SlyFoxx on 6/3/2008 at 19:44
You are supposed to stay in the crypt and then find another way out.
[spoiler]read what you can in there for clues as to what to do...further spoiler if you want peal the next one away[/spoiler]
Bigger spoiler [spoiler]You have to shoot elemetal arrows at a few particular statues...don't remember exactly.[/spoiler]
Beeba on 7/3/2008 at 02:39
Thanks, Vigil and nickie.........I should have known this would come back to bite me in the you-know-what........(I wasn't sure if that was a clue, Vigil....or a come on......:cheeky: )
Thanks, slyfoxx for the assistance......I figured that I need to be in the crypt to get any further.......the problem is; I'm back out and the door's slammed shut.......guess there's no way back in and i'm stuck restarting....:rolleyes: too bad; i had everyone KO'd, too.....
SlyFoxx on 7/3/2008 at 03:55
Aww you'll be back in the crypt in no time....wack 'em all again...Itt'll be FUN!:D
Beeba on 7/3/2008 at 15:26
Thanks again Slyfoxx....it's done and i'm into the sewers and hearing those crazy monkey things.....hmmmmm........maybe I should have stayed where I was....:eek:
thanks again all........i'm sure i'll need more help in the future.....It's great to know that this is a good place to head when i'm stuck :thumb:
and do you all really ghost your missions?? I've never tried it; I've always been one to get all the loot; so I've always found it necessary to bash heads to get that job done.......then I can run around freely and take everything that's not nailed down...
The Phantom on 29/1/2013 at 23:34
Having played Lord Edmund Entertains recently, I just finished it's sequel 'The Vigil'. Took me 1 hour 17 minutes on Diabolical difficulty. Just as earlier posters, I'm also short of 150 loot of the total amount of 1525 even though I've thoroughly explored the map. Is it in some hard to find area that everyone overlooks or is it unobtainable :confused: Guess the 'Trickster's Loot Locator' would be useful here.
Anyway, I thought it's a pretty good mission. It contains some nice variation of settings - with tombs, sewers, hammerite compound and city streets - a couple of clever puzzles/riddles to solve and a few scripted events that are pretty cool :thumb: (like the gate that seals Ducal's Tomb, even though it's a coincidence it happens right when Garrett comes to visit ;)). The only problem I had, and which justifies the term 'Diabolic' for the highest diff. imo, was to solve the original "Riddle of the Three", forcing me to peek for spoilers. Congrats to those who solved it without help. The mission is mostly ghostable; some actions undoubtly alert a sentry or two nearby. It didn't managed to keep me immersed all the way though, like LEE did; the areas beyond Ducal's Tomb felt a bit empty, as if they're meant just for scenery, and could've been made smaller. Still, the level is well build with some nice design elements. And for it's age it's nothing to be ashamed of. Well done, Banshee!
The connection with the prequel is not entirely satisfactory, with the only objective to find more information about the Idol in Duke Creygan's journal (who got murdered by the evil Lord Edmund in part 1). Afterwards, it's all done in the game; no further investigation, no dealings with the Idol. The Journal however, is an interesting read and provides some useful clues.
[SPOILER]We can read that the band of three, the main characters in LEE, travelled to the Dark Isles man years ago, where they apparently found the Idol that would bring them so much misery later on. It seems the Idol originates from the 'cults of the dark gods', which once resided in the city. The Duke writes that he's quite convinced that the place he seeks "once stood north of Craven Road, between the Guild of Shoemakers and the abbey of St. Dymphna, on the site where the Grayfalk Museum now stands." It also reveals that none except Duke Creygan realised the danger of the artifact at the time and that "Eddie" was likely the most susceptible of the three to be posessed by it.[/SPOILER]
I wonder if Banshee was inspired by the game Baldur's Gate, which holds a similar quest about an Idol?
Anyway, the above revelations in the Journal seem to suggest that at least one more mission was planned, in which Garrett had to find the long lost entrance to a temple of some sort in the city, where he could get rid of the Idol by either distroying it or return it to the place where it can do no harm. It's a pity this was never realised.
