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* ''Avencast: Rise of the Mage'' has an area in the academy of magic with three seminar rooms you can walk into... and one, apparently unremarkable, that you can't. Some players nearly drove themselves mad trying to get into that room.
* ''[[Baldur's Gate]] II'' averts this by allowing you to press a key when you're in a room. Surprise! All removable items are now [[Notice This|lit up in a nice shade of cyan]]. This is only possible with ''Throne of Bhaal'' installed, though.
** Certain mods that allow you to run ''Baldur's Gate'' on the
* ''[[Divine Divinity]]'' does the same thing ''[[Baldur's Gate]] II'', but with a twist: Many of the highlighted "removables" are useless, nearly useless or have obscure and unessential purposes- basically inventory fillers. Having rooms ''loaded'' with these gives the game extra depth.
* ''[[Planescape: Torment]]'' and the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: ''"...it smells different."'') all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent CRPGs, most likely caused by the [[Dummied Out|budget/manpower/time/sanity constraints]] so obvious in the Black Isle games of the time.
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