Finished TMA recently, my thoughts... - by Rekrul
Rekrul on 21/7/2007 at 05:54
I just recently finished The Metal Age for the first time and enjoyed it very much. However, having said that, I still like Thief Gold best. I think the storyline was better and the levels seemed to flow better.
I liked most of the changes to the game; Being able to use the mousewheel, the improved NPC models, the size of the levels, etc. I wish that turning off Auto-Equip had still allowed you to see what you just picked up, or that you could just turn it off for weapons. I hated sneaking up on an archer, grabbing their arrow and then having to wait while I switched back to the black jack.
I didn't care for the fact that two of the levels were pretty much the same map as a previous level (Ambush/Trace the Courier, Casing the Joint/Masks). I would have prefered two more unique levels rather than recycled ones.
I've only played each level once, but I've read that some of the things change each time a level is restarted, like the placement of cameras in the Bank level. What puzzles me is why they would change the placement of objects, but leave the most obvious candidates for change untouched. For example, the door codes in Shipping and Receiving, the vault code in Framed, the Safety Deposit box number in Bank, etc. Surely these would have been easy to change randomly each game and would have made the player take the time to find out the new numbers rather than just inputting the numbers they had written down, or gained from a walkthrough.
Call me thick, but there were a few things that I didn't really understand while playing the game.
I thought the robots were the "servants" that everyone was talking about. When I listened to the demonstration in Eavesdropping, I figured that the rustgas weapon would be fitted in the robots and was disappointed when a combat bot just shot me with cannonballs. When I saw the actual servants, I thought they were just mechanists in Karras costumes. By the end of the game I realized which was which, but while playing through it, I had no clue. I kept wondering how Karras had turned humans into the little robots. Of course, once I realized the difference, I started wondering how he could fit a cultivator behind the servants' masks, considering that it would have a human head behind the mask.
Trail of Blood - After reading about Dewdrop's defensive properties, I replayed the beginning of that level to see him in action. I guess Dewdrop doesn't like me either, because he doesn't do squat while the Mechanists bash my head in.
Precious Cargo - I only had trouble with one part of this mission; Finding the key to storage locker 5. I read the note that the key had been lost in the water at sub-aquatic post 1, so like an idiot, I figured that the most likely place to have lost a key would be through the hole in the floor of that wooden building. So I probably spent a good half hour diving down and going over every inch of the cave floor. Finally, I got frustrated and checked a walkthrough which tells me that the key was lost in about 6 inches of water in a corner of the lockerroom! Ok, I should have seen that patch of water and checked there, but in my defense, it's fairly easy to overlook and if I recall correctly, the document that mentioned getting Cavador's book describes the flooded area as being near sub-aquatic post 1, and the tunnel was under the wooden structur, so I figured that's where the key was lost.
Kidnap - I spent literally hours wandering around the lost city before I realized that I had knocked out Brother Cavador early on and tossed his body in one of the ruined buildings. I knocked out every Mechanist and disabled or destroyed every bot, then wandered around for at least another hour wondering where Cavador was hiding. Luckily, once I realized that I'd already bagged him, I remembered right where he was. The map for this level was rather confusing, it showed areas connected by pathways, but when I tried to follow half of them, I came to dead ends. One time, I got stuck going around in circles for at least half an hour and was just about pulling my hair out when I came to the same site for about the 50th time!
Casing the Joint - Why can't you steal the masks the first time you're there? I went up to the top floor and grabbed three masks, but yet Garrett still insists he has to go back and get them. As for using the cuckoo to fix the clock; How are you supposed to figure this out? I listened to the conversation between the female Mechanist and the guard, so I knew that a special clock needed fixing. I found the toolbox in the ballroom and got the cuckoo so I was all ready to fix "that" clock. I then spent the next hour or so looking for a special clock. When I first started the level, I'd played with the first clock I came to. You could move the hands by frobbing the clock, but it didn't do anything. No chimes, nothing. I tried the next one, same thing. By the time I came to the one in the hallway, I'd written them off as just decoration. There's nothing at all to set this particular clock apart from the others other than the fact that you can use the cuckoo on it. Even then, it doesn't do anything until you turn the hands to twelve. So stupid me, I'm looking all over for a special clock. I finally broke down and read a walkthrough which told me to use the cuckoo in the perfectly ordinary clock by the library. Why weren't there more clues? Like having the other clocks chime, but that one make a broken sound effect if you move the hands? Were you expected to try to the cuckoo in every clock in the level until you found one it worked on? Then there's the library puzzle. I read all the books and found the switch, but for some reason that escapes me now, I didn't do it all without reloading. In other words, I read some of the books, reloaded a saved game for whatever reason and read the rest. Since they hadn't all been read at once, the letters didn't appear. I also entered the library before triggering the conversation between the servant and the guard. The male ghost didn't bother me at all. I saw him once, then he disappeared. I kept expecting to be attacked, but he never re-appeared. I finally looked at a walkthrough to see what I was doing wrong, and had to re-read all the books. This was another puzzle with not enough clues. Most of the books in Thief are there to lend atmosphere, or supply information, not as an active part of a puzzle. There was nothing to suggest that reading all the books was integral to solving the puzzle. Sure, I heard the female ghost's comment about how nobody reads anymore, but there was nothing to suggest that reading all the books was required to bring back the M stacks.
Sabotage at Soulforge - Cool level design, but it got tedious after a while. I guess I was playing so long that I started to get really careless. After reading the beacon plans, I could have sworn that it said I needed to use the machine in Bay F, so I spent who knows how long looking for the hidden Bay F. Ok, you can stop laughing now! The ending FMV was rather disappointing. Even the Credits didn't have any cool music like the first game.
I usually never try to "ghost" a level, the temptation to just knock everyone out and have free run of the level is just too great. While playing Shipping and Receiving, I started thinking that maybe I should try it again, but leave the guards alone and see how far I could get. Then it occurred to me that the only way I'd probably do that was if the game required it. Then the very next level did! I admit that it was fun having to sneak past all the guards, but it became a little tedious when all I wanted to do was get to a room on the other side of the map, but I had to wait for each one to pass by before I could sneak a little further.
