Hengist on 23/7/2002 at 21:26
Thanks NightWalker!
Look here to find where there are more water arrows :[SPOILER]in the water pump area of the basement - there are two arrows in the pool of water - also in the chest in the security office are some waters - plus the supply warehouse in the town has some waters[/SPOILER]
Too many redcoats - sorry about that - it's always a tough balancing act trying to decide exactly how many guards is enough, but not too many. - at least you can black jack em all. I hate those guards in T2 with the helmets on that clang when you hit em...:grr:
diana50322 on 17/8/2002 at 17:19
I am a little late at getting to play this one but I just had to tell you how much I enjoyed this mission.
I found a spot in the mansion where I could hide behind a bit of wall near an open doorway and listen. I would wait until a Red-Coat walked past, walk up behind him, club him, carry him down the stairs out of sight, go back to my hidding place and do it all again. I think I had 6 bodies stacked up before I even had to move. They just kept comming and I just kept KOing them.
I missed 150g in total loot somewhere but I love the way this one made you work for the solution but not so hard it got frustrating.
Major :thumb: on this one!!
Spiderkat on 18/8/2002 at 06:36
Thank you Hengist! I'm having a great time playing this mission. That water ride was more fun than Disneyland! Whee!
Hengist on 18/8/2002 at 17:35
Thanks -:D
Love those Warm Fuzzies....
<Username> on 6/7/2019 at 07:28
The SecretWay is a classic Thief mission with City streets, a Hammerite cloiser and a pompous mansion. It is stuffed with neat little ideas and it kept me engaged from beginning to end. Finished on Taffer in 1 hour and 22 minutes with 3110 of 3610 total loot.
I will list some technical issues I noticed, but none of these really detracted from the great experience:
* Some AI have custom voices. This made the mission more engaging for me as I got to hear something other than the same old clips. The voice acting, however, is not believable and has rather low sound quality. It pulled me out of the game world, rather than pulling me in.
* The door of the guard post just outside the cell area of the City Watch clips into table inside if opened.
* Holman's cell can be unlocked before his speech first triggers. The player then has to lock and unlock the cell again, otherwise Holman will not hand over the cloister key.
* A tunnel west of the Hammerite cloister leads to what is clearly a black wall at the edge of the map. This is a very small immersion breaker.
* The framed picture on the west wall in the entrance hall at Binford's is only visible from certain angles. This is a bug I have noticed in several other missions as well.
* Many torches at Binford‘s are placed on walls with paperhangings. This seems like a firehazard. Maybe I am wrong, but I thinll electrical lights should be used on these walls.
* When I blackjacked Lord Binford, he went down, but then immediately got up again, ran away, and pulled a lever to activate the alarm. When activating the alarm, he faced AWAY from the lever. Then he fell down to the floor again, unconscious. Weird.