Matt De Cesare's skull quest

Discussion in 'Arcanum Hints & Tips' started by Almeida, Jun 18, 2011.

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  1. Almeida

    Almeida New Member

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    I'm kind of stuck here.

    The only hint I'm given is that the skulls are in a warehouse somewhere. I've asked the phrenologist gnome about it but he had nothing useful to say.

    I don't understand -- am I just supposed to break into every single warehouse until I stumble upon it? That's very unlike this game.
     
  2. Muro

    Muro Well-Known Member

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    Seems that way. There is no hint suggesting where in particular are the skulls stored. There are some locked warehouses in Tarant and the player is probably meant to check them one by one.

    You can always save before breaking in and load until you actually do find them, but even with that in the end you find yourself randomly breaking into a warehouse for no apperent reason. This part of the quest could have been designed better, yes.

    That being said, you look for them yourself or learn the location below.

    The skulls are located at 17 Quilton Bend.
     
  3. Almeida

    Almeida New Member

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    Thanks for the help.

    In a fit of desperation I looked around and found out that Benjamin Gershwin was supposed to give me a quest regarding the skulls too. However, I didn't get anything. I can't even talk to him anymore, he just spouts generic floats when addressed.

    Just in case, I load an earlier save game from back when I just arrive in Tarant and lo-and-behold, I can actually get a quest from him. I don't understand -- what changed?
     
  4. Muro

    Muro Well-Known Member

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    Benjamin Gershwin won't give his quest if the player already heard Matt de Cesare's offer, strangely enough. Another thing that could have been designed better, for there isn't really a logical relation between having the quest from de Cesare and Gershwin not offering his quest.

    If it would interest you, you can complete both quests by accepting Gershwin's quest before talking with de Cesare, completing it, getting the quest from de Cesare and then talking once again with Gershwin in order to retrieve the skulls.
     
  5. Almeida

    Almeida New Member

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    Thanks a lot.

    Unfortunately, that's no longer an option unless I want to load a much earlier savegame and replay a pretty damn good chunk all over again.

    I hoped Benjamin would have given me a non-violent and non-criminal option of getting a hold of the skulls. It doesn't matter now though, because I won't bother doing this quest now that I have to break in and maybe even kill if there's a guard. That's just not what my character does for some what's-his-name who might as well be a fraud. I did tell that trophy wive to bugger off, after all, why should this be any different?

    Dear God, I'm terrified of this game. I love all about it, but I can't go five minutes without running into some screwed up bug -- or worse yet -- something that looks exactly like a screwed up bug but isn't and is actually what the developers intended. For reasons only known to them.

    You're definitely right and I agree -- that's just fundamentally flawed design. When you create arbitrary and really obvious invisible walls between the player and the game like this. Invisible walls per se are not the problem, but they are in a game like this because they're usually not there but then just pop out from nowhere like this to the point where they look like bugs. It's a huge problem because you can't ease into your character without fear that the game is misinterpreting your intentions all the time.
     
  6. DarkFool

    DarkFool Nemesis of the Ancients

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    There is, to the best of my knowledge, no non-criminal, non-violent solution to this one. You have to break in.
     
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