Frogbeast eggs were really fun to play with. In Soulforge, I was up on the catwalk over the computer room with all the combat bots walking the isles. I shot a noisemaker between two of the computers and all the bots got bottlenecked in, then I tossed about four eggs on top of them. Between the frogs exploding and the bots shooting each other, I think there was only one left and the one from beyond the gate. Another couple of eggs took care of them too.
Finally, I'd heard that the undead had a much smaller role in Thief 2, but I was disappointed that you only encounter Haunts in two missions (not counting the ghost in Framed) and that zombies only make cameo appearances, especially since I really liked the new zombie models/skins. While they looked great, I thought the sounds for the female zombie were gut-wrenchingly bad. Some of the sounds in the CRF file are ok, but all the ones I heard in the game just made me groan, and not from fear.
Over-all, I enjoyed The Metal Age, but I really wish that Looking Glass had had a chance to finish it properly and produce a gold version like they planned.
jtr7 on 21/7/2007 at 08:58
The Servants:In
Eavesdropping, there's a place where Servants are being made, guarded by a Servant (maybe not in Normal?). Depending on random factors, you may only see masks and corpses, or you may see a Masked Servant in a tank, or something in between. And then there is the sound they make that no other AI's make.
In Angelwatch, we see more of them, and hear them whimpering and speaking with a shiver. They speak with two voices at once, and they show no aggression.
Quote:
I started wondering how he could fit a cultivator behind the servants' masks, considering that it would have a human head behind the mask.
This comes up from time to time and I thought I'd address it. There's no reason to believe the cultivator or rust-gas container sits behind the mask. These are freshly undead people, modified by a maniac who hates organic material, especially if it's living tissue. There's no room for a rust-gas container behind the mask, let alone a cultivator, nor both together. The Servants talk, whimper, and cry. I think it's more likely that the rust-gas container and cultivator are fitted into the chest or torso, replacing the heart and/or stomach. Plenty of room in there without interfering with the lungs. Personally, I'd like to know the dev's thinking behind the cultivator as it seems the least necessary.
Dewdrop:If I recall, you have to have the patched version, play on Expert, there has to be two Mechanists in your proximity at once, and I think you have to have Dewdrop selected in your inventory. As far as I know, those're the requirements.
Cargo Storage 5 Key:That's happened enough times that it's mentioned in walkthroughs. I was fortunate enough to find it through exploration of the Sub-Aquatic outposts.
Cavador:His unique appearance didn't tip you off? Or the first conversation?
Casing the Joint & Masks:Indeed, the levels that suffered the most for lack of time to do them justice and from being back to back.
Overall, your general impressions are echoed by many. It was my first foray into the Thief Universe, so I'm less biased against it.
Jah on 21/7/2007 at 12:29
Quote Posted by Rekrul
What puzzles me is why they would change the placement of objects, but leave the most obvious candidates for change untouched. For example, the door codes in Shipping and Receiving, the vault code in Framed, the Safety Deposit box number in Bank, etc. Surely these would have been easy to change randomly each game and would have made the player take the time to find out the new numbers rather than just inputting the numbers they had written down, or gained from a walkthrough.
I agree about the vault code in Framed, because that's something you can get straight from a walkthrough without finding the code in-game. But in Shipping and Receiving, you don't need to "find out" the door codes - they're displayed on your map from the very beginning, so what would be the point of changing them in every game? As for the safety deposit box number, on Expert, at least, you get a separate objective to find out the box number, so you can't go straight into the vault even if you knew which is the correct one. That being said, I never quite understood why it's so important to find out the box number in advance. There are only so many boxes in the vault, and they have no alarm systems in themselves, so logically speaking, you should be able to find the right one just by trying the key in each of them until you find the one it fits.
Quote Posted by Rekrul
I thought the robots were the "servants" that everyone was talking about. When I listened to the demonstration in Eavesdropping, I figured that the rustgas weapon would be fitted in the robots and was disappointed when a combat bot just shot me with cannonballs. When I saw the actual servants, I thought they were just mechanists in Karras costumes.
Well, it's made pretty clear during the demonstration in Eavesdropping that the servants are made of human bodies, and I thought it was pretty clear that the robots are purely mechanical and have no bodies inside them.
Quote Posted by Rekrul
Trail of Blood - After reading about Dewdrop's defensive properties, I replayed the beginning of that level to see him in action. I guess Dewdrop doesn't like me either, because he doesn't do squat while the Mechanists bash my head in.
I've never even tried using Dewdrop. What exactly is he supposed to do?
Quote Posted by Rekrul
Kidnap - I spent literally hours wandering around the lost city before I realized that I had knocked out Brother Cavador early on and tossed his body in one of the ruined buildings. I knocked out every Mechanist and disabled or destroyed every bot, then wandered around for at least another hour wondering where Cavador was hiding. Luckily, once I realized that I'd already bagged him, I remembered right where he was. The map for this level was rather confusing, it showed areas connected by pathways, but when I tried to follow half of them, I came to dead ends. One time, I got stuck going around in circles for at least half an hour and was just about pulling my hair out when I came to the same site for about the 50th time!
I agree that this map is rather confusing, and I'm generally not too fond of this mission anyway. But IMO it's nowhere near as confusing as some of the maps in T1! :)
Quote Posted by Rekrul
Casing the Joint - Why can't you steal the masks the first time you're there? I went up to the top floor and grabbed three masks, but yet Garrett still insists he has to go back and get them.
The masks are actually there already in Casing the Joint? :eek: I never knew that. The third floor is so heavily patrolled that I never bothered to make it all the way to the exhibition rooms - considering you're not allowed to even blackjack anyone, getting there seemed almost impossible.
Quote Posted by Rekrul
Then there's the library puzzle. I read all the books and found the switch, but for some reason that escapes me now, I didn't do it all without reloading. In other words, I read some of the books, reloaded a saved game for whatever reason and read the rest. Since they hadn't all been read at once, the letters didn't appear. I also entered the library before triggering the conversation between the servant and the guard. The male ghost didn't bother me at all. I saw him once, then he disappeared. I kept expecting to be attacked, but he never re-appeared. I finally looked at a walkthrough to see what I was doing wrong, and had to re-read all the books. This was another puzzle with not enough clues. Most of the books in Thief are there to lend atmosphere, or supply information, not as an active part of a puzzle. There was nothing to suggest that reading all the books was integral to solving the puzzle. Sure, I heard the female ghost's comment about how nobody reads anymore, but there was nothing to suggest that reading all the books was required to bring back the M stacks.
