nickie on 31/7/2017 at 15:54
:p
I've now got up to date again and managed to read all the reviews - thanks again guys. Great stuff!
Tannar on 31/7/2017 at 19:20
Thanks for the review of Cell 6, twhalen2600. It was very well written and considered. I think I can speak for Yan and Ran when I say that we appreciate the comments and the critique. And very glad you enjoyed it.
twhalen2600 on 1/8/2017 at 05:01
Quote Posted by Tannar
Thanks for the review of
Cell 6, twhalen2600. It was very well written and considered. I think I can speak for Yan and Ran when I say that we appreciate the comments and the critique. And very glad you enjoyed it.
Thank you for the compliment! I'm always happy to review fan missions and am indebted to the talented and hard-working authors who make them.
The Dark One on 2/8/2017 at 00:46
Technically the full title is In A Time of Need 2: Breaking Out The Fence, but that’s so many words.
Breaking Out the Fence is a sequel to In A Time of Need. Our dashing hero is looking forward to reaping the gains of a job well done, but the merchant he stole the spice from in turn stole the spice from a ruthless merchant’s guild. They want their cut, and have kidnapped Not-Garett’s fence to get it, meaning that he’ll have to bust the fence out, and implicate the guild in a murder to keep them from retaliating.
First off, this mission has rain in it, which is automatically a plus. Second, it’s more complex that it’s predecessor. You need to slip into both an inn and a well-guarded store--and the sewers connecting them--to complete the mission, and while neither area is very big, there’s still plenty to find within. The mission plays around with some different features, such as security cameras around the store, but they felt a little unneeded. It’s easy to get around them and while you can find something to neutralize them you usually won’t need it by that point in the mission.
Difficulty-wise, it’s somewhat high. The highest difficulty restricts your knockouts and the shop has quite a few guards wandering around. Still, I found it more than possible to sneak around undetected, barring a well-lit room which the guards seemed to constantly wander in and out of. There is a slightly obscure key needed, but there’s a visual cue to it.The loot goal is fair, with nothing overly hidden, though the safe you can crack has a slightly tricky combination to work out.
All in all, this is a small mission, but with quite a lot of content within, even a few creepy bits down in the sewers below. Recommended, even if you didn’t play the first one.
The Dark One on 5/8/2017 at 03:17
Window of Opportunity (by RJFerret) takes our beloved charmer to the wilderness, as a rockslide has stranded him in a mountainside town. While there, he’s contacted by a merchant who wants him to get an artifact back from a caravan of traders.
This mission is interesting, even just beyond the more outdoor/wilderness setting. The highest difficulty (which, full disclaimer, I didn’t play on), forces you to get by without knockouts. While there are only a few guards to watch out for, the area where all that sweet sweet loot is is small and well-lit, and the people are dutiful about re-lighting them, though you are granted plenty of water arrows to match.
Where the mission really shines is in the caverns you have to traverse on higher difficulties. The opening reminds me of that one “Ted the Caver” creepypasta, and it ends up with you having to stalk dark and deep caves to find what lies beneath. It’s suitably creepy, with good atmosphere, and even something resembling an (easy) boss fight in the depths. It’s quite well-done, especially if you aren’t expecting it (I did explain it, but in my defense it’s over half the mission :P ). I do admit that the darkness makes moving around a pain, but it’s not hard to find the right path. I do want to know why the caves moved on pass the lair though, as there doesn’t seem to be much beyond it beyond a nice view.
All in all, it was a solid, atmospheric mission. Can’t ask for much more. Recommended.
Thor on 5/8/2017 at 18:14
Me and a certain shitty-ass potato would do a review for Intruder's latest masterpiece, but the capricious spud needs a little more encouragement. Nickie or someone else, I think it may be up to you to encourage his idle ass to do something good for a change.
twhalen2600 on 6/8/2017 at 23:28
Burglary in Blackbrook (Thief, 2003, and Thief II, 2006), by John D. Head Occasionally any given eve I like to sit back and spend time with the Builder and his fanatical followers. I love the Hammerites and sometimes just need a Hammerite fix.
