Dafydd on 28/8/2004 at 03:56
I forgot, I already got that purse. I'm still ridiculously short on loot, though, and I have no idea where the skull is. Maybe in the Five Witches cemetary?
Any suggestions? I've sort of been through the museum without finding much of interest.
Oh, did you mean for the flashbombs from the armory to be non-functional? I throw them, and they just freeze in the air. I can pick them up again, but they don't explode. Not that I can use flashbombs while ghosting anyway....
Dafydd
Sluggs on 28/8/2004 at 04:35
Have you been in the office and found the hidden lever? IIRC, there's a key in there that will get you up into the attic for more loot, i think. There's loot around inside but not much. You will find what you're looking for in the 7 witches cemetary. So called because of the 7 Witches that lie there, above the grounds.
As for the flashbombs, i've never noticed that problem before and no-one has spoken of it happening, until now.
Dafydd on 28/8/2004 at 04:48
After leaving the museum, I decided to head back to the area on the other side of the gate, where Basso, the girl, the patrolling guard, and the two stationary guards are... where I'm supposedly allowed to be.
First, the girl alerts if she even sees me, even though she didn't alert when I shot the water arrow to open the gate. That's all right, I can work around her.
But -- the guards way at the opposite end, guarding the door that (I believe) I have to enter, go into full attack alert the moment they see me now. I never even went over there, so I don't know why they're after me; but I don't think I can go any further without bashing people.
Yeesh, what's up with this? Why all of a sudden do they want to kill me? They were too far away to see anything, and they never alerted or moved when I opened the gate.
No, I didn't find a hidden lever in the office (in the museum, I presume)... which room is the office? Where is the lever?
Thanks,
Dafydd
Sluggs on 28/8/2004 at 05:57
I can only presume the lassie had alerted them. They probably heard her screaming, went over to investigate whilst you were finding a way into the Museum and went back to their posts, now alerted.
In the Museum: The office is next to the stairs, to the left of the main doors. At the side of the office is a large support leading to the attic. You'll find the lever at floor level in there. It's a normal size lever, not a tiny one so you shouldn't have any trouble finding it as long as you crouch around.
I didn't think you'd be able to Ghost past those Guards. I should have put in a Noisemaker arrow, or is that a no no in the ghosting rules?
Dafydd on 28/8/2004 at 10:31
Quote:
I can only presume the lassie had alerted them. They probably heard her screaming, went over to investigate whilst you were finding a way into the Museum and went back to their posts, now alerted.
No, she wasn't alerted... she gave a comment, but never went into alert. Remember, Sluggs, that after opening the gate, I stayed in that first area, not passing through the gate for several cycles of the patrolling guard going up and down: nobody was alerted, nobody came over to investigate, nobody screamed. In particular, those two guards by the door didn't move, didn't react, did nothing... until I returned from the museum. Then they went ape.
Same with the girl herself. There is some weirdness either in the mission or in the Dark engine... nobody alerted when I opened the gate; nobody alerted in the two minutes I just sat there, watching to see whether anybody would freak out. They only alerted after I passed through the gate, did the museum, then returned.
Weird.
(Oh, and using a noisemaker arrow busts the ghost. No distractions allowed.)
Dafydd
Dafydd on 28/8/2004 at 23:43
All right, I gave up trying to ghost. I went around and knocked everybody out.
I worked through the rest of the mission to the point where I was in the cemetary. Down the hole, and I can see the skull.
And there my mission stops, because I can't swordfight a hyped-up haunt who can see perfectly in the dark, has some ungodly number of hit points, and can strike three times to every once I can strike.
Unless I'm missing some huge and obvious secret, I don't see how I can even finish.
Edit: Oh for God's sake. If I stand in the hole, the haunt can't even touch me. I can hack him to pieces. I'm sorry, Sluggs, but this is just ridiculous!
So now I have the skull, but I'm still about seven hundred short on loot to finish. What huge treasure cache am I missing?
Dafydd
Sluggs on 29/8/2004 at 00:04
I know it's crap. I could have told you that myself. I was learning Dromed as i was making that thing and i never even heard of you ghosters before. It's just something a glued together and stuck keys any old place! :p Oh, i also had to learn Dromed alone. No Internet = no TTLG back then.
If you can't find some of the loot, there a lootlist for it at Thiefmissions.com Thank Nightwalker for that.
Considering it's faults, i'm surprised you went as far as you did with it. :thumb:
Dafydd on 29/8/2004 at 19:37
Using the lootlist, I was able to finish the mission with zero damage.
I don't agree with Sluggs that Murder In Featherstone is "crap." It's a newbie mission and makes some mistakes, the same mistakes most people make: I think the gameplay is too hard, there are too many keys to hunt, and the gameflow is obscure (it's hard to know what to do next). I also think it's too hard to spot the secrets and much of the loot (too dark -- but that's a generic problem I have with TG missions).
But the architecture is very, very nice, and there is good variation between the flow sections (ordinary city with friendly guards, city with hair-trigger guards, sewers with a spider and a haunt, brightly lit museum with loud floors, abandoned factory, and tombs beneath the Seven Witches cemetary). There isn't an excess of AIs, and the ones he has are also a good mix between guards, bystanders, and others. Sluggs gamely resisted the temptation to fill the mission footprint with miles and miles of nothing but miles and miles, as some authors of early missions do -- the Enterprise springs to mind, the first mission of Frobber's Keeper of the Prophecies mission-pack.
Note for the record: Murder In Featherstone is definitely not ghostable: aside from any other problem, one critical key is inside a box which must thus be destroyed, which busts the ghost.
I'm playing Sluggs's FM pack, whatever it's called -- the one with Setup, Ferrying the Iceman, and Locked In (I'm in the second one) -- and so far at least, I think he very much improved both gameplay and difficulty... though I was annoyed at the requirement in the first to KO two AIs; it's artificial, unsupported in the story, and forces many players to play a different gamestyle than they're used to doing (a lot of people ghost, and a lot of people like to play Lytha style).
Murder In Featherstone -- oddly named, as there is no murder -- was frustrating, a venal sin, but never boring, which would have been mortal!
Dafydd
Sluggs on 29/8/2004 at 20:47
But there was a murder. The chap that was supposed to take the Skull back got killed. The dude in the sewers was quite dead too but he doesn't count in the title.
Oh dear, you're playing the next bunch now! :o I hope you like swordfights! Don't be expecting to "Ghost" the 2nd one.
Here's a little tip for getting rid of the Bot on "Expert" Lead it outside into the rain if you have no water arrows left. Ferrying the Iceman is one heck of a challenge on Expert and if you survive then you're one tough cookie! :wot: