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Knights of Solamnia *SPOILERS

Posted: Fri Jun 13, 2008 12:36 pm
by sonny
Just finished the quest involving The Planar Sphere

After getting back outside and after Lavok dies, I let Valygar go, went and got Jan back in my party and then out of curiosity, went back in the Sphere to see what if anything happened to the 3 Knights of Solammia.

They say they are trapped in my world and will wander the lands to see if they can be of help.

Is there anything I can do to help these guys get back to their world:speech:

I know I don't usually ask for hints or spoilers, but if there is something I can do, I would appreciate a little push in the right direction:angel:

I've talked to each one of them, but am not picking up on anything that might help

Posted: Fri Jun 13, 2008 1:22 pm
by galraen
Unless you have a mod that changes the game, you can only help them if you're a mage, or a mage multi-class (Fighter/Mage, Mage/Thief etc).

Posted: Fri Jun 13, 2008 2:24 pm
by sonny
galraen wrote:Unless you have a mod that changes the game, you can only help them if you're a mage, or a mage multi-class (Fighter/Mage, Mage/Thief etc).
No I don't have anything like that. I have the G3 tweak pack, but I've only got a few of those activated (IWD casting graphics, icon improvements, add bag of holding, Unlimited stacks for ammo,scrolls,gems, and potions, and you must gather your party).

And my PC is a Fighter which I have not dual classed. Oh well, that's a shame. Hoped there was something I could do for them. :(

By the way. In another post I said I had just talked to Lord Firkragg and gotten his quest and you said as long as I did not go to Windspear Hills, then there was no time limit. Going to Umar Hills was OK I assume, and it won't mess up or start the clock on the Lord Firkragg quest.

Man, I thought I was just about done with side quest, but every time I talk to someone, up pops another one. How great is that :D

Posted: Fri Jun 13, 2008 2:40 pm
by galraen
No, Umar Hills doesn't have anything to do with Firkragg, your fine.

The Quest Pack, http://www.pocketplane.net/mambo/index. ... temid=100/, includes a fix that allows you to rescue the Knights. It's a Weidu mod like the fixpack, which means you can select which elements to install.

Not sure how it would affect your current install though. If you list what you've installed so far, then hopefully one of our resident experts can indicate if it would be safe to install the relevant segment. Otherwise, just count it as something to look forward to in a future run through.

Posted: Fri Jun 13, 2008 4:07 pm
by sonny
galraen wrote:No, Umar Hills doesn't have anything to do with Firkragg, your fine.
Otherwise, just count it as something to look forward to in a future run through.
Thanks. Think, I'll just wait untill my next play through, because I do want to try some of these mods when I play again and will be seeking everyones advice. :)