T2 FM: The Time That Has Passed (Jan. 27, 2005) - by comfortably numb
simon on 8/4/2005 at 13:13
I don't know if its a bug or I´m supposed to do something else first, but the switch in the gatehouse doesn't seem to work for me. It doesn't even light up when it should be frobable. Anyone else had this problem?
Great mission so far though :thumb:
Esme on 11/4/2005 at 16:27
Absolutely beautiful, I would have loved a few more climbing opportunities though
uncadonego on 11/4/2005 at 16:53
if the gate switch isn't lighting up, you haven't completed your first objective yet. You have to get all your equipment, and read the letter from a contact and the communication from the Keepers first. Then you will get new objectives, and the gate switch, prison doors, and the doors to the deposit spot for the items become frobbable.
RarRar on 25/4/2005 at 18:24
Sorry to resurrect an older thread but I just finished this one last night and it was pretty damn good. I love it when a mission seems to be almost over and then you get to something huge and new and different.
But what i really wanted to say about this mission was I loved the occasional spawning guards. They are NOT
infinitely respawning guards, which we all hate, but only at certain points do new guards appear on the scene. I love that. I'm the kind of player who bonks anything and everything over the head and once I clear out a mission, finishing things up becomes boring. I have always wished for the sort of thing that is done in this mission--guards occasionally reappearing to keep things interesting.
Quote:
A very good mission! I've just finished it, and found it very enjoyable and suitably challenging. Normally I don't like respawning AIs, but this mission handled it in a way that seemed natural, and it kept the City streets alive.
I wonder what other mission had respawning AIs but you didn't like it? I can't think of any personally.
uncadonego on 26/4/2005 at 20:14
Thanks RarRar :)
Musopticon? on 28/4/2005 at 14:29
Few things for the author:
[SPOILER]If Trickster really was behind Karras's rise to power, how come he was allowing the him to prepare the necrotic mutox to destroy all organic life in the world? Where would the old horned fellow get believers then? :p [/SPOILER]
[SPOILER]Why are the Keepers suddenly judging Garrett's persona in the final Keeper text, when the text before said that it was just stating the facts callling him humorless and dishonest. For the record; Keepers are neutral, not prone for bickering over the irony of the situation and over Garrett's greedyness.[/SPOILER]
The story was kind of lousy in some points(Delphos, his parents), but gameplay and architecture were top notch.
uncadonego on 28/4/2005 at 19:34
Musopticon,
The readables covered that....
second point....the original author didn't seem to have any qualms with showing keepers rant about Garrett's faults in T3. They are human.
Musopticon? on 29/4/2005 at 09:42
I knew I wouldn't get my point across on the second thing. Oh well...
About the readables:
Do you mean the one where it was said that only Dayport would be dusted?
uncadonego on 29/4/2005 at 21:44
Mus, if the keepers are truly and uncompromisingly neutral, then there is no T2 or T3, because Garrett got eaten by strangling lilacs in T1 and the Trickster succeeded in bring back the world that was. As for criticizing Garrett, in the writings and the films in the game, they have quite passionately called Garrett blind, said he left them for the greater folly of greed (folly= calling him a fool), asked him if he still refused to see, chased him down the street to try to talk to him one more time, left him a note on his way to AngelWatch to warn him to be careful because Karras was more aware of his actions than he realized, and in that same hallway left some hiddens stealth tools for him, etc. They get involved. If Garrett's personal faults are involved in what will be happening in the story, they will discuss them with him. They are telling him he has caused this problem himself.
