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Need Help Assassin Quest Help

WartyX

Landlubber
I am on a mission called 'The Apprentice' on the Assassin quest, and I need help finding the spy Pelagius Lizarraga in Speightstown, Barbados. I have looked for a while and there are no clues in the Quest Book, the town itself nor the Vice-Admiral who gives me the quest. Please help.
 
He is in the dungeon. You need to enter the Speightstown dungeon through the cave in port and then he is in the first 'hallway' on your right.
 
Does anyone think there should be a bit of a hint where he might be? Maybe by asking the tavern owner or something?
 
I don't think so seeing Speightstown is a small town. <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
By the way, the interest of this mission is where the spy is located.
And what to say to help the player ? A kind of <i>Hey, check the sewer</i>?
 
Dunno; who would think to check the sewer? Maybe a dialog like:
Player: Have you seen Pelagius Lizarraga lately?
Tavern owner: I heard he was captured by some smugglers.
Or something like that.

Which reminds me... sometimes there's skeletons there instead. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=318998:date=May 11 2009, 04:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 04:13 PM) <a href="index.php?act=findpost&pid=318998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which reminds me... sometimes there's skeletons there instead. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
If you also make the answer, I have nothing to say <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
If you have to enter through the cave in the water on the right side of the port, no one will ever find it unless they know it's there. It's not a place you just stumble upon when walking around. There's another entrance to the right as you're facing the shipyard, but a lot of people don't know about that one either.

I don't know about you, but I'm not going in those dungeons unless I have a darn good reason.

Hook
 
So I repeat again : What is the interest to say where you can find the spy ? you know he's in Speightstown and the town is small.
 
<!--quoteo(post=319006:date=May 11 2009, 05:25 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 11 2009, 05:25 PM) <a href="index.php?act=findpost&pid=319006"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you have to enter through the cave in the water on the right side of the port, no one will ever find it unless they know it's there. It's not a place you just stumble upon when walking around. There's another entrance to the right as you're facing the shipyard, but a lot of people don't know about that one either.<!--QuoteEnd--></div><!--QuoteEEnd-->Either entrance works; the water one would be the better one upon exiting.
 
If you already know where he is, then it's obvious where to look for him. It wasn't obvious to WartyX. A lot of people don't know there's even a dungeon there. Some people will avoid it. Dungeons are pretty dangerous places.

In the end, it's your quest so do what you want. I'm not the one who will be answering questions about it for the next couple of years, and I really don't like quests that require you to read a walkthrough before you can complete them.

It's especially difficult when every point in every quest in the game has some chance of being broken, and what works today may not work next week.

Hook
 
Pieter knows in the past, I changed many things in my quests and main quest because I was thinking the suggestion was good. But, <u>in this case</u>, I won't change anything (for now at least) because I think searching less than 10 min in the different locations of a small town is not the end of the world.
 
You'll hear no complaints from me on that account.
At least as far as my remarks are concerned, they fall strictly within the category of "random suggestions that you are free to ignore". <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=319001:date=May 11 2009, 05:19 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ May 11 2009, 05:19 PM) <a href="index.php?act=findpost&pid=319001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=318998:date=May 11 2009, 04:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 04:13 PM) <a href="index.php?act=findpost&pid=318998"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Which reminds me... sometimes there's skeletons there instead. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->If you also make the answer, I have nothing to say <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->What kind of answer do you want to hear from me? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Only a joke <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
In that case I have a more specific question: do you think skeletons should be disabled in certain storylines?
And in which storylines should they be used/not used? And more specific still... should there be skeletons in the Bartolomeu and Assassin quests?
I imagine skeletons are fine in the Bartolomeu quest, considering the end of that. But in the Assassin quest maybe not?

Should we perhaps remove the skeletons altogether and only use them at relevant points in the various quests?
They're no more than a graphical change anyway; skeletons are no stronger than ordinary enemies and there's nothing cursed about them.
 
Yes, you can remove the skeletons if you want. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Uhm... I was wondering more what YOU want. And other people too.
Personally I don't have much of an opinion; clearly they ought to be turned off for the Hornblower quest and such, but I'm not sure about the others.
One could argue that even in the Jack Sparrow quest, they're unrealistic, because there only appeared skeletons because of the curse.
 
Alright then. Does anyone have any input on whether there should be any random skeletons at all?
 
<!--quoteo(post=319669:date=May 14 2009, 04:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 14 2009, 04:49 PM) <a href="index.php?act=findpost&pid=319669"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Alright then. Does anyone have any input on whether there should be any random skeletons at all?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well maybe in the standard storyline (in the temple) but even the Jack Sparrow story line only would need them in with Barbossa and in the prison scene (I'm thinking about changing the skeletons around Barbossa on Isla De Muerte to Ragetti, Pintel and *insert name* <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> when I have their models) Cause they are suppose to be immortal because of curse and they aren't. So that is my opinion.
 
Standard storyline in the temple could be mummies instead. So that'd mean no more skeletons nor mummies at random anymore, eh?
We could replace the "mummies" initModels.c group with a different type of Indians then; we've got two types, but they're used randomly at the moment. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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