"Damsel in Distress" by Dyald Oct. 5/04 - by metal dawn
Chiron on 24/9/2009 at 22:37
Quote Posted by baeuchlein
Concerning the temple, I don't remember. What I remember vaguely is
that I entered some cellar and used an elevator to enter a building that was otherwise inaccessible, but I think that was a tavern.To enter the mansion,
I'm fairly sure you have two or three options (including the front gate). One is a secret entrance not too far from the entrance. I think you have to go left if you face the entrance. You should find a large crate there, and there is some button or lever behind it or at least close to it. This should open the secret passageway into the mansion.
If that does not work... It could be possible to enter via the front gate if you first draw the guards' attention towards you, run away, then get rid of them somewhere in the town. Once the pursuers don't know where you are anymore, run towards the front gate, and maybe there's no one there anymore.
But figuring out the way to open the secret passage certainly is safer.Thanks.
Actually I've always searched within the property.
[spoiler]
In case anyone has this problem in the future.
Go to the left in front of the very first gate (with the two guards outside, not the one with the watcher), then behind two empty bottles there is a switch.
[/spoiler]
dyald on 24/9/2009 at 23:37
Try this. For the Chapel, Use a moss arrow on the floor of the foyer, hide in the small shadow to the left of the big doorway, where you can see inside. Wait for the guards, (I think there are two). KO them when they leave the west room and are heading for the east door. In the main part of the chapel, there is a hidden switch that will let you into the tunnels and eventually to the mansion. (Be sure to read the readables in the chapel) Near the end of the street that goes in front of the gatehouse, is a little nook, that is where the other switch is (with the bottles) Also near there is a place where you can use a rope arrow
Chiron on 25/9/2009 at 10:55
Thank you.
I've never realized that that those "things" in the chapel were auto-slide doors, they looked liked barricaded doors to me, and I've never actually got close enough for them to open.
The Phantom on 25/9/2009 at 13:42
David, any news of the upcoming sequel?
dyald on 7/10/2009 at 06:05
I was just reading through this thread and noticed that it's been a whole year since I said I'd get back on it, I did but not much. I'm quite embarrassed about that. Where did the time go?
I did finally get thief 3 and played around with it's editor, and made a small level, just to see if I could. (it was just a test, and won't be released)
After going back and messing around with part 3, I think I'm going to have to split it into at least two missions. I'm getting near the limits on brushes, and still have a bunch to do.
PotatoGuy on 8/10/2009 at 16:27
Great to hear you're working on it!
Garrett's Shadow on 10/12/2009 at 20:40
I found the telescope but it did'nt give me any "secret" and it was'nt frobbable! :confused:
And in the mansion, 3rd floor, big room with off switch for the watcher, there's a metal Hammer banner. Is that anything I need be interested in?
Well, after reading that the end sequence has a glitch, thankfully I had the one last gas arrow, and when she fell her arm was sticking out so after I could FINALLY get a blasted rope arrow placed JUST BLOODY RIGHT in order to finally be able to get my butt over those Marquis De Sade fence spikes, I was able to just pick her up, straight thru the bloomin bars! :eek: (gotta love the weaknesses of the engine! :cheeky:)
Of course that made the whole blinkin key bit a moot point! And I am glad, cuz otherwise the whole end process is just too Rube Goldberg complicated! sheesh! :tsktsk:
(If the new button that appears is sposed to do something - I sure did'nt see what!)
ticky on 21/12/2011 at 10:28
Playing this, right now. Huge house, by the way! Just imagine this size in real life...
Anyway, I've just saved the girl, and don't really know, how to avoid the lightbeasts!
edit: I've found out. In case anyone else is wondering, these tough lightbeasts need flashbombs!
Unna Oertdottir on 16/10/2018 at 19:03
Here's a dml to fix some issues
Code:
DML1//Damsel in Distress//Fix loot, many objects and an elevator//miss17.mis.dml
#script "miss2.osm"
#script "nvscript"
+ObjProp 1875 "PhysType"
{
"Type" None
"# Submodels" 0
}
-ObjProp 1875 "PhysControl"
+ObjProp 1875 "Position"
{
"Location" 93.16, 438.48, 221.76
"Heading" bfd2
"Pitch" 0
"Bank" 0
}
+ObjProp 914 "loot"
{
"Gold" 0
"Gems" 0
"Art" 0
}
Link 1917 1915 "TPath"
{
"Speed" 1.00
"Pause (ms)" 0
"Path Limit?" 0
}
+Link 1915 1917 "TPath"
{
"Speed" 1.00
"Pause (ms)" 0
"Path Limit?" 0
}
+ObjProp 1687 "PhysType"
{
"Type" None
"# Submodels" 0
}
-ObjProp 1687 "PhysControl"
+ObjProp 1687 "Position"
{
"Location" 246.989, 619.626, 199.1
"Heading" 400
"Pitch" 0
"Bank" 0
}
+ObjProp 1699 "PhysType"
{
"Type" None
"# Submodels" 0
}
-ObjProp 1699 "PhysControl"
+ObjProp 1699 "Position"
{
"Location" 228.821, 621.242, 199.1
"Heading" 0
"Pitch" 0
"Bank" 0
}
+ObjProp 1696 "PhysType"
{
"Type" None
"# Submodels" 0
}
-ObjProp 1696 "PhysControl"
+ObjProp 1696 "Position"
{
"Location" 233.281, 621.22, 199.1
"Heading" 4000
"Pitch" 0
"Bank" 0
}
-ObjProp 1697 "PhysControl"
+ObjProp 1697 "Position"
{
"Location" 226.9, 621.222, 199.1
"Heading" 4000
"Pitch" 0
"Bank" 0
}
+ObjProp 1697 "PhysType"
{
"Type" None
"# Submodels" 0
}
-ObjProp 1698 "PhysControl"
+ObjProp 1698 "Position"
{
"Location" 231.914, 626.303, 199.1
"Heading" 0
"Pitch" 0
"Bank" 0
}
+Link 1801 1805 "ControlDevice"
{
}
+Link 1805 1917 "ControlDevice"
{
}
+Link 1805 1914 "ControlDevice"
{
}
+ObjProp 1805 "Scripts"
{
"Script 0" NVRelayTrap
}
+ObjProp 1805 "DesignNote"
{
"" NVRelayTrapOnDelay=50000
}
-Link 1801 1917 "ControlDevice"
fortuni on 17/10/2018 at 17:10
FYI. The dml above fixes the following issues
1. One missing piece of loot, as well as removing from the loot count a statuette that is used as a frobbable lever, thus allowing players to collect 100% (In-game loot count reduced from 3117 to 3102).
2. Fixes a crushing wall that does not appear to work, possibly even via olddark.