Jump to content

Further "Void Dance" corrections


Recommended Posts

Had made most of these notes based on your old version (the one from about 20 minutes ago). Some of these may have been fixed already and I've tried to remove the ones I noticed you did fix.

 

Assorted grammar corrections asterisked.

 

2. The Hunt Begins

 

Talking to Gerrant and mentioning that you're looking for a lost animal (or whatever the option is) will tell you about the barrels, at which time, the beginning of the slime trail will appear automatically.

 

3. Cellar Business

 

**Technically, it was "key" singular, not "keys" plural that he lost. Just saying.**

 

From what I saw, the key typically was in the northeast pile of junk.

 

When I did this, Jessika didn't notice the crack until after I "Investigated" the crack in the wall.

 

4. Off to Musa Point

 

Korasi actually mentions in one of the next sentences after "talk to the locals" that you should start with the Barkeeper; something about them being fountains of gossip. The Barkeep would then direct you to Shopkeeper Kofi next.

 

**there's a random period between the two paragraphs here**

 

**Last two sentences are butchered a little where they meet. The word "go" could be removed to fix this.**

 

Jessika tells you to meet them at the Chemist as well after talking to the craftsman, a minor detail you didn't add.

 

5. Chemical Spill

 

**3rd sentence miscapitalized "he"**

 

6. Threat of Falador

 

In attempting to decide how to open the box, you'll be presented with 3 sets of options of 3 each of different ways to open it. It should be noted that which options you pick won't matter.

 

7. Time for a Clue

 

Minor detail, but the crate in question can be found in the main room, the one with the shop and the dog sleeping by the fire place.

 

8. Final Confrontation

 

**"Black Knight Guardian" -- capitalization issues in the last paragraph

 

You left the recommendation of Prayer Potions in the "Items Suggested" bar.

 

 

 

EXTRA INFORMATION:

 

Before interviewing workers on the Port Sarim docks, you will interrupt a conversation between Jesskia and Korasi where Jesskia asks about why the Void Knights kill the Pests. You can inquire about this as well, at which time Korasi will give you a book with this information. I haven't read this book myself just yet, but it was there.

f475e02ecc.png

don't worry, you are going to "hell" anyway. wanna race to see who gets there first?

Officially reached 100 Combat at 1:33PM EST, June 14, 2007

First Dragon Drop: Dragon Chain (Dust Devils) @ 10:48PM EST, July 14, 2008, lv113 combat

Link to comment
Share on other sites

Had made most of these notes based on your old version (the one from about 20 minutes ago). Some of these may have been fixed already and I've tried to remove the ones I noticed you did fix.

 

Assorted grammar corrections asterisked.

 

2. The Hunt Begins

 

Talking to Gerrant and mentioning that you're looking for a lost animal (or whatever the option is) will tell you about the barrels, at which time, the beginning of the slime trail will appear automatically.

 

I noticed this too, I'll get this changed.

 

3. Cellar Business

 

**Technically, it was "key" singular, not "keys" plural that he lost. Just saying.**

 

From what I saw, the key typically was in the northeast pile of junk.

 

When I did this, Jessika didn't notice the crack until after I "Investigated" the crack in the wall.

 

It may have been a key, but did he say 'keys' or 'key' in the dialogue? Also, she noticed the crack before I investigated the wall.

 

4. Off to Musa Point

 

Korasi actually mentions in one of the next sentences after "talk to the locals" that you should start with the Barkeeper; something about them being fountains of gossip. The Barkeep would then direct you to Shopkeeper Kofi next.

 

You don't need to speak to the barkeeper. I didn't, and continued just fine, so talking to him would be extraneous information we don't need.

 

**there's a random period between the two paragraphs here**

 

**Last two sentences are butchered a little where they meet. The word "go" could be removed to fix this.**

 

I'll check into it.

 

Jessika tells you to meet them at the Chemist as well after talking to the craftsman, a minor detail you didn't add.

 

I'm a little confused. I had no problem with this part. You go talk to the craftsman, like the guide says, then talk to Korasi afterwards, like the guide says?

 

5. Chemical Spill

 

**3rd sentence miscapitalized "he"**

 

I'll change this.

 

6. Threat of Falador

 

In attempting to decide how to open the box, you'll be presented with 3 sets of options of 3 each of different ways to open it. It should be noted that which options you pick won't matter.

 

I'll clear it up.

 

7. Time for a Clue

 

Minor detail, but the crate in question can be found in the main room, the one with the shop and the dog sleeping by the fire place.

 

I'll clear that up, too.

 

8. Final Confrontation

 

**"Black Knight Guardian" -- capitalization issues in the last paragraph

 

I'm pretty sure the game had it lower case, and we try to keep everything exactly as in-game.

 

You left the recommendation of Prayer Potions in the "Items Suggested" bar.

 

I'll take this out.

 

EXTRA INFORMATION:

 

Before interviewing workers on the Port Sarim docks, you will interrupt a conversation between Jesskia and Korasi where Jesskia asks about why the Void Knights kill the Pests. You can inquire about this as well, at which time Korasi will give you a book with this information. I haven't read this book myself just yet, but it was there.

 

I'll get this checked into.

 

Thanks for the corrections!

~ Proud Father ~ Proud (Currently Deployed) Army National Guardsmen ~ Proud Lakota ~ Retired Tip.It Crew ~
 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.