TTHW FAQ

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Re: TTHW FAQ

Postby Sage Of The Wise » Wed Feb 02, 2011 2:38 pm

Well, its taken a bit but I'm almost played through back to where the guide is currently at. Just need to do the three paths now, then I can start doing actual new stuff. So maybe within the next month (or two) I'll have something. I did update the section about turning in Tatum with info on her stat gains if you don't turn her in.

Randomperson, if you want to do somthing (assuming you're still around) no ones given me corrections for the last section I posted, and given the size of it and my track record I'm almost sure there is stuff I've missed. If you (or anyone) wants to double check it all that would be awesome.
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Re: TTHW FAQ

Postby Sage Of The Wise » Fri Feb 04, 2011 2:27 pm

Is Vance's ability to occasionally sense Kaibutsu ever explained or this like Rhue's seldom mentioned affinity for caves?
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Re: TTHW FAQ

Postby randomperson » Sat Mar 05, 2011 6:31 am

Blah, sorry about this. >_<

I'm too busy with other stuff at the moment to help on this unfortunately =/ Good luck with it anyway.
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Re: TTHW FAQ

Postby EmperorJeramyu » Sat Mar 05, 2011 9:12 pm

Sage Of The Wise wrote:Is Vance's ability to occasionally sense Kaibutsu ever explained or this like Rhue's seldom mentioned affinity for caves?


When exactly does that happen?
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Re: TTHW FAQ

Postby Sage Of The Wise » Sun Mar 06, 2011 11:40 am

There should be a mention of it in Burlington Forest, I thought right before you fight the bone thug, but I couldn't find it. It happens again in Colerain Mountain (which would probably mean no ones actually seen it), the exact line is "This same creepy feeling, in the pit of my stomach. Like when I fought this... thingamajig... on the way to Burlington...", followed shortly with being attacked by the craven.
I would have written these off as throwaway lines if he didn't reference the Burlington one, now I'm not sure what it means. If it happens anymore in the future I'm not sure yet.
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Re: TTHW FAQ

Postby EmperorJeramyu » Sun Mar 06, 2011 1:32 pm

Eh, I'd just strike it off as main character's intuition. Either that or lampshade hanging.
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Re: TTHW FAQ

Postby blargblargson » Tue Mar 22, 2011 1:58 pm

This game reminds me strongly of the The Way in that you have to be an OCD searching maniac to find everything, or have a walkthrough open at all times. I've just beaten Duke Greene and, looking back, I'm kind of appalled by all the little extra stuff I would have missed without a guide. For that matter, I'm kind of appalled by all the extra stuff I missed even while using this guide!

Did you know that the treasure chest with Alex's vest inside disappears from the Selma Ruins in act 3? It's crazy, but true. Apparently if you don't pick it up and put it on North as soon as you find it, it's lost for good (one more runic tablet I'll never see). Also, beating up Benson and Mauldin only gets you back your gold and Lucama's amulet. All the other stuff you had is still gone (including my vast stock of curative items and ingredients. I'm not happy about that at all).

You mentioned a special scene in Duke Greene's dungeon that you can only see if you didn't go through the mountains. I went through Arcadia and still didn't find anything in there.

One last thing: Duke Greene can be beaten very, very easily, using the following strategy:
Round 1: Vance uses Red Crescent. One party member gives Vance healing while the others give him MP-restoring items if he has less than 16 MP (apples work if you have nothing else). If Vance dies, revive him. Just take as many rounds (n) as you need to bring him up to speed again.

Round 2+n: Vance uses Red Crescent again. Everyone else attacks normally.

Round 3+n: If for some reason the Duke isn't dead, just hit him with normal attacks until he falls.

If you're lucky, n=0 and Duke Green will drop like a sack of potatoes after two rounds. So much for one of the world's only wizards...
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Re: TTHW FAQ

Postby Sage Of The Wise » Wed Mar 23, 2011 12:26 pm

Did you know that the treasure chest with Alex's vest inside disappears from the Selma Ruins in act 3? It's crazy, but true. Apparently if you don't pick it up and put it on North as soon as you find it, it's lost for good (one more runic tablet I'll never see).

