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Een vertaalprobleem melden
1) You must save Ralphy from drowning at the start.
Easy this one is, go to Ralphy and Brute Force the totem pole furthest to the south - the northern one will land ON Ralphy, killing him.
2) You must go to the playground and defuse the coffee can bomb under the bicycle.
With this one, Ralphy will go to the playground and meet up with Jessie, at which point you should defuse the bomb. Ralphy will then go home to his parents.
[/b]3) You must visit Ralphy's parents.[/b]
When you talk to his mother, Ralphy will then leave and head back to the playground to meet Jessie.
[/b]4) You must return to the playground and overhear what Jessie and Ralphy discuss.[/b] Jessie will then leave for the Atchison camp. If you don't return to the playground, Jessie will get caught and will be imprisoned by the Topekans.
5) Go to the Atchison camp, and speak with Casey.
There will be an option to ask him about Jessie and the tribal war, and one option in there will be to say his daughter (that's Jessie) was almost killed by a coffee can bomb, which he makes and plants around the Topekan camp.
If Jessie dies or is captured, these options don't appear, and peace cannot be arranged. Note that no Kiss Ass / Hard Ass / Smart Ass lines are actually required.
6) Discuss the terms of the peace deal with Casey.
An option will come up to suggest using the Golden Spike as a normal railway spike, connecting the railway line between the 2 camps, in return for Casey giving Kekkobah the Brake Shoe.
7) Return to Kekkobah, and give Casey's proposal to him.
Kekkobah will initially refuse, but if you say a line about "Even the strongest man will need 2 arms to drive a train", Kekkobah will see the light and add an additional term to secure the deal - Casey must sacrifice his own left arm.
8) Go to the Topekan / Atchison camp entrance, and meet with Casey.
Give him Kekkobah's terms - if you've done it right, he'll agree to this. Kekkobah will then show up, and ask you if he had a deal with Casey - say yes, and a ceremony will take place, and then the peace is secured.
Not sure if you must also deal with the Railway Thieves on the way to the Atchison camp, but it can't hurt to do so, it's good XP and stuff to sell / scrap for parts with Weaponsmithing anyways.
Well, that's how I did it, unsure if there is another way, but I've done this twice and it certainly works.
If Jessie is captured, peace is still possible, though it requires a bit more back and forth between the tribes.
I don't remember the specifics (and don't have a game saved nearby), but the dialogue options were pretty straightforward.
it went something like this: Casey asks you to free Jessie. You ask Kekkabah something about "what if it were YOUR daughter?" and he agrees to release Jessie. Casey rewards you by agreeing to negotiate for peace. Kekkabah presents his terms. Casey agrees. Cutscene.
It takes a bit longer, and I can't remember whether any Ass skills were required, but the result is the same. Peace. (dunno whether killing the thieves is necessary, but I did it anyway.)
but i didn't have any trouble with the negotiations or the outcomes. there were a ton of "chatty challenges" i had to face down, but other than that it was a piece of cake. if anything, there seem to be a healthy number of butt-savers in this quest line to stave-off disaster. in fact, it seems like most of the quests in the game give you a chance to recover the situation if something goes wrong.
I do remember passing one or two smart ass skill checks at some point though.
Yeah, that's basically it. The secret word just lets you skip the A.s.s checks
That didn't happen for me first playthrough after Jesse got captured, so i think ther may be a number of reasons it can't happen. i do definitely remember a number of a$$ options around level 6 with both casey and kekkpobah that i didn't have enough to take advanatage of. I also had to resort to looking up the "magic word" to resolve the quest.
Overall I agree with OP about this: it is far too easy for the player to miss the opportunity to trigger the Jesse escaping event with Ralphy because there there is absoluterly nothing to suggest that this needs to be done, at the place it needs to be done, at the time it needs to be done. If you miss it unless you've got (for that stage of the game) very high a$$ skills it becomes exrtememly difficult to negotiate peace.
I think this should be fixed by either giving Ralphy some additional dialog with the player about the potantial danger Jesse is in as soon as you save him and/or have some additional resolution options that do not rely on what for that stage of the game are very hyigh skill levels.
Just use keywords and you'll be fine. Although I hear they don't work in any version that isn't the english one, something to consider. I'm sure they'll patch that all up eventually.
SPOILER CONTINUES BELOW
This is not quite right, at least in my game. If Jessica is captured, negotiating her release stops you from being able to arrange the peace settlement. Instead, you need to leave her there (she'll be okay) and instead go through the negotiation with K and C as detailed elsewhere, using the "both" option with C and the "two hands" dialogue with K.
https://www.youtube.com/watch?v=grZblbRPVG0