hexhunter on 14/3/2009 at 01:03
"One of the Crime Lab's shelf-like tables has been removed, the one from the west wall, and the lab equipment and jars are moved over onto the one."
I can't remember the lab, but the description reminds me of the Ankh-Morpork city watch.
"The west wall has a Door9 modified to look like the "in case of emergency break glass" in Precious Cargo, and behind the glass is a Knife."
Is that for protection against undead corpses?
Speaking of the undead, if they were going to have a mission based around the undead they must have some anti-zombie weapons, any info about that?
jtr7 on 14/3/2009 at 01:22
I'm gonna have to read Pratchett someday.:cool:
I don't have a clue why there's a knife behind glass in the Crime Lab, but that's an interesting guess. Maybe just escaped prisoners looking for a hostage? There's plenty of space behind the glass for more effective deterrents against undead. The glass wasn't set to break when I tried it, so that's something that might need changing, too.
I'd still like to know what's up with that flashbomb-proof, Hammer Haunt Ghost walking around the cellblock, unaware and unaffected by the player's actions. The only AI of its kind, like merely a scary illusion of no threat whatsoever, just noisy. It's based on a Trail of Blood male pagan phantom, as well, so it would be translucent and just act but not react.
nicked on 14/3/2009 at 08:06
Quote Posted by hexhunter
Speaking of the undead, if they were going to have a mission based around the undead they must have some anti-zombie weapons, any info about that?
What's wrong with holy water, fire arrows, flashbombs, mines etc?
Anyway, Garrett was going to have a Venom Dagger according to Emil Paguilario.
jtr7 on 14/3/2009 at 08:50
For whatever reason, the five NecroDaggers reminded me of the daggers in "The Omen", though any connection is tenuous at best. Any chance the Venom Dagger could be a NecroDagger he keeps for himself? I wouldn't think venom would kill undead, or be necessary on a blade in these games, but the undead can be physically attacked like any living human, so... Perhaps it was to introduce a way of killing with a mere poke? With Lady Elizabeth and her poisoned blade, the concept was retained for the Thief universe.
sNeaksieGarrett on 14/3/2009 at 16:15
Quote Posted by jtr7
I'd still like to know what's up with that flashbomb-proof, Hammer Haunt Ghost walking around the cellblock, unaware and unaffected by the player's actions. The only AI of its kind, like merely a scary illusion of no threat whatsoever, just noisy. It's based on a Trail of Blood male pagan phantom, as well, so it would be translucent and just act but not react.
That sounds vaguely familiar from when playing the game... that "ghost" is entirely invisible right?
jtr7 on 14/3/2009 at 22:15
Naw, it's transparent, like the ghosts in the pagan village, and you can pass through it. The sound effects with the chains rattling are all that's unchanged. You can't alert it. There's no interaction possible at all.
Found this:
(
http://www.ttlg.com/FORUMS/showthread.php?p=462864#post462864)
Quote Posted by Rob $ Caminos, a.k.a., KeeperGarrett
The Huant was put in to basically scare the piss out of the player (well it scared the piss out of me anyway). I know it doesn't make much sence for him to be there but the whole prison area is just there for show, so I figured what the hell. Seems like you all agree that it was a good idea.
Quote Posted by Katiemonster:
No it's not Brother Murus (Randy), I believe it's Rob $ Caminos. you'd recognize him by the high-pitched cackle.
------------------
Rob $ Caminos
Writer\Designer\Garrett Spokesmodel
Thief II: THe Metal Age
And here's a li'l bit that's more on-topic:
Quote Posted by KeeperGarrett
Interogation RoomSorry to dissapoint you all but the door can't be opened and there isn't much to see in there anyway. Just a thief on a rack and a Watch Officer. Guess locking the door sort of says "HEY FIND OUT HOW TO OPEN ME." That wasn't my intention. Anyway just wanted to let you know that there is no way to open the door, though I will change that for the future.
------------------
Rob $ Caminos
Writer\Designer\Garrett Spokesmodel
Thief II: THe Metal Age
jtr7 on 6/4/2009 at 10:53
For continuity's sake:
Quote:
AULAristocratHeistConvo_005000, m15c0305: "You're not going to spoil the fun and go all scaredy-cat on me, are you, Amanda?"
AULAristocratHeistConvo_006000, m15c0306: "Of course not, Zachy-poo. I just want everything to go perfectly. I mean,
there's only one museum, and I don't want to rush in without the right outfit."
Yeah, there coulda been TWO! Anyway, that could mean the only one in Auldale, the only one worth robbing, the only one left after something (a one-eyed taffer, or destruction, or willful demolition, or shut down for financial or personal reasons, etc.) happened to the other one, the other museum could really be a Dark Engine rendering of a similar-but-older Wieldstrom, or Amanda and Zachy-poo are ignorant.
sNeaksieGarrett on 6/4/2009 at 20:14
Regarding the interrogation room:
Quote Posted by from jtr7's post
Sorry to dissapoint you all but the door can't be opened and there isn't much to see in there anyway.
Just a thief on a rack and a Watch Officer. Guess locking the door sort of says "HEY FIND OUT HOW TO OPEN ME." That wasn't my intention. Anyway just wanted to let you know that there is no way to open the door, though I will change that for the future.
Interesting... I always wondered what was behind that door...:) Despite him saying there is no way to open it, you could always fly through it in dromed.:sly: I may have to go do that just because i wanna see.