Finished TMA recently, my thoughts... - by Rekrul
Rekrul on 23/7/2007 at 04:39
Quote Posted by Jah
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.
I was wrong when I said that they had the same "head" as the servants, they don't. They look like normal Mechanists, but with the servant mask over their face.
Quote Posted by Jah
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.
For most games, like FPS games, I usually play them on normal, or even easy. A couple I've replayed on hard/expert, but they usually don't add anything to the harder levels, the enemies just do more damage.
Quote Posted by Jah
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.
Having two talismans per mission in TDP feels rushed to me. I suppose it was, but TG feels more balanced with one per mission. If I'd played TDP first, I would have been thinking "Why didn't they divide them up more?"
Quote Posted by Jah
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.
I do because they have a nasty habit of wandering into new areas when you least expect it.
Quote Posted by Jah
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.
I can't be positive, but once an NPC gets hurt to the point where they run away, I don't think they ever recover enough to attack you again. I was messing around with Soulforge again and at one point, I had both a Mechanist and a Combat bot avoiding me. I ran right up to both of them and they just ran away. I could stand right in front of them in bright light and they wouldn't do anything. I don't recall about the Mechanist, but it only took one more hit from the black-jack to destroy the bot.
Quote Posted by Jah
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.
I thought they were great. I was always looking for something made of wood that I could use them on. :)
Quote Posted by Jah
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.
It's an area where one of the transmitters is located. On Expert, you have to switch at least 7 of them.
You know the large chapel type area with the four spider-bots wandering around? Right next to that is a small room with a set of double doors and three large vertical pipes with ladders leading up each one. If you go out in the hallway and turn right, you'll go past an open barracks-like area. In the end of that room is a doorway that leads to a moderate sized room where the lights keep flickering on and off. Through one of the other doorways from this room is the room I mentioned. There are three combat bots patroling the area and to get to the transmitter, you have to get by them and go down a long hallway.
Quote Posted by Jah
I'll have to do that soon, then, as I just started T2X, which forces me to overwrite my original T2 saves. :(
The save files are easy enough to back up and restore.
Quote Posted by Jah
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).
I encountered a load zone while playing the demo. I hate the idea that time just stops when you enter one. If they
had to break up the levels (reportedly to accomdate the Xbox), they should have made the loads seamless and allowed the NPCs to cross them.
Jah on 23/7/2007 at 12:46
Quote Posted by jtr7
Sounds like speculation, but knowing Karras' nature, and the fanaticism of his followers, it's popularly accepted that...:
There are masked guards in Soulforge who are indeed Mechanists who've been turned into Servants. These aren't servants made from "street-scum". These killing Servants are under Karras' command and they are Mechanists, former people who could and would be able to swing those monster maces. There's no indication that the masks or the transformation process impart strength or abilities the flesh wasn't capable of having before. There's fresh blood on the masks to indicate recent transformation, probably due to Garrett's arrival.
Well, like I said, I have less experience with Soulforge than the other T2 missions. :) I never noticed the blood on the masks.
Quote Posted by jtr7
Also, there are notes around the place which paint the picture that now that Karras is about to realize his goals, he's gonna kill
everybody. He's instructed at least one follower to leave Soulforge and go into The City, as though he were rewarding him for all his hard work, dedication, and loyalty, but he's sending him to his death.
Karras is undoubtedly going to kill everybody - I just wonder how did he manage to cajole his mechanist followers into being turned into servants. The whimpering of the unarmed servants who were made out of "riff-raff" suggest that the transformation process and the subsequent life as a semi-mechanical servant is full of pain and suffering, so a mechanist who voluntarily agrees to it would have to be either super-fanatical or totally ignorant. The vagabonds and prostitutes Truart brought Karras were probably delivered to him bound and helpless, unable to resist, but I doubt Karras would be physically strong enough to overpower a mace-wielding mechanist to convert him into a servant against his will.
Also, you meet one armed servant/masked mechanist before Soulforge, as a part of Cavador's entourage in Kidnap. Would he be a former mechanist or not? The Keeper's Chapel walkthrough refers to him as a "servant".
Jah on 23/7/2007 at 13:00
Quote Posted by Rekrul
I was wrong when I said that they had the same "head" as the servants, they don't. They look like normal Mechanists, but with the servant mask over their face.
What about their voices? Don't they also whimper like the unarmed servants?
