you might not have been able to convince Brockenburn to let them go (or you could just lie to the thieves and pretend you'd let them walk) - in which case, he'd arrest them. You wouldn't be able to question them about their boss... unless you picked the locks on their cuffs and gave them a chance of slipping away.
Pretty nice for a five-minute one-shot encounter, eh?
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"he"
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If you're reading this there's a good chance you've played an RPG before. Traps in RPGs used to be brutal. Anyone remember Durlag's Tower? The corridor with undetectable undisarmable Fireball/Cloudkill traps? Or those instant-death crushing-wall traps?
And that's pre-school stuff. Original plans for Durlag's Tower had twice as many traps, and even that doesn't compare to the horrors of 1st Edition AD&D.
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So it's good to know we have absolutely nothing to worry about.
I've said it before (but I'll say it again): traps are worthless in NWN2. Hitpoint damage can be shrugged off simply by resting - and in many cases, you don't even suffer any damage at all thanks to high Reflex saves.
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Although it undermines the Rogue class (since disarming traps is one of their major roles) it makes playing the game less of a headache. We don't have to worry too much about crappy party AI setting off the traps because it won't have any serious effect anyway. Also, players who didn't make Rogues don't have to drag Neeshka along to every dungeon just in case they come across a trap.
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The other upside is that you don't have to worry about justifying having traps in a dungeon. Tombs? Yes. Vaults? Okay. But are the orcs of Blacktooth Hold really going to remember what tiles not to tread on when rushing out the main door? Or are you going to get a humanoid barbeque every time the chieftain decides to go raiding?
It's the opposite of puzzles, really. What kind of idiot wizard builds magical riddles into a dungeon designed to protect his most precious trinkets? "All who dare trespass in my Tower of Insanity are doomed... unless they can answer these riddles I found in the back of a jokebook, then they can take whatever they want."
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Anyway, back to Aldanon's house.
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Then we jump in and kill everybody.
All right, all right, so we failed to save the butler. Big deal. We're here for Aldanon.
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Old Scab's brought quite a gang with him into Blacklake.
Hang on a second... remember back about fifteen updates ago, when Aldanon complained about people camping outside his house all night, trying to break in?
Those were supposed to be these guys, yeah? Aldanon was tragically wrong about them being nobility: they were professional criminals and he was in a lot more trouble than he thought.
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According to toolset notes, it's been a few weeks since we rescued Shandra (hence her being trained up to Level 11) and apparently investigating Ember took about a month as well.
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So that would mean all twenty-five of Scab's thugs have been hiding in Aldanon's manse for over six weeks. Until now, when they decided to strike and take Aldanon hostage mere moments before we arrived.
Twenty-five men. Six weeks.
Not to mention the whole district was under lockdown.
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Hmm.
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Anyway, we kill all the thugs upstairs without (too) much trouble. The only place left to go is down: into the cellar.
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More traps await us.
Maybe it's like that episode of CSI where the killer was a creepy guy who lived in people's attics before murdering them? I dunno if pseudo-medieval mansions had crawlspaces and such but considering the size of the outside of Aldanon's house compared to the inside it's probably best not to think too hard about such things.
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Rounding a corner, we spot Old Scab himself. No last minute dialogues, no stirring one-liners - just a fight.
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We have to act fast. One of Scab's henchmen will try to kill the hostages. It's not necessary to keep them alive, but you get an XP bonus for doing so.
Uh... Calliope's looking none too healthy there. Where's our fire support?
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Ah. Good pathfinding there, I see.
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In the end, it's Khelgar who saves the day. Good for Khelgar!
Wait... where's Aldanon?
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This is Harcourt, Aldanon's assistant.
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Yes, they are.
Except if you ask Sand about the murders back in Act 1, he'd start talking about somebody called Lord Gentry.
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No problem for us, then!
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Oh, so they didn't sneak in when we visited in Act 1; that never happened. Cut content strikes again!
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Bah.
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What I'd like to know is why Old Scab took hostages when his first reaction to intrusion was to immediately slit all their throats?
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Scab and his cronies have some nice loot on them. Aldanon's also got a few treasure chests down in his basement; we'll take those as well.
Ratcatcher's fee, don't you know.
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There's a second flight of stairs conveniently placed by the hostages that takes us back to the main floor. Unfortunately it was barred from this side so we couldn't have used it to sneak up on Old Scab.
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These options with Brockenburn are slightly different depending on whether you saved the hostages and/or Cormick. Oh Obsidian... you could check for this but wouldn't let us use an alternative route to sneak up on the end boss?
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Anyway, we head back to Castle Never to inform Nasher.
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Cool. One of my favourite sequences is coming up soon. Not next update, perhaps, but the one after that.
Oh, but I like the next update's quest as well. Act 2 is just too good!
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