howie on 24/3/2002 at 16:32
I got stuck in the ending transports on the first and second replay. :(
Inline Image:
http://www.ttlg.com/forums/images/icons/icon3.gif Put a window in the wall or use a jail door instead of the solid door, then the fire mage could be seen by the player.
Viper6 on 24/3/2002 at 17:00
It may be a Thief:TDP bug. This mission is for ThiefGold.
Focus on the empty box on the wall. Select the lever in the inventory. Right-click to position the lever over the empty box. Right-click again to insert the lever into the box. The lever should now appear attached to the box in the down position.
Focus on the box and right-click to throw the lever up. That will raise the portcullis and turn on the wall light (making Garrett a sitting duck for Athena spider).
If this procedure doesn't work for Thief:TDP players, then you're out of luck. Sorry.
Did just this, and the switch with the lever in it would not frob open. Like others, am using TDP with TG patch. First time I've ever encountered problems. Have TG CD. Should I be using TG CD when playing this instead of TDP CD? (Like I swap CD's when playing T1 & T2 missions) Thanks :(
xarax on 24/3/2002 at 17:35
I'll try not to spoil it:
1. Don't know what's wrong with the lever box. It works for most folks. Everyone that is having problems with it, please report your configuration here. We'll see what the common denominator is for this problem.
2. I changed the fire mage room brushes to be more logical. The first room was one large brush. I split it into 3 brushes to propagate sound around the corner, instead of directly propagating sound through the brick wall.
3. The front door for the fire mage now blocks sound at 20%, instead of 60%, so it is much easier to hear inside where the mage is.
4. The outside guard will check the fire mage door during his patrol and ensure that it is shut on each pass.
5. There are a few more moss arrows to find, depending on difficulty, in the mage/garden area. You probably don't need them if you've been careful.
6. The secret teleporter to return to the mystic treasure room is now activated by a room brush, rather than a BoundsTrigger. That solves the problem of resetting the teleport after use. Before this fix, the player that returned to the teleporter had to walk twice through the BoundsTrigger to make it trigger again. Now it works correctly.
7. There is a separate walk-through file Walkthru20.str in the zip and it can be downloaded separately from my website.
xarax on 24/3/2002 at 17:49
Quote:
Originally posted by smithpd It was a very enjoyable sequel, not as small as was made out. No bugs that I could find. I played it through on Ghost and had no problems with it. I have played Varyx Obelisk so many times that I am somewhat familiar with Xarax's tricks.:) I came up 100 short of loot.
100 loot seems like it was a belt pouch. There are 2 (walking) pouches, and 1 on the floor somewhere, IIRC. :thumb:
btw: The mission seems small to me, because I've been through it a zillion times. eek! :eek:
xarax on 24/3/2002 at 17:54
Viper6, it wouldn't hurt to try playing the mission with your ThiefGold installation, rather than Thief:TDP. Let us know what happens.
smithpd on 24/3/2002 at 18:42
Viper6,
I suggest that you install Thief Gold and, after a while, deinstall TDP and use Gold for all your future Thief 1 needs. That works for me, plus you have those three extra missions to go back to.
And anyone who doesn't have gold who is a Thief fanatic - beg borrow or steal to get a copy.:) It is not available for purchase in stores, but it can be found in various places on the net where people sell used software.
DreamWalker on 25/3/2002 at 00:48
Most enjoyable. Architecture with curves and groves, impressive towers ... very refreshing. I found it very difficult 'ghosting' given my "wack'em first ... ask questions later tendencies". That priest sure had sensitive ears!!! Got somewhat confused when trying to remember where I had seen the portal that would take me back to home turf but finally found it and with all the loot too (a first re: loot in a long time). :cool:
Only one complaint. It was tooooo short!!!!! When do we get to play the next one?
:thumb:
xarax on 25/3/2002 at 01:14
Trials Of The Master Keepers was the title of the prequel to The Varyx Obelisk. I had to trash it because of scene complexity errors, maxed out brushes and objects, the usual problems with DromEd1. It's where Garrett first learns about the Keeper's teleportation portals, mostly puzzles within an intricate abandoned labrynth, and a few undead wandering around...:eek:
I may try again, depending on time and resources, to make the prequel so I'll have a trilogy.
ouzman on 25/3/2002 at 17:58
I really enjoyed this one. I found the puzzles in The Varyx Obelisk very difficult and put it on my "come back to" list but I actually made it all the way through this FM. I found no bugs.
Jocke on 25/3/2002 at 20:57
Well, I finished it... It was fun but not really my style. Altough I have to admit: I cheated to get past that gate. I deleted it in Dromed and started over.:rolleyes: A little Dromed knowledge is just healthy...:cheeky: