A Living Nightmare by John Denison Apr. 6/06 - by UliB
john9818a on 1/6/2006 at 20:32
It's outside on the southwest corner of the hospital property. If you go to the birdhouse, turn around and walk back until you see a narrow bridge. Walk onto the bridge and down the ramp on the other side. From there you will see the exit.
Eternauta on 20/6/2006 at 19:50
What do i have to do this mission: "the three must pay. Find a way to get rid of them". :rolleyes:
Thank you
Nightwalker on 20/6/2006 at 20:42
Did you read the notice posted beside the crypt door? You need to collect 4 items that belong to Joe and 4 items that belong to the caretaker (Mr. Oh Dear Sr.) and figure out what to do with them in the crypt. The other bad guy is already locked up in a cell down there. Getting rid of him is easy.
Eternauta on 21/6/2006 at 15:19
Thank you Nightwalker! :cheeky:
What do I have to do to kill the man (crypt key) in the hall please?
Nightwalker on 21/6/2006 at 16:44
You can't directly. That's Mr. Oh Dear Sr. and you need to figure out what to do in the crypt to kill him. :)
Eternauta on 21/6/2006 at 21:08
I can't kill him becouse the mission falled. :confused:
SinisterShadow on 21/6/2006 at 21:22
[spoiler]Don't kill him by yourself! Let someone else do the dirty work.[/spoiler]
john9818a on 22/6/2006 at 09:12
The first objective[SPOILER] is to activate the turrets. You have about 4-5 minutes to push the button at the top of the tower. Once you do this Mr. Oh Dear Sr. will run out and flee to the front (while saying "I'm worried...")[/SPOILER] :)
CatAnita on 6/7/2006 at 08:45
I just found this mission almost by accident - but what a beautie. Reasonable length so it won't drive you completely insane and destroy your career. Pretty architecture. Lots of loot in interesting places. Innovative beginning (and how!!). Not too much aimless wandering thanks to nice tight clues. And a few extra tricks that haven't been used before. Thank you John.
p.s. I had a record amount of damage taken - especially since I didn't use any healing juice. :laff:
john9818a on 7/7/2006 at 05:50
Thank you CatAnita. :) The beginning was really simple. All of the effects are from the original game. The tiny falling fire drops were from the explosive charge used in Return to the Cathedral in Thief I.
I know this is technical, but I'd like to give a small behind-the-scenes description of what happens at the beginning: There are two emitstreamtraps located at each front corner of the hospital property. Each one is emitting a special fire arrow once every 5 seconds. The emitstreamtraps also have a rotate property which makes them sweep east to west and back again. The special fire arrows are just like the regular fire arrows except that when they collide with anything, not only do you see the explosion it normally makes, but it creates two fires, one fireplace smoke, and the BigBigFireDrops. One fire remains where it strikes, and the other falls to the ground. Prior to adding the BigBigFireDrops this effect worked nicely. With the BBFD sometimes the fires are blown away and even turn sideways. This was kinda weird, but I still liked the BBFD especially when they hit the trees and the drops would fall down around the tree, and make sizzling noise when they hit the grass.
Here is a comparison between the foyer of the hospital, and the foyer of the manor in A Servant's Life:
Inline Image:
http://www.geocities.com/john9818a/No8/FoyerLN.jpgInline Image:
http://www.geocities.com/john9818a/No8/FoyerASL.jpgBoth of those are the same room. A Servant's Life uses a very early save of Living Nightmare, but extremely modified to look like a manor. A Servant's Life will be out in about two months.