Burglary in Blackbrook has saved me time and again when the cravings for red-garbed, hammer-wielding zealots muttering matters of faith has struck me. The mission has two iterations, the original
Thief version being my preference, and each welcomes you into the world of the Hammerites for a short, sweet, simple fix.
That’s why
Blackbrook is a good quick-fix mission: it’s simple. You’ve got a Hammerite church, all the Hammerite ambient sounds with some additional chants thrown in, basic objectives, access to nigh-the whole level from the start, and not too many AI to get in the way of exploring. John D.’s fan mission is a great way to meditate on the essence of the Hammerites as there’s no complicated design to impede you. The flipside is the mission is shallow and lacks the depth of other Hammer missions, like
A Question of Knowledge or
The Seven Shades of Mercury.
Blackbrook is a light Hammerite snack.
The
Thief version plops Garrett at the entrypoint. The mission-start noise keeps playing – this happens when the author has forgotten to add “RemoveProp” to the AmbientHacked property. The
Thief II version tweaks the intro – Garrett has fallen down from the wall due to a broken rope ladder. In this one, the start noise doesn’t loop.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/08/thief-diaries-blackbrook-t1-entry-area.png?w=960 Each version has a similar layout. The Blackbrook Hammerite temple has two chapels, a prayer and meditation chamber, a library, a sparring area, offices and bedrooms, and a prison and a crypt. The Temple proper is filled with delightful Hammerite ambiances from “Diffuse” to everything else, and the holding cells beneath have the same “Abyss1” sound as
Cragscleft. John D. hit all the original
Thief notes.
Delightful as this Hammer sanctuary may be, there’s a problem: some dolt went and stole a golden idol from the tombs below. Now undead stir in the crypts and are strengthening for an invasion. As Garrett says, this is
not good. The dead’s disturbance is central to the mission’s story. When you explore the crypts, you get a sense that the Hammerites are losing the battle and that the dead will soon be filling the streets. A scripted engagement, triggered by your proximity, may have either the Hammers or the undead win. Regardless, the dead have the clear advantage.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/08/thief-diaries-blackbrook-t1-chapel.png?w=960 The mission’s story and backstory are not conveyed very well as John D. loves exposition. A few readables in this level split off into reams and reams of backstory, the king of them all being High Priest Dunwall’s journal entry that veers into a narration of the restoration of the Old Quarter.* Priest Dunwall sure can spin off on a yarn. Another highlight is Brother Andros’ journal. If this were a TV show you can picture a Hammerite speaking to another, “Oh, him? You mean the one who earned fame in the City incident, that night when, against all odds, the City army did stand up…” or “This is a nice chapel, isn’t it? A shame that the tomb it’s built upon isn’t even of Hammer origin. In fact, many Hammerite scholars rumor it was built by a dark Pagan group. One of these scholars is here even now, and won’t explore the tomb. Indeed, he is the same scholar who once sided with the Mechanists, that group whom the Baron now ignores, as he wages war against those outliers in…” and so on. The exposition-heavy journals are a weakness in this FM.
The mission’s design is simple, but the Hammerite charm keeps it intriguing. This intrigue is lost when you reach the cell blocks and crypts below the church. Designed so squarely simple and without the charm of the church above, I always lose interest at this segment. There’s also an unfair bug each time I play whereby the prison guards are all on high alert, running towards me even, when I leave the crypt. It may have something to do with the troupe of actors held in the prison who are scripted to be on alert – there are words between a female actor and a bowman, for example. Whatever causes the bug, it certainly makes getting “Dangerous Dave” out more difficult than it should be.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/08/thief-diaries-blackbrook-t1-prayer-and-meditation-chambers.png?w=960 There’s another little blemish down in the cell blocks. You’ll overhear a couple of prisoners in an exchange of sorts that’s crass and out of place. Perhaps you’ll find it humorous, and it is an interesting mix of
Thief sounds, but regardless it’s monocle-dropping material. There’s also suggestiveness about the Hammer of Initiation’s use. John D.’s mind must have been in the gutter at times when crafting this one.