Quote Posted by Rekrul
I can't be positive, but once an NPC gets hurt to the point where they run away, I don't think they ever recover enough to attack you again. I was messing around with Soulforge again and at one point, I had both a Mechanist and a Combat bot avoiding me. I ran right up to both of them and they just ran away. I could stand right in front of them in bright light and they wouldn't do anything. I don't recall about the Mechanist, but it only took one more hit from the black-jack to destroy the bot.
The burricks definitely do. I fought some burricks in the sewers in The Haunted Cathedral (until I realized that the area they're in doesn't lead anywhere and there's no need to kill them), I whacked a burrick and it started running away. I went after it, but there's a part of the sewer passage where the water is slightly too deep, so you can't use your weapons, and as I approached the burrick who had stopped at the end of the passage, it breathed a cloud of gas on me. Perhaps it works differently in T2 - I rarely get into fights there.
Quote Posted by Rekrul
It's an area where one of the transmitters is located. On Expert, you have to switch at least 7 of them.
You know the large chapel type area with the four spider-bots wandering around? Right next to that is a small room with a set of double doors and three large vertical pipes with ladders leading up each one. If you go out in the hallway and turn right, you'll go past an open barracks-like area. In the end of that room is a doorway that leads to a moderate sized room where the lights keep flickering on and off. Through one of the other doorways from this room is the room I mentioned. There are three combat bots patroling the area and to get to the transmitter, you have to get by them and go down a long hallway.
Hmm, doesn't ring any bells. On normal, switching five transmitters is enough, so that would probably be one of the last three.
Quote Posted by Rekrul
I encountered a load zone while playing the demo. I hate the idea that time just stops when you enter one. If they
had to break up the levels (reportedly to accomdate the Xbox), they should have made the loads seamless and allowed the NPCs to cross them.
I've never played the demo, but since the tutorial only had one zone (Edit: Now that I think about it, maybe it did have two. Being a tutorial, it's not exactly the most memorable mission in T3 :) ), it sounds like it must have been a different mission. Do you remember where it took place or what the objective was? I do agree about time stopping, though. During the missions, it doesn't really matter, but in the City, it feels stupid that I've just escaped a watchman by entering a new zone, and when I come back fifteen minutes later, the same watchman is still there, ready to attack me. But like you said, having load zones was a platform issue rather than a deliberate design decision.
Rekrul on 24/7/2007 at 02:56
Quote Posted by Jah
What about their voices? Don't they also whimper like the unarmed servants?
Yes, they do.
Quote Posted by Jah
The burricks definitely do. I fought some burricks in the sewers in The Haunted Cathedral (until I realized that the area they're in doesn't lead anywhere and there's no need to kill them), I whacked a burrick and it started running away. I went after it, but there's a part of the sewer passage where the water is slightly too deep, so you can't use your weapons, and as I approached the burrick who had stopped at the end of the passage, it breathed a cloud of gas on me. Perhaps it works differently in T2 - I rarely get into fights there.
Strange. I once had a burrick run away from me in The Haunted Cathedral and I chased it around for several minutes. It ran into one of the buildings and just cowered in the dark. When I went in after it, it ran back outside and tried to get away. As many times as I cornered it, it never belched gas at me again after that.
Quote Posted by Jah
Hmm, doesn't ring any bells. On normal, switching five transmitters is enough, so that would probably be one of the last three.
Here's a save file from Soulforge. Everything that could hurt you, except for enviromental dangers, has been destoryed. This includes all the bots, turrets and Mechanists. I created the signal beacon and installed it, as well as creating the quote scroll, but didn't switch any of the towers. Their locations are listed in the in-game notes. It's saved at the starting point.
(
http://rapidshare.com/files/44694342/Soulforge.zip.html) http://rapidshare.com/files/44694342/Soulforge.zip.html
You can explore Soulforge to your heart's content without worrying about avoiding the cameras or getting ambushed. Even if you hate this level, it will make it a lot easier to deal with if you get used to the layout.
Quote Posted by Jah
I've never played the demo, but since the tutorial only had one zone (Edit: Now that I think about it, maybe it did have two. Being a tutorial, it's not exactly the most memorable mission in T3 :) ), it sounds like it must have been a different mission. Do you remember where it took place or what the objective was?
I don't think the load zone was in the tutorial itself, but probably in the level that followed it in the demo. I'm not sure what level it was. About all I remember is a foyer with a large staircase going up and I
think a large statue.
Quote Posted by Jah
I do agree about time stopping, though. During the missions, it doesn't really matter, but in the City, it feels stupid that I've just escaped a watchman by entering a new zone, and when I come back fifteen minutes later, the same watchman is still there, ready to attack me. But like you said, having load zones was a platform issue rather than a deliberate design decision.
