That Miserable Thief on 19/7/2003 at 05:47
Thank you very much, Nightwalker. I had been in the jail several times and, in my haste, overlooked it every time. I spent most of my time scouring other areas. :mad:
[SPOILER]What I don't understand is, how would the guards not be alerted to someone routinely breaking into their jail to enter a secret door in a closed cell that would most likely need to be left open to actually access it? (being the "sewer way" mentioned in the note) Ah, I guess I'm overanalyzing in an effort to ease my frustration in overlooking it in the first place! [/SPOILER]
amievil? on 20/7/2003 at 18:14
garrett comes back later, opens the cell by the switch on the wall, gets into the cell and enters the sewers. play part 2 :D
nil8hate on 3/12/2003 at 05:46
Read this whole thread...went back and read the briefing....got my hint about [SPOILER]the key being with the 3 guards.....knocked them out....no key....have knocked out every single guard and been everywhere (i think) and cannnot find the key to prison so that i can get down into the sewers........i see that it is not supposed to be so difficult...but either i am aging also.....or.......[/SPOILER] Someone please give me a fairly direct lead. i am playing on hard...and have read that i cannot get in that way on hard....sooooooooooooooooooo....what???????????:confused:
Oneiroscope on 3/12/2003 at 06:09
You have to play on expert to get the key.
Nightwalker on 3/12/2003 at 15:38
There are several different sewer hatches in town. On Hard, you don't get into the prison so you need to look for a different hatch to find access to the sewers.
nil8hate on 4/12/2003 at 03:19
i have been to every hatch...opened one that leads into a house with 2 people and a flashbomb........and spent about 2 minutes picking the lock for basically nothing!!! i have run all over looking for another frobbable hatch...and it just aint happening...very specific hint/spoiler please. actually, not so sure i will even finish this one...i am having lots of trouble with ladders, tightspots, not being able to get out of water, etc...so i am frustrated.:p whew, now that's off my chest........off i go
oops....it just did not give me a little sound to indicate that was in the right place. :o
<Username> on 19/5/2019 at 08:42
This is the first of a five-part campaign that was never completed. When I saw the long briefing text in the read-me file, my heart sank: I was not willing to read that much fan fiction. So I jumped into the mission without knowing the backstory. How does a motel fit into the world of the Dark Project anyway? Isn’t a motel a hotel designed for owners of motorized vehicles?
In the mission, you traverse a wide, open city street on foot. Several of the buildings on both sides can be accessed and looted. Fine in theory, but I personally think Thief works better in narrow, cramped spaces as opposed these wide open areas: You can spot patrolling guards for afar, wait in a dark spot, and blackjack them when they pass by. This was way too easy. Since there is no challenge, the gameplay becomes boring. I resorted to bunny hopping a lot to get to places faster.
There were several areas which I would have loved for the author to fix after some bugtesting: 1. Several ladders are placed in way that makes it difficult to get off them. I could not get off the ladders leading up the water tower and the attic where the too lovers are. I had to jump to the side and grab a ledge instead. 2. Some stairs were also problematic: I was not able not walk normally up the stairs in the building with the stroboscopic light and had to mantle up several of the steps. 3. There is an invisible door next to a woman on a balcony who is carrying a purse. 4. The placard with the electricity warning is floating in front of the wooden board it is supposed to be attached to. 5. The people gathered around the fire in South Hampton Cemetary go into search mode when they spot you, but then wander around as if they were blind. I think there is no flee point set for them. 6. The barkeeper does not react to you, but will become alert if you make noise. This is a bit of an immersion breaker. 7. The time it takes to pick the locks of the two sewer access shaft lids is way too long. 8. You can't avoid being seen by several innocent because they are standing in cramped, brightly lit rooms you must traverse through.
Finished on Normal in 44 minutes with 786 of 1223 total loot.