Something strange also happened to me last time I played. I had heard the conversation between the librarian and the guard and the female ghost appeared when I first entered the library, but I never saw the male ghost at all. I could hear those gibbering noises ghosts make, but he was nowhere to be seen, so all I had to do was find the books - didn't have to bother with sneaking.
Quote Posted by Rekrul
Sabotage at Soulforge - Cool level design, but it got tedious after a while.
I
hate this mission. It's the only T2 mission I've never bothered to do on anything other than normal difficulty. I never really liked the robots anyway, but by this point, I would have paid a lot to be able to blow every one of them into bits, if only to SHUT THEM UP! :mad:
Quote Posted by Rekrul
I usually never try to "ghost" a level, the temptation to just knock everyone out and have free run of the level is just too great. While playing Shipping and Receiving, I started thinking that maybe I should try it again, but leave the guards alone and see how far I could get. Then it occurred to me that the only way I'd probably do that was if the game required it. Then the very next level did! I admit that it was fun having to sneak past all the guards, but it became a little tedious when all I wanted to do was get to a room on the other side of the map, but I had to wait for each one to pass by before I could sneak a little further.
Same here. I've never been into ghosting, either - I prefer to blackjack everyone. I guess I'm just too impatient. What sometimes happens is that I realize only later that I forgot to do something on the other side of the map and have to backtrack my way there and then get back to where I was. If I hadn't taken out any of the guards on the way, this would be a huge pain.
Quote Posted by Rekrul
Frogbeast eggs were really fun to play with. In Soulforge, I was up on the catwalk over the computer room with all the combat bots walking the isles. I shot a noisemaker between two of the computers and all the bots got bottlenecked in, then I tossed about four eggs on top of them. Between the frogs exploding and the bots shooting each other, I think there was only one left and the one from beyond the gate. Another couple of eggs took care of them too.
Heh, sounds like fun. I've never used frogbeast eggs much.
Quote Posted by Rekrul
Finally, I'd heard that the undead had a much smaller role in Thief 2, but I was disappointed that you only encounter Haunts in two missions (not counting the ghost in Framed) and that zombies only make cameo appearances, especially since I really liked the new zombie models/skins. While they looked great, I thought the sounds for the female zombie were gut-wrenchingly bad. Some of the sounds in the CRF file are ok, but all the ones I heard in the game just made me groan, and not from fear.
I don't remember seeing any zombies in T2. Where are they? Not that I miss them - haunts were cool, but I never liked zombies, probably because I felt T1 had too many of them. As for the sounds, I thought the ones in T3 were truly pathetic. Is that wheezing and whining supposed to be scary?
poison_the_well on 21/7/2007 at 17:24
from what i heard about dewdrop you have to be close to death and have dewdrop at the ready for that level only?
ofcourse it never worked for me,also i do not like the thief 2 patch,gives me nothing but problems=keeps asking for disk for game once installed
jtr7 on 21/7/2007 at 21:01
Quote:
I've never even tried using Dewdrop. What exactly is he supposed to do?
The basic effect he has on the AI is as if you threw a flashbomb. The AI are blinded long enough for you to knock 'em out or run past them. I haven't used Dewdrop myself, yet.
According to Dave Johnson's walkthrough in the Keeper's Chapel on TheCircle:
Quote:
DewdropThe little doll from the first house can be used to blind enemies momentarily. It self activates, typically once you've taken a few points of damage. A bright light shines in the enemies face...accompanied by the little child's voice. Use the opportunity to blackjack your pursuers. This only seems to work on expert difficulty, and it only works once.
Inline Image:
http://www.thief-thecircle.com/guides/keeperchapel/Blood/bloddewdrop.JPG
Rekrul on 22/7/2007 at 03:03
Quote Posted by jtr7
The Servants:In
Eavesdropping, there's a place where Servants are being made, guarded by a Servant (maybe not in Normal?). Depending on random factors, you may only see masks and corpses, or you may see a Masked Servant in a tank, or something in between. And then there is the sound they make that no other AI's make.
When I played it, you see corpses, masks (which look like the same faces that the robots have) and a servant in each tank. However, you only see them from the shoulders up, and at the time I thought humans were being turned into the robots, so I figured it was all part of the process to transform them. I noticed the voices, but it still didn't dawn on me.
Quote Posted by jtr7
In Angelwatch, we see more of them, and hear them whimpering and speaking with a shiver. They speak with two voices at once, and they show no aggression.
I saw two of them in Angelwatch, an adult and a slightly smaller one, however I thought that they were just wearing some kind of strange uniform. After all, Karras wears pretty much the same thing except for his face.
Quote Posted by jtr7
Dewdrop:If I recall, you have to have the patched version, play on Expert, there has to be two Mechanists in your proximity at once, and I think you have to have Dewdrop selected in your inventory. As far as I know, those're the requirements.
I have the patched version, I'm playing on expert, but I only had one Mechanist attacking me and Dewdrop wasn't selected.
Quote Posted by jtr7
Cavador:His unique appearance didn't tip you off? Or the first conversation?
I guess I should pay more attention to the conversations, but by the time I actually saw him, I'd pretty much forgotten the first one. I thought he looked strange, but then so did the servant following him. Here again is another inconsistancy; I couldn't black-jack that servant, it just made a clang, but I can black-jack every other one. Likewise, I figured that the Mechanists who had been turned into slaves/servants would be immune also, but they all went down with a thump.
Quote Posted by Jah
I agree about the vault code in Framed, because that's something you can get straight from a walkthrough without finding the code in-game. But in Shipping and Receiving, you don't need to "find out" the door codes - they're displayed on your map from the very beginning, so what would be the point of changing them in every game?
To be honest, I hadn't noticed the numbers on the map. Would have saved me a lot of time. In Thief, I pretty much ignored the maps since they were mostly useless anyway. I usually prefer to more or less memorize my way through a level. Most of the time this works fairly well, although I got lost several times in the Bank, Shoalsgate and Kidnap. By then, I
was using the maps, although I often had trouble with them, since it just lights up the general area not your exact position.