Other games have had load zones without having a portal between them. For example, the original Half-Life was divided up into zones, but all that happened when you crossed one was that the game would pause for a few seconds while the program loaded the new area. I know the NPCs had certain lines they wouldn't cross, but I think that in at least a couple areas, they crossed load zones.
Jah on 24/7/2007 at 12:20
Quote Posted by Rekrul
Here's a save file from Soulforge. Everything that could hurt you, except for enviromental dangers, has been destoryed. This includes all the bots, turrets and Mechanists. I created the signal beacon and installed it, as well as creating the quote scroll, but didn't switch any of the towers. Their locations are listed in the in-game notes. It's saved at the starting point.
(
http://rapidshare.com/files/44694342/Soulforge.zip.html) http://rapidshare.com/files/44694342/Soulforge.zip.html
You can explore Soulforge to your heart's content without worrying about avoiding the cameras or getting ambushed. Even if you hate this level, it will make it a lot easier to deal with if you get used to the layout.
Thanks, I'll take a look at it. Maybe some day I'll get around to doing Soulforge on Expert.
Quote Posted by Rekrul
I don't think the load zone was in the tutorial itself, but probably in the level that followed it in the demo. I'm not sure what level it was. About all I remember is a foyer with a large staircase going up and I
think a large statue.
Yup, that's the second mission, End of the Bloodline.
Quote Posted by Rekrul
Other games have had load zones without having a portal between them. For example, the original Half-Life was divided up into zones, but all that happened when you crossed one was that the game would pause for a few seconds while the program loaded the new area. I know the NPCs had certain lines they wouldn't cross, but I think that in at least a couple areas, they crossed load zones.
Morrowind and Oblivion work much the same way. The outdoor areas are divided into load zones, but apart from slight pauses while moving from one area to the next, the transitions are seamless.
Rekrul on 24/7/2007 at 19:31
Quote Posted by Jah
Thanks, I'll take a look at it. Maybe some day I'll get around to doing Soulforge on Expert.
I've never been into "ghosting" that much, but it seems like most of the level (if not all) could be done that way.
What I did was use the elevators to crush all of the spider bots (and one combat bot), lured most of the combat bots to narrow doorways where they blew themselves up by shooting into the wall, and used mines to blow up most of the turrets. The biggest danger was that sometimes a combat bot would manage to work its way through the doorway and kill you. For some reason, this seemed more likely if there were several there at once. Once or twice, I had them destroy themselves while just walking too close to the wall. Because of the lousy clipping, they'd stick their arm into the wall and fire.
The hardest room to clear out was the turret room. I used an arrow to hit the switch and crush one turret, blew up the sunburst on the table to destroy another couple, dropped the sunburst from the alcove onto the floor as per the Keeper's Chapel walkthrough to destroy some more, dropped mines from the walkway to take out two of the final three, and then two fire arrows for the one in the corner, fired from the catwalk.
I ran out of mines, so I used frogbeast eggs on the turrets outside the end of the computer room. I tossed them from the walkways on the sides of the room.
There's no restriction on killing in Soulforge, maybe because the Mechanists are no longer alive/human, so I used arrows to take out a few of them while unaware, and black-jacked ones in more populated areas (then later put them out of their misery).
Quote Posted by Jah
Yup, that's the second mission, End of the Bloodline.
I didn't play all the way through it, I just wandered around for a while and encountered one of the portals. I was trying to play it, but my friend had the TV on and I couldn't really concentrate on it.
Quote Posted by Jah
Morrowind and Oblivion work much the same way. The outdoor areas are divided into load zones, but apart from slight pauses while moving from one area to the next, the transitions are seamless.
I've never played either. I've never really been into RPGs too much.
Jah on 25/7/2007 at 13:20
Quote Posted by Rekrul
I've never been into "ghosting" that much, but it seems like most of the level (if not all) could be done that way.
Me neither, and somehow I don't think ghosting would feel quite as rewarding in a mission with no human enemies (unless the servant-mechanists are considered human, but even then, they won't survive to tell the tale anyway).
What I did was use the elevators to crush all of the spider bots (and one combat bot), lured most of the combat bots to narrow doorways where they blew themselves up by shooting into the wall, and used mines to blow up most of the turrets. The biggest danger was that sometimes a combat bot would manage to work its way through the doorway and kill you. For some reason, this seemed more likely if there were several there at once. Once or twice, I had them destroy themselves while just walking too close to the wall. Because of the lousy clipping, they'd stick their arm into the wall and fire.
