Fidcal on 16/4/2010 at 10:21
MrMunkeepants: No the bathroom is just to emphasise that Lady Helena loves the pure spring water so it's more a story thing.
You've missed something in one of the rooms and also a clue in another room to that something and what to do with it. So, you have two chances of either finding out what to do or even without the clue at least something to try. I recommend you keep searching. Hint: you may have noticed that some furniture is not just static but can be opened so don't just assume but go up and check if stuff highlights. And if that's too vague:
SPOILER: Key in Lord Edridge's bedroom.
Don't know where people are getting the old version from but anyone that does not have v.2 must remember do NOT destroy the heart until you have done all other objectives.
piln on 16/4/2010 at 10:49
MrMunkeepants
If you opened the hatch at the top of the spiral stairs but have not been inside that room yet, I think that's where you want to go next. It may not be immediately apparent, but the floor dips and you can actually fit through that small hatch into the room beyond. Co carefully, try not to make any noise.
Tips for KOing guards in bunk bed: SAVE FIRST. Climb up onto the top bunk. Getting up quietly can be tricky; if possible, it's safer to climb onto a bed further away then hop bed-to-bed until you're above the sleeping guard. Anyway, once you're on the top bunk, get your blackjack out and whack the wooden bed frame, then get yourself in the centre of the bed, facing out into the room. The noise will have woken the guard, without breaking any of the objectives; he will rise from the bed and stand in the perfect position for a textbook KO. Ready your blackjack, and as soon as he's fully upright lean forward and give him a little tap on the back of the head.
"Wake up, time to sleep" :bored:
Never had any trouble with AI in the non-bunk beds. Just whack em in the face from a standing position, job done. I lean over (forward), don't know if it's necessary.
Now up to 8857 loot & 12 secrets, in just shy of 5 hours. After KOing everyone, I've been over almost every room again with a fine tooth comb - I think I'm close to the limit of what I can find on my own, so will probably use the console for loot guidance soon. Next time I play this mission I want it to be a 100% ghost run. Incidentally, I climbed up onto the balcony roof above the Rear Hall and got into an "out-of-bounds" area, but this led me to the tower which I assume is the exterior of Martha's prison. It had a broadhead stuck in it! :cheeky: Oh yeah - and I finally found the single coin which I imagine someone dropped through the grating into the cellar. I'd trodden on it before, was startled by the noise but couldn't see what it was. Came back hunting for secrets, trod on it again and found the bugger!
Imhotep on 17/4/2010 at 11:43
Can anyone put me in the right direction to resolve this error when I start the FM?:
error: filemaps\heart.script, line 147:unknown value 'set Droppable'
I have the most recent update of darkmod and Doom 3. Vista 64 bit, Intel processors.
I did notice that at the startup, the version was still reading 1.0 rather than 1.1, but I am sure I am loading the right exe
Thanks in advance
Imhotep on 17/4/2010 at 11:59
Sorry guys- I have just seen the earlier post! I will try Fidcal's suggestion.
piln on 17/4/2010 at 11:59
Quote Posted by Imhotep
the version was still reading 1.0 rather than 1.1
Try running the updater again.
Fidcal on 17/4/2010 at 12:55
Yeah, the TDM update 1.01 is definitely needed for that set_droppable thing.
In theory, when you install the v2 version of Heart then it should give a message that TDM is not uptodate. I've not been able to test that though (hope you've got v2?)
prjames on 17/4/2010 at 14:44
Quote Posted by Fidcal
elkeston: I'd have thought anything less than 5 hours is remarkable.
And yes and no to your question. Yes, dragging is the method; but no to 'expected'. ;) It's an option. Some players loved it but I knew some would hate it so I made it an option.
The issue I had with this objective is: It's pretty simple to
drag Sam horizontally as you move various blocks, but suddenly you reach the point where the vertical exit exists to the disused storeroom and you realize you must drag the skeleton into this tiny square to send it up vertically and that's when you realize this objective is going to be extremely difficult. :( If the end of that sequence had simply been a staircase or something, or there were two or three "squares" worth of space that went upwards vertically instead of one, I think a lot more people would have done the "drag Sam's skeleton to a nicer place" objective. That said, this is an excellent mission. Great architecture, excellent use of spiders
though I pumped the Guardian Spider full of arrows and fire arrows before I read here he's invincible until you get the Heart, liked the
room where you ultimately get the Heart and its puzzles and how it differed radically from the rest of the mission. I also liked
the place where you find Sam and the solution once you're in with him - just not the "drag him" objective. I did have to search the forum to find the "use the heart" solution. I also loved the use of secrets! Looking forward to more missions like this, although maybe with slightly easier puzzles! :cheeky:
piln on 17/4/2010 at 15:05
Re Sam: when you get into the more vertically open area, you don't have to drag him any more. You can shoulder him once you have enough room, ie in the wet bit at the bottom of the steps. Like doors, the moving stones are still frobbable while you are carrying Sam.
Fidcal on 17/4/2010 at 17:50
Thanks prjames. Yes, when you get to know my FMs you get to realize you need to read instructions and clues probably more than some. As piln said about bodies is in the readme file and also in the first post of this thread...
(
http://www.ttlg.com/forums/showthread.php?t=131609&p=1977187&viewfull=1#post1977187)
Admittedly, few read readmes so that doesn't help you once you are playing.
And there is a strong clue, virtually an instruction, in
Sam's message what to do in the pit.
Still, you got there in the end.
That said, I am forming an idea to introduce something in future FMs to help players when they get stuck. Early stages yet.
MrMunkeepants on 17/4/2010 at 20:28
Quote Posted by piln
MrMunkeepants
If you opened the hatch at the top of the spiral stairs but
have not been inside that room yet, I think that's where you want to go next. It may not be immediately apparent, but the floor dips and you can actually fit through that small hatch into the room beyond. Co carefully, try not to make any noise.thank you, piln, that was where I was having trouble. I had even tried getting in that way, but for some reason the bolt was blocking my way. I started
crawling in and thought "sounds like a spider, I'd better be- OH GOD!" I climbed into the room with the painting, but she followed me, hissing like a spider, and stood guard in the window. I tried it again from the door and she just passed out in surprise (draped over the bucket).
so fidcal, I'm guessing this is the new
pagan woman model? is this the standard texture, or custom, because it looks like she has spikes growing from her.anyway, to the pump room!