JACKofTrades on 4/1/2007 at 21:10
NAC: pipes at warehouse: not that I could find and I've been to several places that I don't believe the author intended. :ebil:
Dia:
Taffer's sack: Look carefully around on the outer walkway (up the ladder) around the watch station.
Captain's storage room: is in the warehouse and is where the mission ends when objectives are complete. If the doors are barred, look for switches (in the warehouse).
Barrel: That's just wonky lighting on one of the barrels. It doesn't frob.
Has anyone got all the loot? I'm still missing 15 and it's driving me crazy.:confused:
Dia on 4/1/2007 at 21:54
Thanks Jack! I didn't see the ladder on the wall where the middle pipe between the archers' posts extends to the building across the street! Finished in 3hrs.38mins. with 1345 of the loot. GREAT FUN!! Many thanks, T. G. Levente!!
Regarding the loot you're short on: did you check out the open window above the tavern just before you get to the ladder that leads to the walkway around the jail? There's more than enough loot up in that room. If you haven't been up there yet, you'll need two rope arrows; one to shoot up into the eaves and one to shoot into the sill. Otherwise the drop back to the ground from the window can be a killer - especially if you're short on life-force thingies.
JACKofTrades on 4/1/2007 at 23:12
@Dia, yep, multiple times. I guess I'll just have to accept defeat. I'm not usually so obsessive about loot but after so thoroughly exploring this mission and falling short it just got under my skin. :sweat:
Maybe ffox or Nightwalker will take a fancy to this FM and do a loot list to ease my suffering.:cheeky:
Esme on 5/1/2007 at 16:05
four and a quarter hours 1450 loot on expert
interesting mission, almost a forced ghost really thanks to those helmets the guards wore, some nervewracking points due to the confined space and proliferation of guards
I think the lack of a backstory made it seem rather arbitrary though, things seemed to be done purely to increase the difficulty of obtaining an objective by forcing a particular approach such as not allowing a stealthy path past a guard and trying to force the player into a confrontation in a confined space, when coupled with a no kill objective and helmets that make a BJ useless it tends to frustrate the player and reduce the fun, I didn't feel a sense of achievement at obtaining an objective because it was too much work and not enough immersion in the game
I was more a case of ..oh there's two guards, it's a confined space, nowhere to hide, they turn round in less time than I can knock a water arrow let alone fire it to put out the torch, they see me from incredible distances if I'm carrying anything and if I stay still too long thinking they'll see me anyway .. now what ? what are my options - none, I have to get the torch out, if I alert them in any way they'll search and it's a confined space with nowhere to hide, oh taff they've seen me! - reload
I can see quite a few people giving up
and the arrow emitter had no logic, it came in handy for arranging the odd "accident" but it's hardly something you would find normally attached to a wall on the street, it seemed to be an arbitrary device used solely allow the player to circumvent an objective
but thats my personal viewpoint
overall it was a challenging mission, the sheer quantity of guards and their overlapping patrols make for a fair amount of tension and the architecture gives a claustrophobic feel which increases the tension still further however I think almost forcing the player into a particular style of playing detracts from the enjoyment
Dia on 5/1/2007 at 18:30
Jack; did you also check the room at the end of the pipes that run parallel to the archer's posts by the jail? I know that one was pretty obvious but just in case, ya know.
There's also the back entrance to the inn (where you have to get the globe) which is directly beneath the above mentioned room at the end of the pipes (I thought it was a dead end the first time I ran back there; the walls are lined with loot dishes and there are a few goodies to be had throughout that place - that is if you can dispose of the guards without getting slaughtered yourself.
Good luck!
I'm considering going back & replaying this one because I had so much fun. Definitely my type of FM!! :thumb: :thumb:
JACKofTrades on 6/1/2007 at 00:11
Dia: yep, got all those and been back to each several times and blind-frobbed all over the place just to make sure. I'm at 1685 of 1700 on the loot. I've been inside the apartments that are just outside the entrance to the warehouse area (that was an interesting crate stacking exercise on those pipes, to say the least). I've also been over the fence that blocks off a dead-end alley not far from the arrow launcher. Nothing back in that area other than a non-frobbable sword suspended high in mid air behind a tree (you can't see it unless you get over the fence). I'm tempted to install dromed just to look around and find out if it's even possible to get that last 15. :joke:
karstenpontoppi on 6/1/2007 at 22:27
T. Nagy Levente,
Great mission! A little had, when you want to find everything (I do).
But such nice time I've spend on this one. :thumb:
Gloria Creep on 7/1/2007 at 03:14
Quote Posted by Sticky Fingers
I'll try to describe the location : [SPOILER]Southern area, roughly central :- there's pipes overhead by which you can get into the window of a small church where (for some reason) there's some weapons lying around. The key's near a sign for, I think, a restaurant.[/SPOILER]
Jeez !!!
It was a vegetable store but THANKS anyway!!!
BTW: How did you get up there, in that churchwindow???
Gloria Creep :angel:
Gloria Creep on 7/1/2007 at 03:50
I only need the other Taffers sack. Where is it??? I thought it would be in the jailarea, but I couldn't find it in there.
Thank you Taffer, for making this great FM:thumb:
Gloria Creep :angel:
JACKofTrades on 7/1/2007 at 04:11
Gloria: see my post to Dia about 9 posts up. You'll kick yourself when you find it! :cheeky:
[SPOILER]look outside the jail[/SPOILER]