I'm so used to just disabling the bots with water arrows that I tend to forget there are other ways to deal with them. So it's possible to destroy them by blackjacking, but I assume that the sword doesn't work on them?
Next time, I'll try to take out more of the bots. I guess one reason I don't like Soulforge is that it feels like there are too many enemies I can't do anything about, and the bots are particularly nasty because of their dangerous ranged attack that makes them difficult to outrun.
Rekrul on 25/7/2007 at 22:01
Quote Posted by Jah
Me neither, and somehow I don't think ghosting would feel quite as rewarding in a mission with no human enemies (unless the servant-mechanists are considered human, but even then, they won't survive to tell the tale anyway).
I know what you mean.
Quote Posted by Jah
I'm so used to just disabling the bots with water arrows that I tend to forget there are other ways to deal with them.
I used water arrows in other levels, and when there's no other easy way to kill them in Soulforge. For example, you start in bay A, then you go to the end of the room and go either left or right. Either way, there's an elevator up to bays B and C. between them is a dark area with a spider bot. You can probably just leave it alone without it noticing you, but I wanted to kill it, so I used water arrows (two). I also make it a habit of smashing any disabled bots just in case the game decides to re-activate them. :)
Quote Posted by Jah
So it's possible to destroy them by blackjacking, but I assume that the sword doesn't work on them?
It doesn't seem to. I've hit the small ones with the sword many times and they don't even react, but hit them with the black-jack and they rock back. Because of this, I never tried using the sword on combat bots. Strangely, once the bot is disabled, the sword
is more effective at breaking them apart. It takes eight black-jack hits on any inactive bot to smash them, but only three overhead swings of the sword. Less if they've already been damaged by other bots shooting them in an attempt to get you. Brodahead arrows don't seem to affect them either, although two fire arrows will disable one. In Life of the Party, I was often able to disable the combat bot on the streets with just one fire arrow, but it never seems to work anywhere else.
Another tactic is to place a mine outside those metal doors that the extra bots come out of when you trip the alarm. The door opens, the bot steps out and gets blown up. Sometimes it will even take out two of them. Also, you can lean into all of the bot compartments, through the door, to see how many are in there. You
can hit them through the closed door, but it doesn't seem to do any damage to them.
Quote Posted by Jah
Next time, I'll try to take out more of the bots. I guess one reason I don't like Soulforge is that it feels like there are too many enemies I can't do anything about
I felt that way at first also.
Quote Posted by Jah
and the bots are particularly nasty because of their dangerous ranged attack that makes them difficult to outrun.
I usually try to zig-zag while running. If there's a doorway nearby, I like to stay near it so that I can easily get out of their line of fire. They're not very bright, but they're pretty good shots! I also found it hard to lure some of them to a good doorway. If you get too close, they kill you, but if you get too far away, they lose sight of you. Even with a fire arrow readied, some of them would just turn around and wander off. So I get closer, then they turn around and shoot me!
In a couple instances, I used a room with a door and closed it before the bots arrived. If it opens toward you, they can't open it with you on the other side, and they're stupid enough to shoot at the closed door. Occasionally, you take some splash damage, but you're safe about 90% of the time.
Jah on 26/7/2007 at 15:35
Quote Posted by Rekrul
It doesn't seem to. I've hit the small ones with the sword many times and they don't even react, but hit them with the black-jack and they rock back. Because of this, I never tried using the sword on combat bots. Strangely, once the bot is disabled, the sword
is more effective at breaking them apart. It takes eight black-jack hits on any inactive bot to smash them, but only three overhead swings of the sword. Less if they've already been damaged by other bots shooting them in an attempt to get you. Brodahead arrows don't seem to affect them either, although two fire arrows will disable one. In Life of the Party, I was often able to disable the combat bot on the streets with just one fire arrow, but it never seems to work anywhere else.
I guess it makes sense that a blunt weapon would be more efficient against metal robots than an edged or piercing weapon. The blackjack just seems a little weak - one would think you'd need a warhammer to put a dent in those things.
Is there a reason to destroy bots after they've been disabled (other than the pleasure of seeing them get smashed into bits :) )? The enemies will still react to the debris if they see it, won't they?
Quote Posted by Rekrul
Another tactic is to place a mine outside those metal doors that the extra bots come out of when you trip the alarm. The door opens, the bot steps out and gets blown up. Sometimes it will even take out two of them. Also, you can lean into all of the bot compartments, through the door, to see how many are in there. You
can hit them through the closed door, but it doesn't seem to do any damage to them.