First, yes, of course only Dayport would be consumed, especially in light of the final passage of The New Scripture which Karras wrote..(in Sabotage in Soulforge, go into the plans room and open a safe door. Use it to hop up above all those safe doors, and go to the first stained glass window on the left. Use the switch, and the floor will open in the center of the plans room. Follow the corridor to the desk with the scripture. Each servant was supposed to be spaced equidistant so that all the reaction radii overlapped with them all meeting in the center of Dayport. (For this to be true, you must ignore that master Willey and Lady Van Vernon live next door to each other! LOL!) Of course there are other locations in the world. Where the war is taking place, where Captain Davidson is getting his imported spice from, etc. Karras lost his mind and thought destroying one town would bring back the Builder to make paradise on earth. Obviously the Trickster is fine getting smoke blown up his ass by pagans, craymen, apes for craps sakes, eh, what the hell, people trapped in servant suits is fine to. The point was Karras and the Mechanists bribed Truart to "Ambush" Garrett and kill him. In my story, this would be after Delphos and his kids disappeared, so it was pointless to wait to show Garrett his dead family and his enslaved nephew before the Mutox struck. In my story I mentioned that the Trickster is constantly trying to gain as much influence over as many people as possible. Some are more open to such influence than others. The amount of influence he gained over Constantine, almost the two of them becoming one, was quite rare. His influence over Karras was very strong, to the point where Karras made some of his decisions in line with the Trickster's wishes. In saying that Constantine and Karras were the same person, it was only in relation to the fact that the same person, the Trickster, was effectively puppeteering them through the influence he had gained over them.
There are apparently signs the Keepers can observe to understand who is being influenced to what degree by the Trickster. The warning they give Garrett concerning the new sheriff can be compared to the warning they gave Garrett to be careful before going into AngelWatch.
The commentary the Keepers gave Garrett in their letter in regard to certain ironies was more an affirmation of the fact that prophecies can not be circumvented, despite the Trickster's mad and arrogant belief that they can be. The Keepers were merely observing that the prophecy about the Thief and the Trickster came true because the Trickster made Garrett who he was by making him an orphan. Trying to stop it actually made it so. The Builder is more intelligent than the Trickster, and sees everything plainly. The Trickster is merely trying to outwit the Builder, and never will. The end stage of many peoples madness, including the Trickster, is to bring down as many people as possible with themselves. The Trickster knew full well in T1 that bringing back the world that was would result in massive deaths. No different from Karras' outlook. The similarity is: New World, many dead, fine by me.
The letter may seem a bit preachy at this point in the story, but it relates fully to part three, where Garrett must come to a realization about himself in relation to prophecy, and become comletely selfless rather than satiate his selfish greed. Remember what the statue told him in T1..."your greed will become your own undoing".....
Just have faith for now that it's going somewhere with a purpose. I'm sorry I can't explain more to you at this time, but it will come together.
One of the beta testers thought some stuff in Two Fathers was not logical, but it pointed to part two, which he knew nothing about. In fact, I used some of his commentaries almost word for word in the police report in this mission. It's hard to know if you are writing too much explicative text, or not enough. I guess that's the problem with taking five years to make three missions that should be in one pack! LOL! Hey! I'm not Christine super-dromeder! :laff:
It will come together, trust me.
I hope this is enough to satisfy you for now, I've almost said too much as it is.
:)
canoli on 1/5/2005 at 18:23
Really enjoyed this mission after a few key turning points, namely:
[SPOILER]1) Finding the gate switch in the gate guard shack :rolleyes: (can't believe I missed that one the first time I was in there)
2) Finding the tunnel under the water in the pumphouse (if you don't have your gamma turned up, it is easy to miss. And even if you do have it turned up, it is still very well hidden)[/SPOILER]
The puzzle/trap involved in obtaining [SPOILER]the clock [/SPOILER] was one of the better ones I have seen in an FM...well done!
I also enjoyed the architecture of [SPOILER]the mansion[/SPOILER].
There was one window that was confounding me. I knew I could get in, but I kept trying to mantle and it wasn't working...finally had to [SPOILER]use a rope arrow on the window frame[/SPOILER] to get in. :mad: It was [SPOILER]just north and west of the city watch, after you pass through an archway[/SPOILER]. Grrr! ;)
But a very fun mission. Thanks :thumb: