Valkyrie: Question about to test a scenario(House of Lynch spoilers)

Created on 13 Jun 2017  路  8Comments  路  Source: NPBruce/valkyrie

Should it work if I麓m clicking through a scenario only in one investigator phase apart from some events f.e. a monster is used?
I ask because I run into the following situation in "House of Lynch" German version:
I clicked through the first markers at the beginning. The one which leads to the bedroom say I need a key which I didn麓t had at this point. Right after I clicked it again and I could open it!?

Sry if I麓m totally wrong how it should work ;)

Scenario bug

Most helpful comment

The key would not spawn in that room because of the way the Token pools handle found items. This would be part of a pool of items that only spawn outside of that room. I'd have to let Bruce answer you as to the reason that interaction is set differently. It could just be something as easy as wanting a way to communicate to the investigators what they are looking for an since the dialog tells you not to go through here until you have the key...

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Some of the written events will tell you that you need a key to proceed, and then on a second click it will give you the exploration option while the dialog text will tell you that you need to have a specific item in order to explore.

I know which door you are talking about. A second click on the Explore Token will generate a box that says something to the effect of you need the silver key to continue. So while you could open it if you just want to click it, in gameplay you wouldn't be able to unless you had the silver key in your possession.

I started the scenario, clicked at the token, clicked a second time and it opened without the key. Don麓t understand what should be different to gameplay?

I don't know if there was a text error, but the only example I can find of this in the scenario was something that plays out like this.

stepone
You see the door
steptwo
Find it locked
stepthree
The next time that you click the explore token it tells you that you will need a key to continue through this door.

With the gameplay mechanics an Investigator wouldn't be able to interact with that door until they found the key. The randomness that this scenario uses for item placement makes it easier to use this method of interaction with that door. While you can click through it even if you don't possess the key, it would be a bit of a cheat.

Let me know if you were referring to something else though. I can't read German, so I don't know if there is a translation problem.

Thx for the explanation in detail, understand now the way it is.
But I don麓t understand why this way is chosen, either you can open it or not. Or is it because the silver key can "spawn" in that room? confused ;)
It should be the way like the Garden door is. That you can not open till you have the sigil (At the garden door are translation problems as written in the translation thread)

The key would not spawn in that room because of the way the Token pools handle found items. This would be part of a pool of items that only spawn outside of that room. I'd have to let Bruce answer you as to the reason that interaction is set differently. It could just be something as easy as wanting a way to communicate to the investigators what they are looking for an since the dialog tells you not to go through here until you have the key...

The reason it has to ask is I don't know which investigator is openning the door, only the one with the key is able to do so. The message should change once the key has been found, if it changes before the key is found that is a bug, I will investigate.

@NPBruce If there is a bug it looks like it might be related to EventMasterLock. It seems like it removes the starting door token regardless of whether or not the key is found when it's interacted with and adds the next step in the Token chain for the door,

That is correct - once you have explored once the token changes because then you know that it needs the key.

It shouldn't be possible to open it until you have the key though.

EventMasterTile needs to be split into 2, one of which requires clue3.

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