For some reason, it seems like most of the time, I need two mines to destroy a combat bot. I remember experimenting with this in Angelwatch, on the level that had a little chapel in it, with metal floors. I hid in the shadows and tossed a mine on the corridor where I knew the combat bot patrolled, making sure it didn't hear the mine being thrown and get into search mode. The first time, I managed to destroy it with just that one mine, but had to quickload because one of the little bots was too close and heard the explosion. On my subsequent tries, one mine wouldn't destroy the bot - in fact, it always saw me after the explosion, even though the light gem was almost black, and only blew up when I threw in two mines at once. Eventually I realized that there wasn't much point in wasting any mines at that particular bot (the only thing behind it was a staircase to the next level), so I left it alone and took the elevator.
Rekrul on 27/7/2007 at 23:07
Quote Posted by Jah
I guess it makes sense that a blunt weapon would be more efficient against metal robots than an edged or piercing weapon. The blackjack just seems a little weak - one would think you'd need a warhammer to put a dent in those things.
I agree, but it seems to work, so who am I to argue with it. :)
Quote Posted by Jah
Is there a reason to destroy bots after they've been disabled (other than the pleasure of seeing them get smashed into bits :) )? The enemies will still react to the debris if they see it, won't they?
Sometimes it's necessary. For example, if they end up disabled in a doorway, they'll block it, or if they get crushed under an elevator, they'll usually keep it from going all the way to the bottom. If they don't, they'll keep it from going up.
However, I'm a little paranoid that the game might bring one of them back to life. In the Bank mission, there's a room with two cameras and two of the little bots who seem to be talking. I turned out the lights, then used water arrows to disable both (this was before I discovered that you could destroy disabled bots). A little while later, I heard a bot talking and figured that another one was wandering around. I followed the sound back to that room and one of the bots I'd disabled was active again. I've heard that the Dark Engine sometimes will stand zombies back up after you reload a save and I'd almost certainly used Quickload by then, so maybe it forgot the state of that bot. So when I disable a combat bot, I like to smash them just so there's no chance of the game re-activating them. Also, it's pretty satisfying to wreck them. :)
As for other enemies seeing the pieces; When you smash a bot, you're left with a boiler you can pick up and a lot of little pieces that you can't pick up, but which you can push somewhat. Over time, all those little pieces vanish, leaving only the boiler. Just like how blood eventually vanishes over time. I don't know what rationale you could come up with for the parts disappearing though. So I suppose if you smash a bot, then hide the boiler and wait for the parts to vanish, there's no evidence that you were there. Of course with all the noise you make breaking it apart, any enemies nearby have probably already heard you.
Quote Posted by Jah
For some reason, it seems like most of the time, I need two mines to destroy a combat bot. I remember experimenting with this in Angelwatch, on the level that had a little chapel in it, with metal floors. I hid in the shadows and tossed a mine on the corridor where I knew the combat bot patrolled, making sure it didn't hear the mine being thrown and get into search mode. The first time, I managed to destroy it with just that one mine, but had to quickload because one of the little bots was too close and heard the explosion. On my subsequent tries, one mine wouldn't destroy the bot - in fact, it always saw me after the explosion, even though the light gem was almost black, and only blew up when I threw in two mines at once. Eventually I realized that there wasn't much point in wasting any mines at that particular bot (the only thing behind it was a staircase to the next level), so I left it alone and took the elevator.
I think if they walk directly over it, it disables them (counts as being destroyed I think) but if they just walk past the side, they only catch some of the explosion.
I've had that happen also, where it takes two mines to knock out a bot. Other times I've put a mine in front of a bot compartment, let the camera see me and the mine disables two bots. In Soulforge, there's a long hallway that leads to a large, dark room with a walkway up above. Just inside the door to the left is a bot-garage (unlike most, it's actually a structure inside the room) with two combat bots and a spider bot inside. I placed one mine, set off the alarm and the mine destroyed them both, although the spider bot survived to chase me. If you use my save, it's the area where the annoying mech cherub hangs out. You'll see two combat bot boilers inside. The boiler for the spider bot is in the "tank" room where I crushed it with the elevator. :)
Also, in a room I called the "trench" room because there's a large trench running down the center with lava at the bottom, is a bot compartment with a phantom bot inside. It looks normal, there's smoke coming out of the exhaust pipe and everything, but it doesn't really exist. You can walk right through it. I've read that the only way to destroy it is with splash damage, but I don't think I had anything left to use on it. It doesn't react to anything anyway, so I just left it alone. There
was a real bot that comes out of this compartment and it's not big enough to hold two of them, so it's just a strange bug.