gnartsch on 18/10/2010 at 22:13
Thanks for this mission, DarkMax !
I enjoyed it a lot and loved the scenery, architecture, ambient, ... you name it.
And I can't wait for the sequel !
Any news on that ?
cavador_8 on 10/1/2011 at 15:03
Which readable triggers the man carrying the Machinists Key to start walking to the pub?
Is it the book on the floor beside the bed in the Armory or is it another book in the pub?
DarkMax on 11/1/2011 at 12:23
Quote Posted by cavador_8
Which readable triggers
the man carrying the Machinists Key to start walking to the pub?Is it the book on the floor beside the bed in the Armory or is it another book in the pub? The
book in the armorer's shop, next to the bed, if you don't like waiting, just go to the clocktower and you will see the Machinist walking right there
cavador_8 on 11/1/2011 at 13:35
Thanks DarkMax, I am looking forward to part 2. Hopefully it will be ready soon? I really enjoyed this part 1.
jiansonz on 12/1/2011 at 22:56
Wow! What a great mission! Breathtakingly beautiful just about anywhere, and some fun gameplay overall. Just amazing, and I eagerly await the next part.
I have only one (minor) gripe: wooden beams high up in a certain area is an unfair death trap, and they ended my no-reloads run. I was hanging from a rope arrow shot into the (long) side of the beam, and all my years of practical knowledge of how the Dark Engine behaves told me that it should be possible (easy, even!) to mantle up on the beam from this position (I had an idea that getting up on the beam might allow me access to the roof here) but it didn´t work. I plunged to my death some 60 ft down below. Ouch...
My only explanation to this is that there must be an invisble barrier somewhere above my head. NOT fair!
I´d like some help to tie up some loose ends, please:
* A note on the Ramirez balcony says something along the lines of "we´ve hidden the stolen goods in the tower near Marco's place". Well, on the small plaza just outside Marco´s place (which I presume is the place quite close to the starting point that has a locked door that unlocks with the machinist key) is a really high tower, but it looks very much impenetrable. Is this it, or does the note refer to another place?
* If you go from the starting square, through the gate with the note and then take the righthand passage, you come to a downwards slope and then to an area which has a walkway high up. The walkway has a roof and it is not "massive". Is it possible to get into this walkway or is it just for show?
* In the area with a card table, some loot and some chairs (one is overturned), there is a ladder that leads up to an unfrobbable wooden hatch. Can this hatch be opened? Secret switch, maybe.
* "Come out coward, I have something for you." Note in the armorer´s shop. What was that about? I was convinced the armorer had been watching me, and then booby-trapped the exit or would be waiting there with a fire arrow with my name on it! But...nothing... :confused:
* In the Mechanist church, is there a way up onto the walkways where the archer patrols?
* To the right of the church (if you stand in front of it) there looks to be a large Mechanist area behind a very large iron gate. There are some buildings, one of those huge Mech statues, etc. Is this area accessible or just for show?
And lastly, a little tip: you don´t have to find the Collector´s key to be able to finish the mission (I was playing with such a low gamma that I didn´t even notice the box with the key until much later). One of the two locked doors (the one leading to the room with the emerald jar) inside the Collector´s building can be uh...*stabbed* open with the dagger.
DarkMax on 13/1/2011 at 06:10
Quote Posted by jiansonz
Wow! What a great mission! Breathtakingly beautiful just about anywhere, and some fun gameplay overall. Just amazing, and I eagerly await the next part.
I have only one (minor) gripe: wooden beams high up in a certain area is an unfair death trap, and they ended my no-reloads run. I was hanging from a rope arrow shot into the (long) side of the beam, and all my years of practical knowledge of how the Dark Engine behaves told me that it should be possible (easy, even!) to mantle up on the beam from this position (I had an idea that getting up on the beam might allow me access to the roof here) but it didn´t work. I plunged to my death some 60 ft down below. Ouch...
My only explanation to this is that there must be an invisble barrier somewhere above my head. NOT fair!
I´d like some help to tie up some loose ends, please:
* A note on the Ramirez balcony says something along the lines of
"we´ve hidden the stolen goods in the tower near Marco's place". Well, on the small plaza just outside Marco´s place (which I presume is the place quite close to the starting point that has a locked door that unlocks with the machinist key) is a really high tower, but it looks very much impenetrable. Is this it, or does the note refer to another place?* If you go from the starting square, through the gate with the note and then take the righthand passage, you come to a downwards slope and then to an area which has a walkway high up. The walkway has a roof and it is not "massive". Is it possible to get into this walkway or is it just for show?
* In the area with a card table, some loot and some chairs (one is overturned), there is a ladder that leads up to an unfrobbable wooden hatch. Can this hatch be opened? Secret switch, maybe.
*
"Come out coward, I have something for you." Note in the armorer´s shop. What was that about? I was convinced the armorer had been watching me, and then booby-trapped the exit or would be waiting there with a fire arrow with my name on it! But...nothing... :confused:
* In the Mechanist church, is there a way up onto the walkways where the archer patrols?
* To the right of the church (if you stand in front of it) there looks to be a large Mechanist area behind a very large iron gate. There are some buildings, one of those huge Mech statues, etc. Is this area accessible or just for show?
And lastly, a little tip: you don´t have to find the Collector´s key to be able to finish the mission (I was playing with such a low gamma that I didn´t even notice the
box with the key until much later). One of the two locked doors (the one leading to the room with the emerald jar) inside the Collector´s building can be uh...*stabbed* open with the dagger. * It's the building with Dewdrop inside, it's a mini tower:p
* Just for show
* It's not accesible, it's decorative...
* That's a
threat from the thieves, you see,
they are in conflict with the armorer* Just for show...
* Just Decorative :p
I'm glad you enjoyed it, part 2 is in progress :)
clearing on 13/1/2011 at 06:36
Quote Posted by DarkMax
part 2 is in progress :)
:thumb: Great! :D
jiansonz on 13/1/2011 at 07:53
@DarkMax: thanks for a fast and thorough answer. Now I won´t need to spend time trying to get into these areas.
Ah, I didn´t pick up on the conflict.
On a replay I just found a little area I missed the first time, which gave me 15 of the 215 loot I didn´t find the first time. This mission has so much cool stuff to find... :thumb:
doug on 13/1/2011 at 12:46
there is a grey building near the start is that the manor,where is the key,been all over i cant find it someone please help me
doug on 13/1/2011 at 14:14
Quote Posted by doug
there is a grey building near the start is that the manor,where is the key,been all over i cant find it someone please help me
its ok i got in,but where is the mansion