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Maltese Abbey

Darkphoenix

Landlubber
I have been thinking, and honestly I think that at a future point in the build that the Maltese Abbey should be moved. Having the abbey is a good idea, but I don't think it should be located in a town (maybe it should have it's own island.....give the townspeople something else to talk about....it's location). I just can't see any colony putting up with a den of evil in it's midst.....ever....I mean...in the Salem witch trials people were killed because they were suspected of being evil....I don't see a place where "nobody will go with you" as having a place in any colony and think it should have it's own place in the archilepago.....does anyone else agree with my reasoning? I am not say9ing this needs to be implemented right now...or even in the near future...but I think it should be considered for a future build...say like 8-10 months down the road.
 
have you talked with one of the ghosts about what happened there? then you'll see it makes perfect sense. except for the surreal bits. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
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have you talked with one of the ghosts about what happened there? then you'll see it makes perfect sense. except for the surreal bits. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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Ghosts? What ghosts? When I went in there I got surrounded by a bunch of extremely well equipped priests that became undead when you killed them for attacking you.....mind you after taking out a half dozen or so I succumbed as well.....something about only being like rank 5 on swashbuckler difficultywhen I went in there I spose...lol.....there are ghosts that explain it all?
 
When you kill a Maltese Knight priest, he turns into a skeleton. If you kill the skeleton, a corpse remains. Walk up to the corpse and press [T] (Build 13) or [F3] (Build 14 Alpha) to talk with the corpse. He'll tell you what happened. Be sure to not start the conversation while there are other monks with blade drawn near or you will get killed while you speak. If you start the talk while no enemies have their blades drawn, they'll politely wait with attacking you until you finish your conversation.
 
polite, aren't they? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> i've seen them sheathe their swords when i started talking to one of them. that's certainly usefull. but the best choice would be to wait until you've killed all of them, and then start talking to them. you could be in for a nasty surprise which you certainly can't use when you are surrounded by enemies.
 
it's just a loot-o-rama. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Fun place,

spent all last night trying to get out. (Finally tripped over the exit)

The witchdoctors were quite a nice touch. The remaining question, however, is how to kill the "undead" and the red twirps that can appear while you dig.
 
well, you CAN kill the maltese knights, but those immortal guys are really a pain! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> imagine having to run for it through an endless maze filled with enemies and deathtraps! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> and its'even worse when one of them nicked your money. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> then you just have to be lucky to have a really big gun with you. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
Well, I couldn't actually hit them.
But they would rise in level while I whacked at them.
They looked kind of like pirate skeletons.

{The regular monks who would die twice were easy kills.}

And then the red twirps who came to exorcise the area - again no actual damage on them, but somehow one died.

So how do you kill them?
 
well, a lot of my files are apparently pretty skrewy, so it might be that you're not supposed to be able to kill them, but i can. with me, it's just hack 'em, smack 'em an' wack 'em! <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

did the skeleton pirate appear when you where digging? enemies that can appear are a mummy with a borgiablade, a skeleton that can't die, a plague victim that poisons you (but it's dead for a change), and the maltese knights.

but, what did happen was that the immortal pirate started killing all the maltese knights. maybe that works.
 
The red twirps and the Undeads (from digging) would fight the regular temple residents but they ignored each other.

Found the easy way to pacify them -> dive for the water non-exit and re-set the level's actors.

But my regular swords would never do any damage to the red twirps.

And the "undead" from digging would slowly rise in level but not actually take any damage from my attacks. Didn't try multiple pistol shots on them.

For what it matters, Build 13 v 3.
From regular install + 13 full + v2 (not full) + v3 (not full) + v3 micro patch.

and that "dungeon" alone makes the game.
 
it's rather funny that a lot of people are really eager to get in there and then never dare to go in there again. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
eh...no <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" /> what i meant is that they usually run out screaming like little girls when they finally find the exit again. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
The undead skeletons that you sometimes dig up (those that appear with the message "Someone's buried here.. but he aint dead!!" ) are actually immortal (though that's an odd expression for a skeleton, but you know what I mean <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ) There is only one way to deal with them: RUN.
Many people will not like that idea, but I tried to create a change from the usual "you can always win if you hack and slay long enough". In real life you can not win always either. and they appear only now and then.
But you can use even those unbeatable ones to your advantage: as they fight the undead monks they will kill them for you. So if manage to stay out of harms way you can lean back, watch your enemies fight each other and collect the loot afterwards.

And staying out of harms way is not THAT difficult: I deliberatly made those monks rather shortsighted.

So you need not be a high level fighter to profit from the Maltese Abbey. Even as beginner you can become rich there by being quick, smart and sneaky.


BTW, the finely dressed "abbot" ("The grandmaster himself checks his treasure..") is another unbeatable zombiekiller. The guys in red ("A file of LIVING Maltese knights comes to exorcise their crypt") fight the undead monks as well, but they should NOT be immortal.
 
grandmaster was easily killed

red twirps -> immortal

something got changed. B13 V3

Anyway went back in
this time mapping.
{besides, using it as a shortcut across the island}
Found 3 exits and one other entrance (locked behind you on entry)

Have to try again, some effects seem to be slightly random,
first time couldn't talk to the monk bodies in the digging level.
last night could.


P.S. this mod simply makes the game. What fun
 
you indeed can't talk to them in a certain part of the maze. that's been in there for a long time.
 
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