Quote Posted by Jah
As for the safety deposit box number, on Expert, at least, you get a separate objective to find out the box number, so you can't go straight into the vault even if you knew which is the correct one. That being said, I never quite understood why it's so important to find out the box number in advance. There are only so many boxes in the vault, and they have no alarm systems in themselves, so logically speaking, you should be able to find the right one just by trying the key in each of them until you find the one it fits.
I know what you mean. They could have solved that by adding an extra layer of security. For example, they could have had bars in front of each box, which can only be opened by entering the correct code into the machine in another room. You would then need to know the box number, and then look up the code so that you could open the bars and use the key. You could still use trial and error, but it would have been a lot more time consuming.
Quote Posted by Jah
Well, it's made pretty clear during the demonstration in Eavesdropping that the servants are made of human bodies, and I thought it was pretty clear that the robots are purely mechanical and have no bodies inside them.
I suppose now that I've finished the game, the evidence is pretty clear, but it wasn't while playing it. I heard the strange voices, but it didn't register that they were coming from the servant.
Quote Posted by Jah
I agree that this map is rather confusing, and I'm generally not too fond of this mission anyway. But IMO it's nowhere near as confusing as some of the maps in T1! :)
The most confusing map in T1 for me was Escape. When I replayed that level recently, I wandered around for hours looking for the third treehouse. Actually, I found the first two, read one of the books and wondered why the mission didn't end. It had been so so long since I first played it, that I didn't remember that there were three. Thieves Guild was large and sprawling, but I could usually find my way around without too much trouble. The Sword, The Haunted Cathedral, etc, were somewhat confusing, but I'd usually stumble across where I wanted to go after a little bit of wandering.
Quote Posted by Jah
The masks are actually there already in Casing the Joint? :eek: I never knew that. The third floor is so heavily patrolled that I never bothered to make it all the way to the exhibition rooms - considering you're not allowed to even blackjack anyone, getting there seemed almost impossible.
If I'm not mistaken, once you use the cuckoo to open the secret passage, there are only two guards on the top floor. One is in a guard post right near the top end of the passage (it's right above the one near the library) and the other is patroling the main room, where the poison gas controls are in Masks.
If I recall correctly, I put out the torch by the guard post, snuck through a semi-secret passage right in front of him, then into the main hall. There are a lot of shadows and the room is pretty big, so you can easily hide on one side while he's on the other. I went up the steps to the little greenhouse, then out to a wooden balcony (there's a camera and turret out there), then I snuck over to the other side of the room and went in the two offices. Then I noticed the beams in the ceiling. I used a vine arrow from the shadows and you can go all the way down each of the halls, and into all three exhibition rooms on each side. I don't think there was anything worth picking up, although the masks show up, usually impaled on the center display post. They don't register as loot, or as a mission objective. Actually, it's a lot easier than in Masks, where there are guards and combat bots patroling each hallway.
Something strange I noticed; In the large, main hall, or any of the exhibition rooms, Garrett will happily mantle up onto the beams if you climb a vine arrow into them. Out in the hallways, it doesn't matter where you shoot it, Garrett just jumps off when you press the mantle button. Maybe there's not enough room, but once you're on the beam, you can practically stand up. I had the same trouble in the astronomer's house in Party. Finally I realized that I could just shoot it into the ceiling and jump onto the beam.
Quote Posted by Jah
Something strange also happened to me last time I played. I had heard the conversation between the librarian and the guard and the female ghost appeared when I first entered the library, but I never saw the male ghost at all. I could hear those gibbering noises ghosts make, but he was nowhere to be seen, so all I had to do was find the books - didn't have to bother with sneaking.
Me too. I had the sound turned up and the voices got so loud they were deafening, so I kept spinning around expecting to be attacked.
Quote Posted by Jah
I
hate this mission. It's the only T2 mission I've never bothered to do on anything other than normal difficulty. I never really liked the robots anyway, but by this point, I would have paid a lot to be able to blow every one of them into bits, if only to SHUT THEM UP! :mad:
Except for the extra combat bots that come out if you let the cameras see you, I destroyed every robot in the level. I destroyed a few of the combat bots with the black-jack. Sometimes I'd be able to hit it from behind quickly enough that it never had time to recover. Other times, I'd hit it a couple of times and then be staring it in the face. Even so, on a few occasions, I was able to keep hitting it fast enough to keep it from firing. It didn't seem to work reliably though. I was once able to do that to a spider bot also, but it didn't work the next time I tried it. The spiders were easy though; just get them to follow you back to an elevator, ride it up, get off, then send it back down. 90% of the time they'd be under it and get squished. Then you have to break them apart so that you can move the boiler and get ready for the next one.
In bay D with the two different machines and the storage room, I picked the lock to the storage room, then alerted as many combat bots as possible. I got killed a couple times before I did it perfectly, but about four of them got jammed up in the doorway and blew themselves up. They see you and don't realize that their cannon arm is in front of the door casing, so the shot damages them when they fire and when it explodes, if it's near enough. I also manufactured some mines and used them to destroy the combat bots. My only regret is that if you use a water arrow to disable one and then later smash it, it doesn't count as being destroyed. It will still be listed as disabled on the stats.
BTW, I guess we can add magnetic levitation to the list of things Karras invented. In the room with the two large tanks, one of which is open at the top and full of water, there's an elevator that's not attached to anything. You press the switch and the platform just rises up through thin air to a hole in the middle of a platform. The elevator to the control platform in bay D is like that also, but you don't notice so much since it's much shorter and most people will only lower it once due to there not being any controls at the bottom (you need to use an arrow to hit the button, or get to the platform via the back way.
Quote Posted by Jah
Heh, sounds like fun. I've never used frogbeast eggs much.
I didn't use them against humans, since it felt like cheating to kill people this way, but I had fun using them against the combat bots. One direct hit will destroy a bot, however if they detect the frogs before they explode, they will back away and try to shoot them. They're pretty good shots, but not very bright. They'll happily fire in small, enclosed spaces, or even in the middle of a group of bots, blowing themselves and their friends up in the process. :)
I even tried making sunburst explosives according to the walkthroughs and using them on the bots in the computer room, but even tossing 3-4 of them on the floor and setting them off usually didn't destroy all of them. Plus, they usually saw me when I went to use a fire arrow or flare, and started shooting at me. Frogbeast eggs can be thrown from the shadows and work almost as well. One frogbeat egg will destroy one of the cameras in Casing/Masks. The guards don't even notice it either, as long as they're not close enough to hear the explosion.
