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Missing Places

A place for general discussion about the content and gameplay of Andor's Trail.
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WildWolf98
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Re: Missing Places

Post by WildWolf98 »

WildWolf98 wrote: Wed Dec 26, 2018 8:15 am
rijackson741 wrote: Tue Dec 25, 2018 5:03 pm Finding above ground places should be easy now. There are only two "holes" in the world map now, so if you have more than two that's a big clue. Finding missing inside places is a lot harder (unless you use Nut's script, anyway).
Can only find two, a small of just east of Crosstown, and a larger one in the middle of the mountains leading to Remgard. Been on the search, STILL haven't found any new locations, can't use Nut'sink either. Whatever it is, it doesn't open up. Any way I can see what Nut posted without others seeing it? I'm about down on my luck.
*One, not 'of'. *Crossglen *Nut's link. Ugh.
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Schmmiiirc
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Re: Missing Places

Post by Schmmiiirc »

rijackson741 wrote: Tue Dec 25, 2018 5:03 pm Finding above ground places should be easy now. There are only two "holes" in the world map now, so if you have more than two that's a big clue.
Is one of those just West of Guynmart Castle? I have a hole there and can't find a way onto it - I did wonder if I could have got there after going off the wall, but haven't been able to repeat that (with the same character).
See the puppies scatter.
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Nut
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Re: Missing Places

Post by Nut »

No, normally you won't use the guest exit again.
But it doesn't matter, you can't go directly west from there.
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Nut
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Re: Missing Places

Post by Nut »

If my script does nothing, then maybe JavaScript has to be enabled before
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Schmmiiirc
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Re: Missing Places

Post by Schmmiiirc »

Nut wrote: Wed Dec 26, 2018 10:04 am No, normally you won't use the guest exit again.
OK, I looked a bit harder and found the way in there now. Rob said I'm the first one that's found his clearing - (and he's right, for me) :D .
See the puppies scatter.
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Nut
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Re: Missing Places

Post by Nut »

:D
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Antison
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Re: Missing Places

Post by Antison »

Schmmiiirc wrote: Wed Dec 26, 2018 12:31 pm
Nut wrote: Wed Dec 26, 2018 10:04 am No, normally you won't use the guest exit again.
OK, I looked a bit harder and found the way in there now. Rob said I'm the first one that's found his clearing - (and he's right, for me) :D .
Go there after completing the castle's quests.
"A home without a beagle is just a house"
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Schmmiiirc
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Re: Missing Places

Post by Schmmiiirc »

Antison wrote: Wed Dec 26, 2018 2:49 pm
Schmmiiirc wrote: Wed Dec 26, 2018 12:31 pm
Nut wrote: Wed Dec 26, 2018 10:04 am No, normally you won't use the guest exit again.
OK, I looked a bit harder and found the way in there now. Rob said I'm the first one that's found his clearing - (and he's right, for me) :D .
Go there after completing the castle's quests.
Intriguing: I'll definitely have to now. 8-)
See the puppies scatter.
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Antison
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Re: Missing Places

Post by Antison »

Running Nut's script
Reveals 2 unvisted places roadCave0 and roadCave1. My thoughts were these are east of Loneford. But after visiting there , these maps were not them. Any idea? I could go to github and try to find out in the source code but really not worth the effort.

"A home without a beagle is just a house"
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Firefly84
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Re: Missing Places

Post by Firefly84 »

Antison wrote: Thu Dec 27, 2018 8:37 pm Running Nut's script
Reveals 2 unvisted places roadCave0 and roadCave1. My thoughts were these are east of Loneford. But after visiting there , these maps were not them. Any idea? I could go to github and try to find out in the source code but really not worth the effort.

Try the jelly/slime cave
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