Nameless Voice on 3/12/2008 at 18:25
Do you mean the inside of the safe? Try using lockpicks.
Edit: I've noticed that the majority of questions on FMs tend to be answered by the asked a few minutes after asking. :)
TF on 4/12/2008 at 01:33
Just got around to playing this, it's bit rough around the edges but right up my alley with all the off the wall scripting stuff, also am I the only one who noticed the new feeler things on the craymen's heads?
Melan on 4/12/2008 at 08:23
Not at all. It's just one of the many clever ideas in there. :D
Thelvyn on 4/12/2008 at 09:26
So was anyone else fooled at first ? I was like WTF How did that happen ?
It only lasted a second though as I do not have TDP installed only
Thief Gold and TMA.
It is not actually thief1 but its close. Dunno if there is a real T1 mission in these or not, I am playing them in order. Well Darkloaders order.
I missed the drunkard hole and savings box stuff guess I have to play it again.
smithpd on 5/12/2008 at 04:48
I certainly noticed the craymens' antennae. Excellent! How about the mushrooms that kind of explode and light you up before they extinguish? How about the water arrow that makes bubbles when picked up? And the other underwater bubbles? I liked the cray claw on the obelisk, too. The rocking an rolling, the dripping water, the fallling stones. This one is just filled with little details that fit in and add to the atmosphere without being simply displays of trickery.
The only problem I am having is that the craymen are just a little too sensitive for my taste. After extinguishing nearby mushrooms and with a totally black light gem, I am often seen. I just keep trying, and eventually I get through it ghosting. The objective "do not kill or otherwise incapacitate" makes for pretty tense game play. I cannot recall being so wound up since I ghosted the T1 mission Escape.
Great mission so far, and very inventive. I think I have a long way to go.
Edit: I was wrong. I was close to the end.
Finished it, missing 20 loot. The ghost was busted by an unavoidable sighting at the wine bottle pond. :( It is definitely worth a replay. I really like the clever use of tools for different purposes.
Sticky Fingers on 6/12/2008 at 05:41
Found this a refreshingly different entry from those I've played so far. It gave a claustrophobic & dangerous feel, with appropriately decayed / abandoned items scattered about.
I'm always keen to see realistic details in FM's - where appropriate they can add so much to the immersion & feeling of 'being there'. Some examples I really liked in this FM:-
1. the multi-stage fall at the beginning - a nice change from the usual 'drop-like-a-stone' type,
2. the constant tremors suggesting you shouldn't dawdle,
3. the smashable mushrooms; why can't Garrett smash or cut them down if they make him too easily seen? (authors could always leave some out of reach),
4. operating rusty/stubborn machinery, complete with grunting sounds & an 'invisible wall' to (logically) keep him there until the job's done. This could be applied to lots of appropriate situations; eg a heavy, creaking door in a spooky building...
Anyway, thanx (to whoever) for a very challenging & innovative mission :thumb:
Tannar on 6/12/2008 at 10:51
clearing - If you use the crayman's claw to turn the gear that opens the gate you can use the door handle to wedge it so that it won't turn back and the gate will stay open. Just after you turn the gear, the gear will highlight. Have the doorknob ready in inventory and when the gear highlights use it on the gear.
clearing on 6/12/2008 at 11:19
Hm. Where I can find the crayman's claw?
Nameless Voice on 6/12/2008 at 11:22
It's down a side passage near the crayman with the mushroom, relatively near the start of the mission.