Quote Posted by Jah
I don't remember seeing any zombies in T2. Where are they? Not that I miss them - haunts were cool, but I never liked zombies, probably because I felt T1 had too many of them.
In Framed, if you throw a scouting orb over the wall to your left at your starting position, you will see a male and female zombie. Some sources say that they're dancing, but for me, they were just standing there. At least until I climbed over the wall and whacked them with my sword. :)
In Life of the Party, you come to a round tower with an elevator in the middle. If you go up to the top level, or enter the tower there through the window, there's a book on the table against the wall. Read it and when you turn around, a male and female zombie will have appeared. They seem to just stand there unless you get too close, then they start behaving like normal zombies.
In Trace the Courier, there are zombies in some (most?) of the crypts of the cemetary. I'm pretty sure that there's a female zombie in one of them. I think it's the crypt in the blocked off portion, which you can only reach by running into a nearby building before the door closes, or by using crates/objects to climb over the wall. I didn't know about the door, so I used crates. It's a pain though, the wall is too narrow to mantle, so you have to jump over it. There are also two golden goblets, so it's worth it to go there just to get the loot, if not to visit the zombie. As I recall, she's sleeping anyway and you can get the goblets without waking her up.
I wouldn't want a whole game full of zombies, but I liked their inclusion in Thief. My first game was Thief Gold, where it's possible to reliably put the zombies to sleep with a couple overhead sword chops. In The Dark Project, you couldn't reliably knock out a zombie, they usually just got back up about 99% of the time. Occasionally they'd stay down, but it was usually more trouble than it was worth. For the record, the zombies in T2 act like the ones in TG; two overhead chops will put them to sleep and they'll stay down unless you disturb them.
Quote Posted by Jah
As for the sounds, I thought the ones in T3 were truly pathetic. Is that wheezing and whining supposed to be scary?
I haven't played T3. My video card won't support it and I haven't yet felt the need to upgrade.
Anyway, the female zombies in T2 sound more like they should be in a bathroom stall, rather than chasing you around.
Jah on 22/7/2007 at 13:39
Quote Posted by Rekrul
When I played it, you see corpses, masks (which look like the same faces that the robots have) and a servant in each tank. However, you only see them from the shoulders up, and at the time I thought humans were being turned into the robots, so I figured it was all part of the process to transform them. I noticed the voices, but it still didn't dawn on me.
When I first played the game, I assumed that Karras simply needed human tissue as "construction material" for the servants, and that this was harvested from dead bodies; I didn't realize that on some level, at least, the victims were still ALIVE. I didn't pay much attention to their voices, until I found a letter somewhere (in Casing the Joint, I think) where one of the normal, human servants describes to another how they tried to find out if there's a human behind the servants' masks, and heard the servant crying. It was only then that I realized the servants are weeping, and I then read from here that if you kill a servant, they will, sometimes at least, sigh "Thank you" as their last words. Only then did I realize how creepy this servant business really was, and began to feel really sad for the poor souls. From now on, I'm going to put them out of their misery if that's what they really want, since the servants apparently don't count as humans in the "don't kill any humans" requirement.
Quote Posted by Rekrul
I guess I should pay more attention to the conversations, but by the time I actually saw him, I'd pretty much forgotten the first one. I thought he looked strange, but then so did the servant following him. Here again is another inconsistancy; I couldn't black-jack that servant, it just made a clang, but I can black-jack every other one. Likewise, I figured that the Mechanists who had been turned into slaves/servants would be immune also, but they all went down with a thump.
Those metal helmets are indeed a bit confusing, as they don't look different enough from the normal ones - I never recognize them until I try to blackjack them.
Btw, the mechanists didn't get turned into servants; that's what Karras wanted the sheriff to capture beggars, vagabonds and prostitutes for.
Quote Posted by Rekrul
I know what you mean. They could have solved that by adding an extra layer of security. For example, they could have had bars in front of each box, which can only be opened by entering the correct code into the machine in another room. You would then need to know the box number, and then look up the code so that you could open the bars and use the key. You could still use trial and error, but it would have been a lot more time consuming.
Or if they really insisted on finding out the number first, they could have put alarm systems on the boxes so that trying to use the wrong key or a lockpick would trigger the alarm - although the box number would still have to be random, or you could just look it up from a walkthrough. The problem with having a separate objective for the box number is that AFAIK, it's theoretically possible to break into the vault and steal the recording first and then go to the Hall of Records afterwards to tick off the "find the box number" objective, which would be pretty absurd.
Quote Posted by Rekrul
The most confusing map in T1 for me was Escape. When I replayed that level recently, I wandered around for hours looking for the third treehouse. Actually, I found the first two, read one of the books and wondered why the mission didn't end. It had been so so long since I first played it, that I didn't remember that there were three. Thieves Guild was large and sprawling, but I could usually find my way around without too much trouble. The Sword, The Haunted Cathedral, etc, were somewhat confusing, but I'd usually stumble across where I wanted to go after a little bit of wandering.
Yeah, Escape is a pain - even though I've only played it on Normal and Hard, without the need to find out about Constantine's plans so you don't have to go to any of the treehouses, I still keep running around in circles trying to find my way out, even WITH the Keeper's Chapel walkthrough.
The Lost City had me pulling out my hair the first time I played it, but it seems I'm beginning to remember it better, since I didn't have much trouble there last time. When I played Bonehoard for the first time, I got stuck in the burrick caves, because I didn't see the opening that leads towards the tombs. The Haunted Cathedral annoys me because of the loot requirement; there are so many underground passages, tunnels, ledges and openings, some of which are pretty hard to see if you haven't turned on the lights, and the loot is pretty much scattered all over the place, so you have to explore practically every nook and cranny to find enough of it. What usually happens is that after completing all other objectives, I still have to spend ages running around the place looking for that last freakin' goblet. Thieves' Guild was otherwise fun, but I felt the level, with all the sewer gates that had to be opened by pulling levers, was a bit too big. It wasn't fun to find out that you have to go all the way back to the other side of the map because you missed that one hidden switch.
