Nightwalker on 13/11/2002 at 13:12
I have had it happen in some missions, and not just with water arrows, but gas arrows as well as moss arrows. I don't think it's connected with something wrong in the mission, but some flaw in the game that crops up intermittently, because I've seen it in the OMs, too. I never ran into it in Smuggler, though and no-one else has ever mentioned it.
I'm afraid I have no idea how to correct it, other than perhaps going back to an earlier save and trying from there to see if it's still happening. Maybe someone else will have a better idea.
BadArm on 14/11/2002 at 07:09
Thanks Nightwalker,
I tried going back to right before I picked up the weapons, and it still happened. I'm not going to go way back in this mission, as it's a very hard mission. I thought that maybe I could edit a file or something. At any rate, I am having fun running around putting out every torch I come to. I figure, why not? This is like having an endless supply of water arrows. There are problems though, besides it being hard to hit a torch from far away, they won't put out fireplace type fires. Hopefully I won't need to.
Nightwalker on 14/11/2002 at 14:25
As long as they are putting out torches, you should be fine. Have fun!
Daniel8ty8 on 28/11/2002 at 19:33
Hi! I don't post here much (though I wish I had the time to), but I'm a very devoted player of Thief and the fan missions.
Anyways, I'm playing Smuggler's Request on Expert level right now, and I'm having trouble getting past a trio of guards (technically just one) in the Guard House. In the room right behind the one with the archer standing guard outside of the Guardhouse proper, there are two guards standing in a room with a carpet in the center of a marble floor. Anyways, the only way to pass down the carpet to get to the door behind them is to knock out the two lanterns around them with my last two water arrows. Getting by them, there is another hallway which is unfortunately brightly lit and within plain sight of a sentry off the left, and it is impossible to get by without him yelling his head off and chasing me.
I've tried a lot of things around this: Noisemakers, Moss Arrows, and I even tried to take advantage of the Thief guards' patented low span of attention by just running and looking for a place to hide for a while, but none of them got me anywhere. Is there somewhere else I should go to get in, or maybe even find some water arrows to extinguish the torches in the room?
Thanks for any help, and if this description isn't that great, I'll try to get a couple of pictures from the game...
Nightwalker on 28/11/2002 at 19:44
Welcome to the forum, Daniel8ty8! :D
The hardest part of Smuggler's Request is getting to the Guardhouse with enough water arrows. You have to conserve them carefully in the section of the mission before this point or you'll never make it through. I think you may have hit that problem. (You do know that you can knock out the guards inside the guardhouse, even on Expert, right? The only guards you have to leave alone are the bluecoats in the streets.)
You won't find anymore water arrows until you get into the Guardhouse Weapons room and it will be pretty hard if you have no water arrows. The best that I can suggest is starting over and not using any water arrows unless you absolutely have to so that you get here with a couple in reserve. I know I had to do that the first time I played on Expert. :) Maybe someone else will have another suggestion for you, though.
Daniel8ty8 on 29/11/2002 at 18:52
Thanks for the help. I guess I'll play the mission from the start, though now that I know I can knock them out, I'm quite tempted to just knock out all of the guards with the help of a noisemaker arrow. Heh...
Nightwalker on 29/11/2002 at 18:54
I've actually used that tactic and it works quite well, but I had to darken a hallway first, which you can't do, if you're short of water arrows.
Creeper on 2/12/2002 at 00:48
Hi,
I'm playing on hard, and I must have missed something. I've finished up on the ship. I've been in the evidence room. I've searched through all the posts for Smuggler's Request, to no avail. I haven't found the captain's log book, or this safe where the combination is derived from the clue about how many innocents are in the cells and so forth (haven't found that clue either). An elevator shaft with a button that doesn't work is mentioned, and a secret hole in the rafters of a storage room. None of these things ring a bell. I don't usually have many problems missing things, as I move pretty slowly and scour the place pretty well. And when I do get stuck, this forum has always bailed me out. Not this time, or I'm completely overlooking something very obvious. That is entirely possible.
Thanks
(the torture chamber is also a complete miss for me. I hope they are all connected to the same thing I overlooked)
Nightwalker on 2/12/2002 at 01:46
Yes, all those things are in the same place, which you must have overlooked. You need to go back to the Guardhouse and into the vault area. There's a door from the vault room that leads out into a hall with a set of steps leading down. Go across that hall and through another couple of doors. Past here, you'll find the elevator with the broken button that leads to the area where you'll find the things that you missed.
tacky on 2/12/2002 at 01:56
Yes. They are all connected. Nightwalker summed it up, but I will try and put into detail what you need to do. I never played this mission on Hard, however, only expert, so things may be different.
[SPOILER]On expert, the captains log book is in one of the lockers in the evidence room. I don't know if it would be different on Hard but I should imagine not. If you return to the secret passageways that require frobbing skulls to proceed, you should have also been inside the crypt with a few zombies; one standing, the others sleeping. The far wall of the crypt has another wall panel that can be opened by clicking a skull. From here, you should be on top of some beams with a patrolling guard and a few watchers underneath you. You should notice a caged window, a few doors, and a portcullis. The note on the wall in the room with the idle guard explains what needs to be done in order to get the code to open the portcullis. If you don't feel like doing the math, the code number is 5036. At this point, you should have a key for the other door from this area. If you exit the tile floored room, take the door infront of you and go passed the idle guard, you should spy the broken lift. The easiest way to bring the lift up is just by shooting the top button below you with either a broadhead or a moss arrow. Now you can descend into the lower prison area and find your way to the torture chamber where you need to rescue the captain, if it is indeed required for the Hard difficulty.[/SPOILER]
If you need any other information, I will be glad to help. I have just recently completed and ghosted this mission after 5 days of playing, so my memory is fresh.