Actually to keep that ruin tablet if you don't plan on taking the Arcadia path in Dillon and killing Benson and Mauldin, you just need to keep the Alex Vest in your inventory until you are about to confront Benson and Mauldin in Pittsboro. Equip it to Vance before the battle so its not stolen, when that's done unequip it again so it will be in North's inventory when you go back to him in act 3 and trade it to Alex. Equipping it to North won't work, he'll loose it when you go back to controlling him in act 2.

Also, beating up Benson and Mauldin only gets you back your gold and Lucama's amulet.

Gold, Lucama's amulet, Marion's staff, and rune tablets to be exact.

You mentioned a special scene in Duke Greene's dungeon that you can only see if you didn't go through the mountains. I went through Arcadia and still didn't find anything in there.

Sorry I need to change that, it should say there is a scene there if you didn't go through the mountains, and you didn't kill Benson and Mauldin in Arcadia. Its a scene involving them so naturally they can't be there if they're already dead.
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Re: TTHW FAQ

Postby blargblargson » Sat Apr 02, 2011 8:54 am

Sorry I need to change that, it should say there is a scene there if you didn't go through the mountains, and you didn't kill Benson and Mauldin in Arcadia. Its a scene involving them so naturally they can't be there if they're already dead.
I see. Does anything of great importance happen in that scene?

Also, do you plan to continue writing this walkthrough?
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Re: TTHW FAQ

Postby Sage Of The Wise » Sat Apr 02, 2011 10:53 am

In the seen you go to Dillon Castle's dungeon and find Benson and Mauldin locked away because Greene has gotten sick of their failures to kill Vance (they aren't locked up if you take the mountain path because Greene doesn't know you are still alive yet in that path). Theirs a bunch of verbal sparing between the two groups, and they offer Vance something like 80gp if he lets them out. Vance takes the money but then leaves without letting them out while they yell at you.

I do still plan on writing it, I've caught back up with where I was before I lost the save files now. Been real busy these last two weeks, but starting the week after this I should have enough time to get something done. I'll probably go to beginning of kaibutsu hunt, then start releasing guides for 1 kaibutsu lord at a time, while trying to keep my sanity over the games clusterfuck story branching. Should be fun.
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Re: TTHW FAQ

Postby EmperorJeramyu » Wed Apr 06, 2011 2:52 am

Since this is the only remotely alive topic on the forums, I just figured I'd throw out there that I'm currently running a D&D campaign almost entirely based on the Kaibutsu war. It works surprisingly well, actually. I really should be paying iiShenron some royalties though.
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Re: TTHW FAQ

Postby blargblargson » Tue Apr 12, 2011 7:25 pm

You mean the war that's part of the game's backstory, or the wars that start during the course of the game?
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Re: TTHW FAQ

Postby EmperorJeramyu » Tue Apr 12, 2011 10:29 pm

The one during the game. They're basically running around to all the major cities in a country and searching for the Kaibutsu-lord equivalents. So far they've taken out the Manteo-equivalent (complete with desert casino pageant) and the sort-of-Elko equivalent.
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Re: TTHW FAQ

Postby Sage Of The Wise » Sat Apr 23, 2011 1:07 am

He's only sort-of-Elko because he's actually sort-of-relevant, amirite? (Oh god that was terrible)
Anyway fixed two really bad errors in the Arcadia path section. Hope no one tried to use this guide for that path, because apparently I was just making shit up when I originally wrote it.
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Re: TTHW FAQ

Postby EmperorJeramyu » Sat Apr 23, 2011 4:18 pm

Sage Of The Wise wrote:He's only sort-of-Elko because he's actually sort-of-relevant, amirite?


...Kind of. I actually wrote the scenario to be roughly the same kind of filler boss Elko is, but it ended up being super compelling for some reason. Protip: when one of the characters is an orphan, make a scenario where an angry mob is coerced into burning down an orphanage.
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