Beleg Cúthalion on 23/4/2008 at 19:59
No, ...don't stop!
xxcoy on 23/4/2008 at 20:17
I didn't think you'd do so either, Cutty. Interesting...
Beleg Cúthalion on 23/4/2008 at 20:22
Garrett's looking at you, kid. :p
xxcoy on 23/4/2008 at 20:23
That's very kind of him.
Dussander on 24/4/2008 at 09:32
Anything you can do, he can always reload and avoid your traps :ebil:
van HellSing on 24/4/2008 at 09:59
If it was TDS Garrett, I'd just get a moat :p
Fian on 24/4/2008 at 20:50
Quote Posted by Molock
Well, Garrett is the opposite of a moth so how do you catch a Mr. Garret? With shadows.....
Big treasure in well lit room full of electric lamps, one single shadow in the middle of the room with a gas grenade on the floor. Wait and enjoy. :p
I liked this solution best. (: Other ideas:
1. disable save game
2. Have the guards turn on all the lights if they detect an intruder, plus send a guard to get even more guards/police to come. Arm the guards with torches
3. Then have guards systematically search the building until they find him
4. Put your valuables in a time release safe that only can be opened at certain times during the day - that is what banks do.
jtr7 on 24/4/2008 at 21:46
Make a SHAS inducer.:ebil:
Lawviz on 26/4/2008 at 08:06
-Every guard must hold a lit lantern and is to wear an un-bjable helmet.
-At least 3 guards must be guarding the brightly lit safe wearing gas masks, and will not budge from where they stand even if they see Garrett. They are to wield bows.
-A cannon and watch eye is to be posted at the end of every very narrow hallway. When watcher sets off alarm, both ends seal and thief is left with a cannon. Guards are to be aware of such narrow hallways so they will not go after the thief. The hallways are also brightly lit.
-No torches, only electric lights
-Light switches are besides guards that are backed into a corner , in plain sight of the light switch...that is close to another electric light.
-Sleeping guards have a death penalty to discourage those who fall asleep
-To open the safe, each guard must stand on each side of the safe, 10 meters apart) and unlock the lockboxes at the same time
-Guards who carry keys should hang them around their necks. if its a purse, well its theirs, not mine
-Any mages, in the event the thief runs away before you finish that "fancy guesture", hold the missile and when he appears, you can instantly fire the projectile.
-Only the owner of the mansion knows this: every secret tunnels = dead end. In fact, the middle section of this cramped hallway is a pressure plate which will set off the alarm. No warnings, nothing. A secret is to remain a secret =)
-Notes written like diaries and journals will be diaries that have mini locks on them. They require combinations. Swording these will destroy them. Scrolls are fine as long as they do not depict personal thoughts
-teach guards to climb a ladder and learn to swim in water
-Archers should learn to charge while aiming. Reduced accuracy is ok. Better getting a shot in than aiming and retract every time he shrinks back behind a corner.
-Archers make fire glowing arrows dipped into mushroom soup, as a direct hit into the body will make the victim glow for a while, making them a more easier target. (Fire arrows discouraged as they deal damage to the owners house is missed)
-guards may carry speed potions and drink them if they spot a thief. I ain't paying for those speed potions though, but if the guard manages to catch a thief I will pay a handsome amount of gold. Since guards are not patrolling but standing idle, their free hand should be over the bottle at all times. No pickpocketing.
-Iron beasts are useless.
-When an alarm goes off, everything goes on, the light from the alarms will light up every. Single. Corner. of the entire estate. Maybe a waste of electricity, but this only happens if the alarm goes off.
-Most importantly, make it known that any unknown trespasser is to be killed on sight no matter who you are in the mansion grounds. This is to be posted in a big scroll or something on the main gate. I mean, anyone with good intentions should go through the main gate, right? This will save the lawsuits later when some rich folk tries to barge in demanding to talk to the lord XD
Game loopholes:
-On the verge of dying, all guards are to put away their weapons, thus rendering them "unarmed citizens"
-For that matter if their life is near 0, fake a death, resulting his own mission failure on his part. (hope that thief was an expert)
-Unguarded walls of the house are heavily disleveled to encourage heart attacks for thieves
-If the guards vocal cords are good enough, whenever they get hit, they yell "ting!" like when a sword hits metal, and hope the thief thinks they cannot be harmed by the sword...and blackjack.
-watchers seem to only notice thieves, right? They go yellow, then red. Since rats and the like do not trigger the yellow state, nor do the guards, why is there a yellow state? There's no "making sure the watcher is just seeing things", so eliminate the yellow state and head to the red stage immediately.
-Should Garret be discovered by a guard, that guard is to run towards him holding a picture of a skull floating towards him. Garrett will think he died and must start over again.
-Guards make zombie noises and movements and hope Garrett thinks they are physically immune to all sword and blackjacks. If the guard feels that he wets himself and glows for a moment, lean back and look at the sky while groaning in pain for a moment, and find out who shot that damned holy arrow. Since the guard is immune to holy water, Garrett will waste all his arrows thinking he actually is damaging the guard. Should the thief use flashbombs, have the guards uniform soaking in some chemical that reactlys readily in light to give off smoke if exposed to a flash of bright light.
-Guards do not ignore arrows shooting right past and landing next to them and say "just the wind i guess". They will say "Garrett, you missed me you taffer! Too scared to kill me are you?" ....and sound the alarm.
-And yeah, like van Hellsing said, get a moat if Garrett suddenly forgot how to swim.
-Pay the creator of this house to have the portal of which Garrett enters the thiefy world just over a vat of boiling hot lava. ( I mean seriously, Garrett seems to just "enter" the level without so much of a real explanation. If its the main gate, the gate is closed. How'd he get in? If he escapes, the end of the level consists of a gate or some kind with no lever to pull on to "escape". For example, return to the haunted cathedral, the "exit" is just an open area of rubble. Closer examination shows not a path leading back to the city. It's just another walled up area. Some exits even consist of painted doorways which you can't open The handles kinda painted on the wall and it mission ends. D:)
-oh yeah one more thing, if Garrett EVER speaks to himself, the guards can hear them also (disreguard the one where he talks underwater where he says he's gunna drown if he stays underwater too long).
EDIT: Make sure valuable objects don't light up or twinkle upon closer inspection. Doors must be manually opened, not making them light up and do some right clicking to open them. You must use you HANDS. Thats whats the door handle is for. Garrett will think twice bringing his PC mouse to rob my house.
EDIT 2: If possible, put 15 guards in one room with flashy uniforms and flailing wildly. With luck Garrett's mechanical eye will experience frame rate drops and hopefully lag him enough for the guards to catch him. If not, it should crash Garrett's mind (dromEd)
Dussander on 26/4/2008 at 14:05
I think the Mystic estate does a good job stopping Garrett, it certainly stops me 'cos it's too hard :x