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Nigel quest - Clauss quest - build 13

Fluen

Freebooter
I'm still playing build 12.1, but after checking prices for a bigger USB-key I have given in and plan to update to build 13.

In build 12.1 the Nigel Blythe quest works and I have had a great deal of fun with the scoundrel's tricks (chokolate bargain at Oxbay, killing Mean Harry at Conceicao, attacking smugglers at Douwesen and stealing one of my ships at Isla Muelle). During the search for Nigel (and my ship) I got his former boatswain Florens Clauss aboard as an officer.

A coincidence made me aware that he might have his own small quest at Douwesen where he owes 5000 to the owner of the shipyard (Lambrecht Forbes). This miniature quest is disabled as you must have a leadership skill bigger than 200 to be told that pirates bought Clauss and took him to their camp.

I don't know why this is the case and have been tempted to see what would happen if I lowered the demand for the leadership skill to something small, say above one (1).

Is this quest enabled in build 13?
 
Good question. What the CRAP is all that about? I never even knew there was any such quest. But this makes no sense whatsoever:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            if(makeint(PChar.skill.leadership) > 200)
            {
                d.Text = DLG_TEXT[35];
                Link.l1 = DLG_TEXT[36];
                Link.l1.go = "exit2";
            }<!--c2--></div><!--ec2-->Does anyone know anything more about this? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Even more so because Clauss was a captain of one of my ships when I went to the shipyard of Douwesen to get some repairs of my own ship. But in stead of the usual repair ship dialogue Nathaniel asked if he could talk to Clauss as if Clauss had dissappeared just like Nigel or Atios.

If not even the command centre of modding (Pieter) knew about this quest it's probably not available in build 13. Maybe I'll play around with it tonight and see what happens. I spend all last night exploring the different branches of the quest for Silehart's stolen Indian collection and am most grateful for the ability to change the characters abilities in the church. It makes my testing branches so much easier.

By the way: while exploring the branches of the Indian collection mission I think I found a loose thread. Maybe you know about it and have enabled it.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>It goes like this:</b><!--colorc--></span><!--/colorc-->

Go to Douwesen for the Indian collection. When you arrive at the waters around the island you meet a pirate barque. LEAVE IT ALONE!

Go to the tavern in Douwesen town and talk to the tavern owner. Ask for directions to the pirates. The tavern owner promises to see what he can do and leaves.

A pirate enters and offers to lead you to the pirate camp. Follow him. When you have left the town the guide will ask for payment to be your guide. Pay him. He will run ahead and lead you to the pirate camp. Follow him - but not all the way to the pirate camp.

Now, according to the dialogues the guide might attempt to rob you and you'll be forced to kill him. I haven't figured out what conditions must be met to activate this and that's why I believe it's a loose end.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>But</b><!--colorc--></span><!--/colorc--> if you attack and kill your guide before you reach the pirates you will meet different events when you arrive at the pirate camp:

A pirate guard will stop you and if you have a good reputation (a bad reputation will make the pirates friendly and the events will be the same as if you had peacefully followed your guide) you'll be denied access to the camp. You'll have to fight your way everywhere. If you do that the pirate leader will be chocked about the death of his men and will be intimidated into surrendering the Indian collection to you right away.

You will have to fight your way out of the camp again. But I noticed that I got 6000 exp during this compared to the 4000 if I just buy the collection from the pirates.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>-----</b><!--colorc--></span><!--/colorc-->

I confess that I seriously have begun thinking about writing my additions to the walkthrough into English and share with you. Even though Thet Oo Maung's walkthrough claims to be complete it is far from so. I apologize to the author if I hurt his feelings because he has clearly done a lot of hard work. But there is a great deal of things that are missing.

As I mentioned in another thread I'm a Tomb Raider by heart. I love to explore. And once I had explored the islands and towns I began to explore the events and missions. Now I've begun to understand the mechanisms behind some of the events and explore even further. And I write loads of additions to the walkthrough - so far in Danish.
 