Quote Posted by Rekrul
If I'm not mistaken, once you use the cuckoo to open the secret passage, there are only two guards on the top floor. One is in a guard post right near the top end of the passage (it's right above the one near the library) and the other is patroling the main room, where the poison gas controls are in Masks.
I'm pretty sure there's also one patrolling the hallway past the guard post, where the first couple of exhibition rooms are. I remember going past the guard post, to the end of that hallway with the door leading into the main room with the gas controls, and deciding that getting past that guard was too difficult and probably not worth the trouble.
Quote Posted by Rekrul
Except for the extra combat bots that come out if you let the cameras see you, I destroyed every robot in the level. I destroyed a few of the combat bots with the black-jack.
You can kill combat bots with the blackjack? :wot: I didn't know that either. Seems pretty odd, considering that I often need two mines to take them down.
Quote Posted by Rekrul
In bay D with the two different machines and the storage room, I picked the lock to the storage room, then alerted as many combat bots as possible. I got killed a couple times before I did it perfectly, but about four of them got jammed up in the doorway and blew themselves up. They see you and don't realize that their cannon arm is in front of the door casing, so the shot damages them when they fire and when it explodes, if it's near enough. I also manufactured some mines and used them to destroy the combat bots.
I never thought about using the bots against each other, or themselves, but that does make sense now. I also went through the trouble of manufacturing as many mines as I could, but in the end, I don't think I used too many of them.
Quote Posted by Rekrul
I didn't use them against humans, since it felt like cheating to kill people this way, but I had fun using them against the combat bots. One direct hit will destroy a bot, however if they detect the frogs before they explode, they will back away and try to shoot them. They're pretty good shots, but not very bright. They'll happily fire in small, enclosed spaces, or even in the middle of a group of bots, blowing themselves and their friends up in the process. :)
I've only used frogbeast eggs against humans as an alternative to a noisemaker arrow, to create commotion and draw them close together for a gas arrow shot; if they notice the frogbeast before it explodes, it usually doesn't kill them. I did try the eggs on the two combat bots that guard the entrance to Bay D in Soulforge, but I probably wasn't doing it right. I think I wasted two or three eggs and only managed to destroy one bot.
Quote Posted by Rekrul
In Framed, if you throw a scouting orb over the wall to your left at your starting position, you will see a male and female zombie. Some sources say that they're dancing, but for me, they were just standing there. At least until I climbed over the wall and whacked them with my sword. :)
In Life of the Party, you come to a round tower with an elevator in the middle. If you go up to the top level, or enter the tower there through the window, there's a book on the table against the wall. Read it and when you turn around, a male and female zombie will have appeared. They seem to just stand there unless you get too close, then they start behaving like normal zombies.
In Trace the Courier, there are zombies in some (most?) of the crypts of the cemetary. I'm pretty sure that there's a female zombie in one of them. I think it's the crypt in the blocked off portion, which you can only reach by running into a nearby building before the door closes, or by using crates/objects to climb over the wall. I didn't know about the door, so I used crates. It's a pain though, the wall is too narrow to mantle, so you have to jump over it. There are also two golden goblets, so it's worth it to go there just to get the loot, if not to visit the zombie. As I recall, she's sleeping anyway and you can get the goblets without waking her up.
Ah yes, I remember the "dancing" zombies, and the ones in the Necromancer's Spire - I once made the mistake of reading that book and haven't touched it since. I had always wondered about the Necromancer's Spire, until in my last playthrough, I found a note in the Mage Towers in Thief Gold that referred to some mage who had had an unhealthy interest in necromancy, suggesting that some "strong measures" be taken against him. That probably explains why there's no necromancer in the spire.
I never bothered to check out the crypts in Trace the Courier, as there is no loot requirement in that mission, apart from picking six people's pockets. Therefore I don't think I've ever seen or heard a female zombie (the ones in T1 all sounded male to me). I should probably check out the sound files sometime.
Quote Posted by Rekrul
I wouldn't want a whole game full of zombies, but I liked their inclusion in Thief. My first game was Thief Gold, where it's possible to reliably put the zombies to sleep with a couple overhead sword chops. In The Dark Project, you couldn't reliably knock out a zombie, they usually just got back up about 99% of the time. Occasionally they'd stay down, but it was usually more trouble than it was worth. For the record, the zombies in T2 act like the ones in TG; two overhead chops will put them to sleep and they'll stay down unless you disturb them.
My first one was the original TDP, where I learned not to mess with zombies with anything other than holy water arrows, so when I first played Thief Gold, I didn't realize things had changed. Most of the time, I don't bother to kill them - unless you're in a really tight place with very narrow corridors, they're usually pretty easy to outrun.
Quote Posted by Rekrul
I haven't played T3. My video card won't support it and I haven't yet felt the need to upgrade.
I had to upgrade my OS when I got T3 - I was still using Windows 98, and the game wouldn't run on it. When you eventually upgrade the video card, I definitely recommend getting T3. My only serious gripe with it is that for Thief veterans, at least, it's too easy and tends to hold your hand a bit too much, but the mission design and improved AI largely make up for it. My favorite in the series is still T2, but I definitely like T3 more than T1.
Quote Posted by Rekrul
Anyway, the female zombies in T2 sound more like they should be in a bathroom stall, rather than chasing you around.
Maybe eating raw flesh gives them digestion problems? :p
Rekrul on 22/7/2007 at 18:32
Quote Posted by Jah
When I first played the game, I assumed that Karras simply needed human tissue as "construction material" for the servants, and that this was harvested from dead bodies; I didn't realize that on some level, at least, the victims were still ALIVE. I didn't pay much attention to their voices, until I found a letter somewhere (in Casing the Joint, I think) where one of the normal, human servants describes to another how they tried to find out if there's a human behind the servants' masks, and heard the servant crying.
I read that too, but I still never put it together. As soon as I saw a servant, I usually black-jacked them to keep them from alerting anyone and in the few seconds before they went down, it sounded to me like they were laughing.
Quote Posted by Jah
It was only then that I realized the servants are weeping, and I then read from here that if you kill a servant, they will, sometimes at least, sigh "Thank you" as their last words. Only then did I realize how creepy this servant business really was, and began to feel really sad for the poor souls. From now on, I'm going to put them out of their misery if that's what they really want, since the servants apparently don't count as humans in the "don't kill any humans" requirement.
I'll have to take a closer look at them.
