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Full Version: SOS major agrippa issue
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this is my fourth playthrough.

i left agrippa aside after i entered the nave, didnt pull the switch for him either. i was thinking of getting the potion ready then get back to him and do everything at once.

BUT !!!!!
after i escaped the cell which the brute threw me in and entered the nave, the red slime was everywhere. when i finished making the potion and got back to where he was, HIS HEAD WAS ALREADY GONE !!!! WTH!?
my jaw almost dropped as i held the potion and stared at his headless body like a moron.
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what's the reason? is it because of the switch?
what does the switch do anyways? Agrippa seems tortured by something before we pull the switch for him. what was he bothered by?

No idea, try loading a new save or downloading a save in the same area.
It's because you didn't pull the switch, then he dies.
what does the switch do ?
It's your fourth playthrough and you don't know what the switch does...? Why haven't you pulled it?
I can confirm that not pulling the switch will leave Agrippa's neck enjoying a pleasant breeze, as i decided not to save him on my second playthrough. Further confirmation from the scripts below:

From the first nave map:
Code:
void ChangeChannelingLever(string &in asEntityName, int alState)
{
    if(alState != 1) return;
    
    AddDebugMessage("Turned channeling on chaneling machine!", false);
    
    //Stop any strained talking going on
    StopAgrippaStrainedSpeak();
    
    //Lever is now stuck and will not move.
    SetLeverStuckState("channeling_machine_lever_1", alState, true);
    
    SetLocalVarInt("AgrippaVoiceMachineOn",1);
    
    SetGlobalVarInt("AgrippaActivatedIn21", 1);    //Agrippa is awake in 26 too
    
    AddTimer("AgrippaNormalTalkStart", 2, "TimerAgrippaNormalTalkStart");
    
    //Add effects on machine
    CreateParticleSystemAtEntity("ChannelingMachinePS", "ps_channeling_machine_smoke", "AreaChannelingMachine", true);
    
    PlaySoundAtEntity("ChannelingMachineStart","21_cm_reverse_low.snt", "AreaChannelingMachine", 0.05, false);
    PlaySoundAtEntity("ChannelingMachineRunning","21_channeling_machine.snt", "AreaChannelingMachine", 2.0, true);
}
Notice the SetGlobalVarInt line. This global variable determines if agrippa has a head in the second nave visit:
Code:
void InitAgrippa()
{
    // Check if player has awakend agrippa in 21, if not make Agrippa dead.
    if(GetGlobalVarInt("AgrippaActivatedIn21") != 1)
    {
        SetEntityActive("agrippa_2", false);
        SetEntityActive("agrippa_headless_1", true);
        SetEntityActive("AreaAgrippa", false); //Turn off no item use on corpse is possible.
        
        StopSound("Sound_60", 0.0f); //Channeling machine
        DestroyParticleSystem("ParticleSystem_62"); //Channeling machine
        
        SetLocalVarInt("AgrippaDead",1);
        
        SetEntityActive("bone_saw_1", false);
        
        InitWaterLurker();
    }
    else
        InitMissingIngredients();
}
So, going to have to load a save from just before you were captured and save him if you want the Agrippa ending.
(06-20-2011, 04:04 PM)IceLemon Wrote: [ -> ]what does the switch do ?

The switch enables him to talk.
he could talk before the switch was pulled. he could say 'help me' 'pull the switch' thing
this is my only playthrough that i didnt do anything to agrippa. i always saved him so that when i enter the orb chamber i can choose how i wanted it to end
Haha, the topic's name amuses me a lot.. "!!SOS!! MAJOR AGRIPPA ISSUE.."
If it saved me from all that chatter, I wouldn't pull that switch either Big Grin
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