ShadowWolf421 on 6/11/2003 at 08:53
:laff: :laff:
:thumb: :thumb:
maybe make it to where you can frob the helmet and take it off em then knock em out lol
Nightwalker on 6/11/2003 at 13:54
Ghosting includes not taking any damage, as far as I know, at least I've always played it that way when I ghost (not that I do a lot of it), so there's no need for healing potions. I also don't believe you can disable any of the big bots, as that would count as property damage. If you can just flip a switch and turn things off, like lights or Watchers, that's okay.
dbrilliant on 7/11/2003 at 03:27
I'm having trouble getting the decrypting machine to operate, I think there is a special device that I've missed somewhere. I looked in the walkthrough's, but can't get any clues to help me work it.
Nightwalker on 7/11/2003 at 03:57
dbrilliant, did you [SPOILER] find the missing piece that the apebeasts took and hid? You need to reattach it to the machine before it will work. [/SPOILER]
krogger on 7/11/2003 at 10:57
Hi all, I just wanted to say that I enjoyed the mission as a whole. It was large enough to give a feeling of being involved and the puzzles were a nice change of pace. Although I personally would have preferred puzzles which were less of a trivia contest and more about manipulating the thief-world. Until I read the readme, I was under the impression that the clues were intended to be matched up against other clues in the game. So I was thinking in terms of the senses and loss (Braille, morse code, etc) and trying to remember the old rules about which came first and plugging those into the combination lock....then when running into the [SPOILER]code outside Rosie's cell my first thought was that part of the sign would have to be somehow translated by the translater nearby, I was imagining having to find a paper and get an copy of the little asterisks....well you can imagine. I actually quit out of the game and only read the readme by chance. That combined with the old rhyme about mice made it pretty apparent, but it frankly didn't occur to me that is was going to be that kind of puzzle. [/SPOILER] Anyway, the general point I'm trying to make is that these puzzles largely depend on context, and if this isn't established, many of the questions are going to seem a bit arbitrary. So, having stuff in the readme is good but maybe you should just put up a sign or something near the start of the game to make what you have in mind more apparent. A sign that says, thanks for playing my mission, and remember that these puzzles may relate to the real world and not just the thief one would be more than enough. Anyway, I'm probably just mouthing off here but I think it might make the experience more enjoyable for the players and the designer as well (not getting ungrateful feedback). I would like to say again, for the record that I appreciate the time and effort put in by the designers and today that means uncadonego. So thanks Uncle Don....if that is your name.....btw is Uncle Don a reference to the old children's radio host? I can't help but ask.
Dafydd on 7/11/2003 at 11:43
[Uncadonego]
Quote:
No invisibility potions eh? Did you rush the two back watchers from the back door of the precinct, or put out all the torches?
Is using a flashbomb on a watcher OK?
I put out the torch and lantern on each front corner, and also the middle torch on each side; the front corner watchers were easy: total darkness the whole way. For the back watchers, I started (in each case) from the corresponding front watcher on the same side... I had previously found that I couldn't traverse the back without blowing out several more torches, and I didn't have that many water arrows.
I crept along the wall as close as I could, until the darkness gem shifted from deep black to the next step up, but still without the center of the gem brightening. Then I stood up; the center brightened, but it was still dark enough that the watcher couldn't see me. I waited until it was turning away -- and the patrolling guards were out of sight, of course -- then I ran full tilt, getting underneath the watcher before it turned back to me. Then it was a simple matter of climbing the ladder, creeping up, and turning each one off.
I would think using a flashbomb at all is forbidden in ghost mode, as it would count as an alert, whether the target was a guard, a bot, or a watcher. The following items are completely useless in ghost mode: sword, blackjack, flashbombs, frogbeast eggs, healing potions, gas arrows, noisemaker arrows, mines, gas mines, and holy water (except in special circumstances, such as in Ominous Bequest). Broadheads are useful only to test a surface to see whether you can use a rope arrow, and perhaps to push a distant button, assuming no AI is near enough to hear the noise. Fire arrows are only allowed to do non-standard things, such as shooting at a tombstone to get some item -- and only when all AIs are
far, far away!The most useful tools for ghosting are water arrows, moss arrows, and rope arrows. Speed and invisibility potions are allowed but sort of frowned upon; "last resort," sayeth the official ghosting rules from Clayman, who invented the style. Oh, and of course Garrett's zoom-lens eye in Thief 2 FMs.
If you haven't tried ghosting, you should; it's a lot of fun! Basically, you can't let anyone know you're there... except for the unavoidable problem of stealing a bunch of stuff, which probably lets people know you were there, if you think about it :idea: .
Dafydd
uncadonego on 7/11/2003 at 18:38
uncadonego is how my nephew used to pronounce uncle Donald when he was a little kid. He's LD, and that's about the best he could pronounce so many syllables when he was younger.
I would recommend to everyone to always read the read me file. Authors went to the trouble of writing it for a reason. Sometimes they contain the information you need to know before you tackle a mission.
dafydd
So scouting orbs would be useful and likely allowed since no one is ever alerted to their presence. I use the scouting orb in Life of The Party to observe a nice little melee without anyone knowing I'm there. Try it. Do you know the "house breakers" near the castle? Approach them from the Necromancer's spire window through to the apartment window (with the broken elevator). Avoid the patrolling guard detecting you, and make your way upstairs. Open the door to the room the two thieves are plundering, and without being seen, duck into the darkened doorway in the hall. Throw out a scouting orb into the hallway and turn it to view the thieves. Wait for the guard to patrol back upstairs. Well, that takes care of those two! But would that be ghosting? No one would ever know you opened the door, so I'm not sure. It is almost like setting up a trap, which is frowned upon, but you didn't actually do anything to alert anyone to the fact that you were ever there.
Dafydd on 7/11/2003 at 21:12
[uncadonego]
"No Garrett/artifically induced suicides of AI or melees that intentionally cause AI to attack each other."
Sorry, but if you opened a door that allowed a melee to take place that wouldn't have happened otherwise, you're busted.
However, as I recall it, they end up fighting anyway, even without opening any door. I'm not sure it happens in exactly the same place... but I stood up on the nearby roof and watched it with my telescopic vision. I don't recall for sure whether I had opened any doors earlier; I didn't know about ghost mode then (it might not even have been invented yet, this is some years ago), so I wasn't keeping track.
In fact, now that I think about it, I suspect this was even before Lytha invented her method -- no killing or blackjacking, but alerts and property damage are allowed.
But I think I hadn't gone in there yet... so you can watch the melee without doing anything to precipitate it. But if you take any overt action to start a melee -- even just opening a door -- that busts your ghost.
But yes, you are correct, the scouting orb is perfectly acceptable, since it never seems to be noticed. I forgot about it because I never use it myself. I probably should, but I just never remember it!
Dafydd
dbrilliant on 7/11/2003 at 23:05
Nightwalker, I looked more in the walkthrough on thiefmissions.com and it had listed that the device was in the woods w/ the beasts. I went for nearly 2 hours and still could not find it. The walkthrough mentioned by a tree stump which I checked all of them. Can you give me a clue on how close I am. I kind of like this fan mission, since there are a lot of breaking & entering!!!!
Thanks:sly: :tsktsk:
Nightwalker on 7/11/2003 at 23:44
It can be a bit hard to see. [SPOILER] There's a tree stump near a hut that is located at the far side of the area where the treebeast stands. There's some frogbeasts near the stump. There's a little hole underneath it and the piece of machinery you need in hidden in there. [/SPOILER] :)