Quote Posted by Jah
Btw, the mechanists didn't get turned into servants; that's what Karras wanted the sheriff to capture beggars, vagabonds and prostitutes for.
In Soulforge, all of the mechanists I saw had the same heads as the servants. They're carrying maces, but they have the same voices as the servants and they make the same sounds when you knock them out.
Quote Posted by Jah
Yeah, Escape is a pain - even though I've only played it on Normal and Hard, without the need to find out about Constantine's plans so you don't have to go to any of the treehouses, I still keep running around in circles trying to find my way out, even WITH the Keeper's Chapel walkthrough.
When I first started playing Thief, I skipped over Normal completely because I didn't like the fact that the mission just ends when you pick up whatever you need to. So I started with Hard, but after playing Bonehoard for the first time, I looked at a walkthrough to see what I'd missed and it mentioned that there was a whole section that was inaccessable unless you're playing on Expert. At that point I restarted the game and played every level on Expert. In T2, I started with Expert right away.
Quote Posted by Jah
The Lost City had me pulling out my hair the first time I played it, but it seems I'm beginning to remember it better, since I didn't have much trouble there last time.
I was the opposite. The first time I played it (TG) I didn't have much trouble with it, except for missing some real obvious loot. When I played TDP for the first time, I found myself going in circles. Some parts were much easier though, like the room to extend the bridge. In TDP, it's an empty room. In TG there are mages guarding the machine.
Quote Posted by Jah
The Haunted Cathedral annoys me because of the loot requirement; there are so many underground passages, tunnels, ledges and openings, some of which are pretty hard to see if you haven't turned on the lights, and the loot is pretty much scattered all over the place, so you have to explore practically every nook and cranny to find enough of it. What usually happens is that after completing all other objectives, I still have to spend ages running around the place looking for that last freakin' goblet.
I always turn on the lights and kill/destroy everything in the level. A single arrow to an unaware crayman will kill them, the same for the spiders. For the burricks and the spider near the Keeper's Grotto, I just lure them to the zombies and let them do the dirty work, then I get all the zombies to follow me and flashbomb them for a nice group explosion. :) If I have to kill the burricks myself, I try to sneak up on them so that a single backstab will finish them off. Otherwise, I just get up close and keep slashing them from the side or back until they die. This works fine with just one, not so good with two or more.
Quote Posted by Jah
I'm pretty sure there's also one patrolling the hallway past the guard post, where the first couple of exhibition rooms are. I remember going past the guard post, to the end of that hallway with the door leading into the main room with the gas controls, and deciding that getting past that guard was too difficult and probably not worth the trouble.
Maybe I'm mistaken, but I don't recall any guards in the hallways in Casing, just at the guard post and the main room. In fact I was surprised that there weren't more guards there. Of course once you get onto the overhead beams, you can explore almost everywhere without being seen.
Quote Posted by Jah
You can kill combat bots with the blackjack? :wot: I didn't know that either. Seems pretty odd, considering that I often need two mines to take them down.
Yup. The first time I did it was in the room with the single bot guarding the brick, house-like structure. There's a ladder in the end of the corridor that leads to the upper level catwalk. From there you can jump on the roof of the structure and there's a square opening where you can drop down inside. This usually alerts the bot, but since the door is locked, it can't do anything. One time I managed to get inside without making any noise, then picked the lock, opened the door and was staring at the bot's back. I quicksaved (which I do often), pulled out the black-jack and started whacking it. After a bunch of hits, it slumped forward.
Most of the time though, I'd hit one of them 2-3 times and it would suddenly turn around. At this point, I'd keep hitting it, but it was a toss-up whether I'd manage to kill it, or it would get a shot off. If it managed to fire, I'd be dead as a single close shot will kill you instantly. Sometimes they would even back away as I was hitting them.
Quote Posted by Jah
I never thought about using the bots against each other, or themselves, but that does make sense now. I also went through the trouble of manufacturing as many mines as I could, but in the end, I don't think I used too many of them.
I used them in that room where there are the saw blades going up and down and the big crusher. I tried to lure the bots under the crusher with a noisemaker, but they wouldn't step up under it. I did manage to lure some of them under one of the elevators, but that ended up backfiring on me. It crushed them, but then the elevator went down
through the bot and got stuck in the down position, leaving me stranded on the upper platform with no way to get down.
Quote Posted by Jah
I did try the eggs on the two combat bots that guard the entrance to Bay D in Soulforge, but I probably wasn't doing it right. I think I wasted two or three eggs and only managed to destroy one bot.
It's hard to use them on the bots out in the open since they back away and shoot the frogs. Small areas are much better. When you get 4-5 of the bots jammed in between the computer consoles in the computer room, there's not much room for them to do anything. :)
Quote Posted by Jah
I never bothered to check out the crypts in Trace the Courier, as there is no loot requirement in that mission, apart from picking six people's pockets. Therefore I don't think I've ever seen or heard a female zombie (the ones in T1 all sounded male to me). I should probably check out the sound files sometime.
One of the zombies in the necromancer's spire is female. Just go there, read the book, then blow up the male zombie with a fire arrow and you can have your way with the female one. ;)
Quote Posted by Jah
My first one was the original TDP, where I learned not to mess with zombies with anything other than holy water arrows, so when I first played Thief Gold, I didn't realize things had changed. Most of the time, I don't bother to kill them - unless you're in a really tight place with very narrow corridors, they're usually pretty easy to outrun.
If there aren't a lot of them, I usually like to destroy them just so that they don't end up getting me cornered. When I played Return to the Cathedral in TDP, it was much harder to find all the items Murus wanted because I couldn't put the zombies to sleep and I didn't have enough supplies to destroy them all.
Quote Posted by Jah
I had to upgrade my OS when I got T3 - I was still using Windows 98, and the game wouldn't run on it.
I still have Windows 98SE. There's a small hack that lets Thief 3 run under 98.
Quote Posted by Jah
When you eventually upgrade the video card, I definitely recommend getting T3. My only serious gripe with it is that for Thief veterans, at least, it's too easy and tends to hold your hand a bit too much, but the mission design and improved AI largely make up for it. My favorite in the series is still T2, but I definitely like T3 more than T1.