Long-winded exposition and out-of-place crudeness aside, John D.’s Hammer mission is simple, good, and a classic. When I need a quick Hammer fix,
Blackbrook is there with all the Hammer sounds, textures, and charm I could want. Blessed be the Builder!
*Could this priest’s name have been the inspiration for Dishonored’s Dunwall? Name dictionary searches yielded no results for it, so I don’t know where else this name has come from.
nicked on 7/8/2017 at 06:19
Quote Posted by twhalen2600
*Could this priest's name have been the inspiration for Dishonored's Dunwall? Name dictionary searches yielded no results for it, so I don't know where else this name has come from.
Would be awesome, but probably just wishful thinking. Dunwall is a real name, and is just a combination of old English placenames. Dun=fort. Wall=wall.
The Dark One on 7/8/2017 at 06:25
This mission (by PranQster) is also called Samhain Night, Samhain:Night on Bone Hill, and just Samhain. Throw a dart and pick a name, just don’t break your screen.
This time, our respectful hero is off for a bit of grave robbing of the Goose family crypt. After a brief opening to show off the then-new plague masks models, Not-Garrett slips in to swipe the ruby….and promptly plunges into a water-filled tunnel, forcing a bit of tomb crawling to escape.
Samhain Night isn’t horror, but more of a B-movie fest, forcing the player to constantly deal with new obstacles, from aggressive spiders to a (simple) maze. It’s quite fun, though some will gripe at the linearity of it all. Others will gripe about secret passages that open without much indication, causing a bit of irritation. Most will gripe about the high loot goals on the highest difficulty, which could force some backtracking, though in fairness the items you have to collect will add to it nicely.
This mission is difficult, due to the aforementioned high loot goals and due to the fact that the highest difficulties forbid killing any of the undead that clog the tombs. An unhinted at secret room containing vital loot is also a pain to find. And getting a needed crown is an exercise that will require many reloads before figuring out a plan.
All in all, this is a slightly uneven, but fun mission. It doesn’t aim to scare you, but to challenge you, and it does a good job on that front. And I admit a weakness for crypts with secret passages and booby traps. Recommended.
The Dark One on 11/8/2017 at 04:43
For the record, PranQster (the author of The Siege Shop) insists that Lowenz be credited as co-author for his help in this mission.
In The Siege Shop, our hero is sent out to a former Builder training fortress up in the mountains, which has been taken over by a group of mercenaries. Rumors are spreading that they’re building war machines up there, and a mole sent in by a thieves guild has suddenly cut off contact. Needless to say, Not-Garrett is to find out the fate of the mole and steal any designs he finds. And loot the place, but he didn’t need to be told that.
This is a rather unique mission in The DarK Mod. I don’t know of any other mission in Thief fan mission canon that has you infiltrating with a hot air balloon, for one. Small touches fill the place, such as a machine patrolling the bottom floor and archers that actually practice firing. I noticed that on my second playthrough and loved it.
The mission is quite hard, especially on the highest difficulty, as you’re going to have to get a good 90% of the loot to finish, and a lot of it is quite well-hidden, along with a key for a valuable piece of loot. The mission also requires a bit of backtracking, and it falls a little too hard on the tedious end of the scale, due to a patrolling machine that moves at the speed of frozen molasses, making said backtracking a pain.
The mission has very nice aesthetics to it, but then I like castle missions. Of particular note is the cavernous workshop on the lowest level and the moat running through it. As said before, the little touches help the atmosphere immensely, and I admit I enjoyed how the leader of the mercenaries was shown as a hard, but actually decent guy. It doesn't seem like much, but I liked it.
All in all, a fun, though slightly tedious mission. Recommended.