FM Updated July. 30/05 : Children of the Future SE (Second Edition) - by metal dawn
metal dawn on 2/9/2005 at 16:05
I believe Mr. Button's purse is in a small small theater located on one higher floors around the front lobby (GREAT BIG ROOM close to the garden).
On the theater's stage is chair with the purse flanked by two gates and a unbreakable window.
Angelot on 3/9/2005 at 06:33
In the first place, thanks for the answer. :)
I have understood where is the place, but... [SPOILER]like it is made to open (or to break) the grate (or/and the glasses) that there are around to the thing?[/SPOILER]
metal dawn on 3/9/2005 at 18:12
To be honest, I didn't get the purse yet, I'm just guessing.
nchw68 on 2/10/2005 at 03:28
For me the gate blocking access to Button's purse would not highlight,
[SPOILER]but it still opened with Button's key.[/SPOILER]
I found out that the mission will also end if you go back towards the beginning where you enter the first room if all other objectives are completed except the "wait for a morning train" one.
redleaf on 13/2/2006 at 20:16
I got everything done except for finding tunnel dust. Most ai's are knocked out (not the druggies - they were too scarey so I avoided them) and I'm running in circles looking for this designer drug - I think it's called tunnel dust.
Pretty creepy mission. A little overboard on some of the "adult" content (pretty juvenile, actually) but that's what I like about thief - it allows for a broad range of styles. I'm enjoying it, lots of good creeping about and bj'ing the bad guys. Don't really see what all the fuss is about.
I just read a thread header titled "Least Favorite Missions." I don't know, but if I went to all the trouble of making a mission and putting it out there for fans to enjoy, I'd hate like heck to find my mission listed there. I think that would hurt. Seems that type of unkind commenting can be more harmful than a few randy words and references in a mission.
I found the dust last night [SPOILER]in the garden behind the locked metal door at the end of a long creepy corridor near the pool in the basement.[/SPOILER]
MotleyCat on 25/2/2006 at 20:13
Can anyone tell me where I find Salvador the Diceman's dices??
ganac on 25/2/2006 at 21:49
How do I open the door at the end of the watcher hallway?
metal dawn on 26/2/2006 at 00:42
Quote Posted by redleaf
I just read a thread header titled "Least Favorite Missions." I don't know, but if I went to all the trouble of making a mission and putting it out there for fans to enjoy, I'd hate like heck to find my mission listed there. I think that would hurt. Seems that type of unkind commenting can be more harmful than a few randy words and references in a mission.
It is probably all of the plot holes and confusing nature of the mission overall, if I may be so brusque. It has always looked to me like the author had two ideas come to him him while in the midst of construction and tried to merge the ideas. If this suspicion of mine is true, then this attempt was less than streamlined.
Let me say before I got on that I do, in fact, like this mission but there are several problems that I have trouble pushing aside.
Near the beginning, I first thought the test subjects (more importantly the CHILDREN huh) would play the most important role in the story. As I continued past the labs and through the mansion onward, I became perplexed as the plot appeared to change as noticably as a planet reversing its axis. As the mission progessed, I confusedly watched as focus shifted from the abused underclass to the opulant, hedonistic lives of the their exploiters.
It's not just the space devoted to the latter that is unsettling; the readables between the sections are extremely contrastful (specifically the mansion readables are more detailed).
While I guess I could say that both "plots" share about 50% of the mission with each other, 60/40 or 70/30 (former/latter, respectively) seems a lot more fair to me.
Problems are also visually noticable in some areas. In the original version, there was a HUGE tunnel/canal connecting the mansion to the laboratories. The labs themselves feel incomplete (with many rooms feeling like essential elements were ignored or left out) and, to some extent, confusing (hallways go off in several different directions and some cut off with no explanation). More than a few rooms seem to serve no purpose at.
Keys. This probably serves as a large agrivation. The mission is literally chock-full of keys, many of them are identical and undifferentiated. I can understand how frustratiing it can be when you have to sort through about 15 different keys with no idea what the Hell you are looking for.
Characterization is...well it is just not, okay? It could have been outstanding (much like the mission could have) but nearly all of the personalties end up being either...
-druggies with crushed dreams
-apathetic and amoralistic
-just plain sex fiends
In fact, without names, it could be quite difficult to tell them apart.
Architecture is quite appealing, but it's really all for naught if a story can't sufficiently support it.
Even the beginning has questionable logic (I do not want to know how Garrett got to
talkin' 'n' jabberin' like thi').
The readme does nothing to clarify why Garrett is in a (supposedly) rundown backwater "third-world" city like Freetown. It says he's here on holiday (what what?) and that he walks into this "dark alley" and finds a "garden with a locked gate at the end. That doesn't explain the other gate, though.
Also, as the "plot" steadily changes to a nature increasingly insensitive, so does Garrett (or at least his objectives). Garrett (or at leas' this hick claimin' to be him) seems to be driven to cut a slice from the drug trade pie. You would think Garrett would want to make someone pay for making the poor people suffer in someway. Not here, no sir. Garretts needsie Ellessdeesie.
To your original point, there's the behavior of the author himself. Mister Tunnel felt his mission was so badly in need of publicity that he registered under multiple usernames (see very first post in thread) to pimp his mission. When altnicking, he usually promoted the mission with statement along the lines of "Children of the Future is made by a newbie Dromeder but has great ideas..."
Around the same time, someone was altnicking at COSAS and going on a downvoting spree. I'm pretty sure it was him, though I'm clear not on whether or not it was confirmed. Anyway, Tunnel pushed his chances too far. He got permabanned and IP banned as punishment. His disreputable conduct may have more than a little to do with poor favor surrounding the mission.
God, this turned into a rant fast. I'm sorry if it is too terse.
Ponterbee on 26/2/2006 at 06:28
While I didn't LOVE CotF, I think the author had every right to self promote his mission. He wasn't looking for money, just as many people to play it as he could possibly get. I don't think he did anything dishonest using multiple screen names to get the point across that there were some good ideas implemented in the FM, because there WERE some great things in the mission.
It was a first attempt, and it was obvious he put a LOTTTTT of work into this and it's much appreciated.
I'm a First Amendment zealot, so I thought the content-controversy was completely ridiculous = though I do support putting warnings in Read Me's if adult content lies in the mission. I don't want to start up anything again - I just fully support free speech, especially in a GAME. You can't cry "Fire!" in a crowded movie theater, but you CAN yell it in a fan mission... I think that sums up my stance, but you can believe me a peace-loving-liberal-commie-hippie-bastard if you like. :)
Actually, I just responded in hopes that someone could answer Ganac and MotleyCat's questions - I can't remember the answers...:confused:
metal dawn on 26/2/2006 at 07:42
Ugh, did I actually write that crappy rant? I think I did, but I feel all...weird about it. I only remember writing bits and pieces. Also, it doesn't sound like me at all. Just looking at the damn thing gives me a headache.
Tired.