I'll play it eventually, but I know that things like the load zones are going to drive me nuts. I've played the demo at a friend's house and I got annoyed at the stupid footprints on the ground in the tutorial showing you where to go.
Maybe eating raw flesh gives them digestion problems? :p
Maybe. They make the male zombies sound like Oscar material.
Jah on 22/7/2007 at 23:49
Quote Posted by Rekrul
In Soulforge, all of the mechanists I saw had the same heads as the servants. They're carrying maces, but they have the same voices as the servants and they make the same sounds when you knock them out.
I think they're simply an armed version of the servant; I don't think they used to be mechanists. The Keeper's Chapel walkthrough does refer to them as "mechanists", but I think they're wrong. Wouldn't be the first time - in the T1 walkthrough, I remember them referring to a crayman as a ratman.
Quote Posted by Rekrul
When I first started playing Thief, I skipped over Normal completely because I didn't like the fact that the mission just ends when you pick up whatever you need to. So I started with Hard, but after playing Bonehoard for the first time, I looked at a walkthrough to see what I'd missed and it mentioned that there was a whole section that was inaccessable unless you're playing on Expert. At that point I restarted the game and played every level on Expert. In T2, I started with Expert right away.
I think I did both on Normal first. With Thief 1, I was still learning the ropes (I don't usually play these types of games, and it still amazes me how much I like the Thief series, even though I don't consider myself to belong to the "target audience"). With Thief 2, I wanted to make sure there would be some new stuff left for the next playthrough.
Quote Posted by Rekrul
I was the opposite. The first time I played it (TG) I didn't have much trouble with it, except for missing some real obvious loot. When I played TDP for the first time, I found myself going in circles. Some parts were much easier though, like the room to extend the bridge. In TDP, it's an empty room. In TG there are mages guarding the machine.
In TDP, you need to find two talismans there instead of one, which (theoretically at least) adds to the length a little bit. Of course, even in TG, you still need to go to the area where the water talisman is in TDP if you want to get the lever to extend the bridge.
Quote Posted by Rekrul
I always turn on the lights and kill/destroy everything in the level. A single arrow to an unaware crayman will kill them, the same for the spiders. For the burricks and the spider near the Keeper's Grotto, I just lure them to the zombies and let them do the dirty work, then I get all the zombies to follow me and flashbomb them for a nice group explosion. :) If I have to kill the burricks myself, I try to sneak up on them so that a single backstab will finish them off. Otherwise, I just get up close and keep slashing them from the side or back until they die. This works fine with just one, not so good with two or more.
I always keep forgetting that you can use flashbombs against zombies. I usually let the zombies deal with the burricks and the spider, too, but I don't usually bother to finish off all the zombies. Last time, I used one flask of holy water and finished off as many as I could within 30 seconds - I think I got four of them. I agree that the sword is the best weapon against burricks - even if they see you, if you just keep slashing at them as fast as you can, they usually don't get a chance to hit back. The only potential problem is that they will try to run away when they're hurt badly enough, which will force you to chase after them, and in the worst case, they'll lead you to some of their buddies.
Quote Posted by Rekrul
Maybe I'm mistaken, but I don't recall any guards in the hallways in Casing, just at the guard post and the main room. In fact I was surprised that there weren't more guards there. Of course once you get onto the overhead beams, you can explore almost everywhere without being seen.
I'm sure there's a guard at the hallway past the guard post. I never thought about the beams, though - generally, I've never been a huge fan of rope/vine arrows, and only tend to use them if I can't find any other way. That's probably one reason I didn't miss them in T3.
Quote Posted by Rekrul
Yup. The first time I did it was in the room with the single bot guarding the brick, house-like structure. There's a ladder in the end of the corridor that leads to the upper level catwalk. From there you can jump on the roof of the structure and there's a square opening where you can drop down inside. This usually alerts the bot, but since the door is locked, it can't do anything. One time I managed to get inside without making any noise, then picked the lock, opened the door and was staring at the bot's back. I quicksaved (which I do often), pulled out the black-jack and started whacking it. After a bunch of hits, it slumped forward.
Interesting... But as you'll find out in T3, Garrett's blackjack can have some pretty magical qualities. ;)
Quote Posted by Rekrul
I used them in that room where there are the saw blades going up and down and the big crusher. I tried to lure the bots under the crusher with a noisemaker, but they wouldn't step up under it. I did manage to lure some of them under one of the elevators, but that ended up backfiring on me. It crushed them, but then the elevator went down
through the bot and got stuck in the down position, leaving me stranded on the upper platform with no way to get down.
Saw blades and crusher? Doesn't sound familiar. Perhaps it's one of those areas where you don't need to go on Normal difficulty. Since Soulforge is my least favorite T2 mission, and since it's the last mission in the game, I'm often tempted to skip it altogether.
Quote Posted by Rekrul
One of the zombies in the necromancer's spire is female. Just go there, read the book, then blow up the male zombie with a fire arrow and you can have your way with the female one. ;)
I'll have to do that soon, then, as I just started T2X, which forces me to overwrite my original T2 saves. :(
Quote Posted by Rekrul
If there aren't a lot of them, I usually like to destroy them just so that they don't end up getting me cornered. When I played Return to the Cathedral in TDP, it was much harder to find all the items Murus wanted because I couldn't put the zombies to sleep and I didn't have enough supplies to destroy them all.
I've never had too much trouble with the zombies after taking out the haunts (you'll eventually have to do it anyway, so I like to start early) and possibly the spirits as well. The only annoying thing is that they move so slowly, so if one is approaching, you may have to wait for a while before the coast is clear.
Quote Posted by Rekrul
I'll play it eventually, but I know that things like the load zones are going to drive me nuts. I've played the demo at a friend's house and I got annoyed at the stupid footprints on the ground in the tutorial showing you where to go.
Don't worry - that's just the tutorial. Although it's pretty annoying that they made the tutorial a mandatory part of the game, so you have to do it every time you start a new game of T3. In the missions after that, it won't be that obvious. The load zones didn't bother me too much - I think there's only two zones in each mission - and it does have the advantage of making it more difficult to get lost (in T3, the map doesn't show you your current location). Like I said, T3 will be easy to a Thief veteran, but if you're prepared for that and play the game with a more relaxed and leisurely attitude, the spirit of Thief will definitely be there. Some of the dialogues will definitely make you chuckle. :)