BANSHEE, where are you!!?? Damned, it would've liked to play the conclusion :p
stevedonkey on 29/5/2019 at 22:18
I've played through twice now, and the angel for the Sword of the Champion is simply not there. Maybe broken version? Maybe it's not running properly with DarkLoader 4.3? Maybe there was some patch/upgrade I did that messes it up? (at one point I think I added some crouchjump mod or something or other, maybe even some other core files have been changed out... I can't remember but am willing to look if this might solve the issue)
Inline Image:
https://www.stevedonkey.com/thief-fm-the-vigil-problem.png
downwinder on 29/5/2019 at 22:32
i will load it now and check and let you know ^
ok i just got version from cheap thief missions and its fine,i am playing it on dark loader as all t1/g i have to play on dark loader,they don't work correct on fmsel only t2 does for me
i don't use any mods just fully updated thief games and darkmod
fortuni on 11/6/2022 at 12:46
dml courtesy Glypher
Fixes:
- goal 0 (now irreversible)
- final goal (now irreversible)
- starting point (correct position)
- loot
- doors (open angles, blockfrobs)
- quest items (teleports, non-drop)
- newmantle issues
- chests
- scroll
Code:
DML1
//T1 FM: The Vigil by Jussi Lehtinen (Banshee) / Fixes: miss15.mis.dml
//final goal
+ObjProp 10 "DiffTurnOn"
{
"quest var values" 0, 1, 2
}
+ObjProp 10 "Scripts"
{
"Script 0" TrapSetQVar
}
+ObjProp 10 "TrapQVar"
{
"" =1:goal_irreversible_1
}
//starting point
ObjProp 61 "Position"
{
"Heading" b800
}
//loot
ObjProp 93 "Loot"
{
"Art" 0
}
//doors
ObjProp 57 "RotDoor"
{
"Open Angle" 90
"Clockwise?" false
}
+Link 143 147 "ScriptParams"
{
"" Double
}
+MetaProp 229 -2420
+MetaProp 237 -2420
ObjProp 260 "FrobInfo"
{
"World Action" None
}
+Receptron 475 "EarthStim"
{
Min 9
Max None
Target 476
Agent Me
Effect "add_prop"
{
"Prop Name" Locked
}
}
+Link 475 476 "ScriptParams"
{
"" Double
}
+Receptron 476 "EarthStim"
{
Min 9
Max None
Target 475
Agent Me
Effect "add_prop"
{
"Prop Name" Locked
}
}
+StimSource 680 "EarthStim"
{
Intensity 10
Propagator "Contact"
{
Shape
{
"Contact Types" Frob Inv -> World
}
}
}
+Link 590 591 "ScriptParams"
{
"" Double
}
ObjProp 797 "RotDoor"
{
"Open Angle" 90
"Clockwise?" false
}
+Link 813 814 "ScriptParams"
{
"" Double
}
+ObjProp 820 "FrobInfo"
{
}
+ObjProp 820 "BlockFrob"
{
"" true
}
+ObjProp 821 "FrobInfo"
{
}
+ObjProp 821 "BlockFrob"
{
"" true
}
+Link 900 901 "ScriptParams"
{
"" Double
}
//quest items
Receptron 92 "BashStim" 00210000
{
Min 2
}
Receptron 92 "BashStim" 00210001
{
Min 2
}
++Receptron 92 "BashStim"
{
Min 2
Max None
Target 113
Effect "destroy_obj"
}
++Receptron 92 "BashStim"
{
Min 2
Max None
Target 91
Effect "destroy_obj"
}
++Receptron 164 "FireStim"
{
Max None
Target 638
Effect "destroy_obj"
}
++Receptron 164 "FireStim"
{
Max None
Target 90
Effect "destroy_obj"
}
++Receptron 168 "WaterStim"
{
Max None
Target 640
Effect "destroy_obj"
}
++Receptron 168 "WaterStim"
{
Max None
Target 641
Effect "destroy_obj"
}
+StimSource 635 "Stench"
{
Intensity 1
Propagator "Contact"
{
Shape
{
"Contact Types" Frob Inv -> World
}
}
}
+ObjProp 635 "StackCount"
{
}
+StimSource 636 "Stench"
{
Intensity 4
Propagator "Contact"
{
Shape
{
"Contact Types" Frob Inv -> World
}
}
}
+ObjProp 636 "StackCount"
{
}
+StimSource 637 "Stench"
{
Intensity 7
Propagator "Contact"
{
Shape
{
"Contact Types" Frob Inv -> World
}
}
}
+ObjProp 637 "StackCount"
{
}
+Receptron 681 "Stench"
{
Max 2
Target Me
Agent -1629
Effect "add_metaprop"
}
+Receptron 682 "Stench"
{
Min 6
Max 8
Target Me
Agent -1629
Effect "add_metaprop"
}
+Receptron 683 "Stench"
{
Min 3
Max 5
Target Me
Agent -1629
Effect "add_metaprop"
}
+ObjProp 762 "NoDrop"
{
"" true
}
+ObjProp 897 "StackCount"
{
}
//mantling
+ObjProp 134 "PhysCanMant"
{
}
+ObjProp 139 "PhysCanMant"
{
}
+ObjProp 140 "PhysCanMant"
{
}
+ObjProp 141 "PhysCanMant"
{
}
+ObjProp 467 "PhysCanMant"
{
}
+ObjProp 468 "PhysCanMant"
{
}
+ObjProp 570 "PhysCanMant"
{
}
+ObjProp 590 "PhysCanMant"
{
}
+ObjProp 591 "PhysCanMant"
{
}
+ObjProp 900 "PhysCanMant"
{
}
+ObjProp 901 "PhysCanMant"
{
}
//candlesticks
+ObjProp 137 "FrobInfo"
{
}
+ObjProp 144 "FrobInfo"
{
}
+ObjProp 145 "FrobInfo"
{
}
+ObjProp 146 "FrobInfo"
{
}
+ObjProp 224 "FrobInfo"
{
}
+ObjProp 225 "FrobInfo"
{
}
//chests
+ObjProp 540 "JointPos"
{
"Joint 1" 90.00
}
-Link 973 812 "AIAttack"
+Link 812 973 "Contains"
{
}
+ObjProp 812 "JointPos"
{
"Joint 1" 90.00
}
+ObjProp 816 "JointPos"
{
"Joint 1" 90.00
}
//scroll
-ObjProp 983 "PhysType"
ObjProp 983 "Position"
{
"Location" -2.5, -37, -4.75
}
//AIs
+ObjProp 47 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" hamgca
}
+ObjProp 355 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" hamgca
}
+ObjProp 739 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" hamgca
}
+ObjProp 890 "InvRendType"
{
"Type" Alternate Bitmap
"Resource" hamgca
}