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Ritual of Purification -- Spirits Won't Follow to the Tree

Discussion in 'Neverwinter Nights 2' started by Spellbound, Dec 15, 2006.

  1. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    I'm in the process of finding the statues for the Ritual of Purification. Have turned all the ghost lights off and discovered all the spirits -- but they won't return to the tree. I've tried talking to them, but they run a little bit, then stop and never follow me anywhere. Anyone else experience this?
     
  2. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    That's what they do. Every time you speak to them they'll run to the next intersection.


    **SPOILER**
    You have to turn on and off the ghost lights to make them run in the right direction so they end up in the room with the tree.
     
  3. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    oh for pete's sake. That's absurd! :sigh: lol -- we have to stand and flicker the lights at every intersection?? When they're off, they're off -- I say round them up like sheep and herd them in!
     
  4. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Basically you set the lights around them so that they can only run in the direction you want them to, then talk to them to make them run to the next intersection.

    It's just a simple little puzzle... I enjoyed it a bit after I realized what was going on :)
     
  5. Spellbound

    Spellbound Fleur de Mystique Distinguished Member ★ SPS Account Holder Veteran

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    It's not a simple little puzzle (i so hate simple little puzzles.. lol) Ok...I'm one elf short...I have scoured every inch of that place, every nook and cranny. 5 are in and 1 is somewhere. :sigh:


    Found her -- hiding in the dining room. Finally.

    [ December 16, 2006, 18:40: Message edited by: Spellbound ]
     
  6. khaavern Gems: 14/31
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    It would be nice if those ghosts would give you some hint that you are supposed to herd them like sheep. As it is, as soon as I saw them take off, I assumed they'd find their way to the tree by themselves.

    Besides, it does not make sense that you can turn the ghost lights on by touching them. The elf at the entrance says that your touch is suposed to turn them off, as they cannot stand interaction with the material plane. No mention is made of being able to switch them on and off.
     
  7. The Magister Gems: 26/31
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    Logic in the Forgotten Realms is misplaced. There's so much magic going on that your conclusion no longer has meening.
     
  8. khaavern Gems: 14/31
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    The fact that the Forgotten Realms is world with different rules than the real one does not mean that it has to be illogical. Stuff still obeys a set of rules, only that they are different than ours.

    Anyhow, the problem is not with the logic of FR, but rather with the lousy job the developers did on some aspects of the game. It really feels very little like an RPG, and more like a hack and slash, Diablo type game. The devs gave a lot of attention to the shiny graphics stuff and the mechanics of the game, but very little to the logical consistency of the story, the interactions between people, or the events taking place.
     
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