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Post by Ginjur on May 23, 2003 21:08:13 GMT
Okay. I got no idea how to prevent that guy from summonin the Horse man nor do i know how to reveal him to the other mortals. - - - - - - - - - - - - All i know/tried is this. Make Blair Witch summon a mortal so other mortals will come (but they never do come close enough). Tried the WeatherWitch and her wistle song to get the mortals close to Windmill, never reachs long enough. Used earthquake on windmill so the skull whould fall to ground, but never long enough. I got the India guy by Equarkin the house down. Dunno how to get the pumpkin guy, i tried gettin the little girl close enough for a polter to spill blood, but the blood never reachs. And then there is ofcourse how to stop that guy from doing that ritual + revealin him to the mortals. Can anyone help me with this? Thanks.
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Post by Micko1888 on May 23, 2003 22:45:25 GMT
okay first to unlock the characters
The scarecrow requires you to use leak and then gore near him
The indian requires you to use tk storm near his graveyard
the hidden vulture requires you to cast : gather winds, gust, rain, distant thunder in close proximity to one another
to have someone view the sorcerer bind the cop to the corpse behind the windmill and cast obsession once enough people gather bench the cop and one should look in the window
next weather witch cast gust and someone else cast gather winds near the windmill to break the concentration of the sorcerer
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Post by Micko1888 on May 23, 2003 23:19:01 GMT
After someone has discovered the guy and you have the weather witch and earth spirit casting gust and gather winds, the man cant do anything until the wind stops which takes a long time so all you do is wait for the person who spotted him to run back to the house and warn the others
Good luck
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Post by GInjur on May 23, 2003 23:44:07 GMT
Thanks guys, ill give a go
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Post by Ginjur on May 24, 2003 0:44:39 GMT
New problem guys. After one of the mortals peek in the window and starts to walk back to town the Horse man comes ridin slicin and dicin the "informer". Even tho i have gust and gather wind up and running so the skull isnt in place, he can still call the horse guy What should i do here?
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Post by Elzar on May 24, 2003 10:06:10 GMT
yeah i have the same problem, i had 4 ghosts use their wind powers, skull not in place, corcerer can't call the horseman dude but he still appears.
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Post by Micko1888 on May 24, 2003 11:02:24 GMT
If you have the wind mill moving that should mean that the horseman cant be summoned, wierd Ok well you could try using the indians possess spell before they get caught, if they are possessed they cant be scared Not sure about that one though Sorry
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Post by t0s on May 24, 2003 13:16:13 GMT
Wind stops the random summonings during play. However when someone looks into the windmill the horseman appears, looks like a scripted event, cant find a way to stop it, makes no difference if the skull is on the grindstone or not.
Some one must have worked it out!
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Post by Micko1888 on May 24, 2003 14:36:04 GMT
Also try using Storm tallons Typhoon near the windmill, this is the strongest wind power and it lasts the longest
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Post by GInjur on May 24, 2003 19:51:09 GMT
It worked for me by using posses power by the india dude. Just leave remember to leave the guy posses and only posses or else he might just not do his dutys!
;D
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