Sounds like some partly unfinished quests. There were a whole bunch of them in the original game that were simply never finished and turned off. Several were finished and re-enabled in the modpack. Apparently there is more unfinished stuff. Would be nice to finish and re-enable it as well.
 
why leave the barque alone? just sink it and get the idols for free! easy! besides, if you have 10 leadership, you can get the idols from the leader of the pirates for free as well.
 
<!--quoteo(post=219142:date=Oct 27 2007, 11:08 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 27 2007, 11:08 AM) [snapback]219142[/snapback]</div><div class='quotemain'><!--quotec-->why leave the barque alone? just sink it and get the idols for free! easy! besides, if you have 10 leadership, you can get the idols from the leader of the pirates for free as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because that makes it easy and some people like to explore other, and sometimes harder options.

Pieter, I think some of this is not unfinished quests but rather side branches AKA alternate routes, to completing a quest.

An example is as Fluen writes<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->But if you attack and kill your guide before you reach the pirates you will meet different events when you arrive at the pirate camp:

A pirate guard will stop you and if you have a good reputation (a bad reputation will make the pirates friendly and the events will be the same as if you had peacefully followed your guide) you'll be denied access to the camp. You'll have to fight your way everywhere. If you do that the pirate leader will be chocked about the death of his men and will be intimidated into surrendering the Indian collection to you right away.

You will have to fight your way out of the camp again. But I noticed that I got 6000 exp during this compared to the 4000 if I just buy the collection from the pirates.<!--QuoteEnd--></div><!--QuoteEEnd-->

I've done this as well, except I think I remember going on this branch but refusing to pay the guide and saying I'll find the camp myself. He then waits for you and attacks you along the trail, and then ... you know the rest.
 
But are they finished side branches or unfinished ones? I know there were some unfinished ones in Build 12.1, for example when you lost your ship and were stranded at Douwesen and you would not fight with the pirate in the pirate tavern, a man would walk in who would take you to Isla Muelle. But this didn't work right in Build 12.1.
 
i think that all those sidebranches are largely unessesary though. sure, it's realistic, but how often do you actually use them? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
They are alternative routes for the Main Quest and yes they are finished.
(I had to mod part of them for Jack Sparrow Story)
Morgan is correct - you can attack the ship and get the idols - or as Petros points out, meet the pirate guide in the Tavern then pay him to guide you to the pirate fort, or not pay him and he will attack you later.
Whichever route the player chooses the end result of successfully playing this part of the quest is that the player gets the idols (or most of them).
 
you can also go to the beach where the barque is over the land and attack it from land.
 
<!--quoteo(post=219241:date=Oct 28 2007, 08:18 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 08:18 AM) [snapback]219241[/snapback]</div><div class='quotemain'><!--quotec-->i think that all those sidebranches are largely unessesary though. sure, it's realistic, but how often do you actually use them? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

The idea isn't to have 'realistic' quests, but to enjoy your game when you play it over again and again, differently. Let's say thoses are 'non-linear' quests. This means more fun for the player, and in a certain way more liberty...
 
that's true, but i always choose the quickest way to my money, which is always the same one. besides, i don't like going for things i don't know properly. but the latter's just me, of course.
 
Morgan, I can only say that when there is nothing new to explore I loose interest in the game.

Pieter, so the pirate guide is supposed to attack you if you only take directions from him? Very interesting! I tried that option in the stock game and he crashed the game. This because he re-appeared when Nathaniel was thrown overboard during the storm, landed on a Dworsian beach and had to go to the pirates to find a ship for Isla Muelle. Then the pirate guide appeared outside the pirate camp as if he had led Nathaniel there during the Indian collection-mission. After that the captains and sailors who would take Nathaniel off the island were non-existing. I was completely stuck.

The Clauss-"mission" didn't work - of course. I changed the leadership <200 and was told that pirates had ransomed Clauss and taken him with me. So I went to the pirates camp and met a group of hostile pirates. When the fight started some of them fought on my side so I suspect that they were my crewmen. But after the fight noting else happened and all doors were locked - including the door out into the jungle. What that mission was all about I don't know.
 
I didn't say that. That is according to Petros, who is probably right. You can try doing things this way in the Build. Your previous stock game issue might have been fixed.
 
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