twhalen2600 on 28/9/2017 at 00:16
The Love Thief (Thief II, 2013 - latest version), by SensutThe
Dracula campaign is one of my favorite FM series and
The Love Thief is my favorite mission from it. A good one-sitting mission, it's shorter than average and is also well-paced, visually chilling, and heavily atmospheric.
Basing a fan mission in the setting of the
Dracula story instills it with fresh flavor. You are in a fictional historical setting, not the City, but a Carpathian mountain range in eastern Europe. The atmosphere is thick and pitch perfect for the setting and period.
You begin as Gellert, plopped down at the Borgo Pass in Transylvania. I first played this FM in early 2011, and fell in love as soon as I took the first steps forward and a werewolf, howling, attacked a group of soldiers camping in the pass. With the gray clouds above and a gloomy mountain range before me, the werewolf was overload - my rural eastern European adventurer was overwhelmed, and I knew I would not be flinching until I had devoured every bit of this mission.
Sneaking by the werewolf, since the soldiers never kill him on my playthroughs, you pass through another canyon to where the beast's lair is. The human self of the monster has left a diary detailing his unfortunate fate, and you'll discover near it a key you'll need to pass a gate to the rest of the mission. Some kind of bubble substance sits on the ground beneath this gate, and I've never read what it is. Perhaps a ward for the werewolf.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/09/dracula-screen-werewolf.png?w=960Once past the gate, your first stop may be the Hero's Shrine, just to the right. On my first several playthroughs I never knew the purpose of this shrine. When I discovered what secret it held, I could not believe I had missed one of the most-used secret switches in
Thief history. Hit me with a blackjack - it's a frobbable torch.
Another story bit awaits past the tomb. A band of travelers sit in an elbow of the pass with a covered wagon, Viktrola, and expressionless horse. Read the band's journal for a sad tale.
Turn and go further down to see a cross, one of a few religious symbols in this mission, and one of many Turkish soldiers - the first who isn't being killed by a werewolf. These religious symbols and soldiers lend the mission its historical character, vital to the overall atmosphere. You're not seeing hammers, but crosses.
After these scenes you'll come to a hermit's hut where you'll find a crossbow, Jonathan Hawker's journal, and a diversion to a small chapel. The chapel has the journal of a priest filled with regret over what he has allowed into the chapel. There's also a secret that you may feel uncomfortable triggering if you're a Christian - maybe I'm thinking about it in the wrong way. Regardless, on some playthroughs I can't do it.
Past the hermit's area you'll enter the Turkish camp. I hope you have a rope arrow. If you missed picking up a rope arrow in the hermit's area - which I've done - you have to go back to an earlier save or risk alerting the Turkish soldiers standing outside the path to the camp, whom you bypassed taking the path by the hermit's area, a path you can't take back. You may have an invisibility potion at your disposal, but this is best saved for when you are leaving the camp for good on your return to the mission start. It's possible to find a second invisibility potion, but this is not guaranteed, so always be certain you pick up the rope arrows.
Once when I missed them I spent more time than I'd like to admit struggling to find entrance to the Turkish camp. Since then, I am always doubly certain to pick them up.
When you've rope-arrowed your way into the camp, you'll see some interesting scenes and hear some snazzy music. There's a humorous journal entry about a missing watch; a couple locals skewered on stakes; revelry complete with superb animations (the Turkish soldier tossing back a drink is to die for); and a conspicuous apple tree. Sensut likely was aching to use a climbable tree and concocted the entire scenario here just for it: unhealthy water and a fence around it. Why? I see no reason for it other than to have an excuse to use a climbable tree. Nothing wrong with that, it just feels superfluous.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/09/dracula-screen-dance.png?w=960Once over the fence and into the water you'll come up into Dracula's castle. The ambiance immediately changes and here, like at the first sight of the werewolf, I am deliriously sucked in. You feel that you are in the cellar of a huge castle out of a horror movie. Sensut nails this.
You'll eventually enter Dracula's chambers and find his sleeping brides and Hawker's lost fiancé, Mina. The beating hearts you hear when standing next to the brides' undead bodies always perturbs me. The décor impresses me, and once you nab the unconscious body of Mina a new, haunting mood piece plays. You'll sneak out of Dracula's quarters to the moans and laughs of his brides, the dark lord present too.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/09/dracula-screen-carrying-mina.png?w=960Next comes the weakest part of the mission: the crypts beneath the castle. The repetitive design makes it feel like a later
Halo level. Carrying Mina's body adds to the repetition, as you have to put it down and pick it up constantly to pick up loot. I set her down somewhere, sneaked down a section to nab all the loot, then went back to pick her up. Regardless of the repetition, the atmosphere remains compelling, and there's a secret to find - if you've got the talismans for it.
Once out of the catacombs you return to the start, Mina over shoulder, to end the mission. If you've got an invisibility potion, this is a simple objective. Going back through each area to the start is a satisfying full-circle journey.
The Love Thief is a great atmospheric mission, it's uniquely historical, and it's my favorite of Sensut's Carpathian missions. For a cool fall night, you couldn't find a better entertainment experience.
Added - nickie
Covetous Carcass on 1/10/2017 at 15:09
Quote Posted by Nightwalker
Very nice review! I love to see these older missions getting attention as they are so often overlooked. Thank you!
Thank you Nightwalker - I too would like to give older missions some publicity.
My second review is of another classic mission, this time from 2007. I think that I originally happened upon this one when browsing over on Cheap Thief Missions.
Dirty Business(Thief II, 2007) by Dr SneakPoor Garrett, always having to clean up after the Keepers' ill-fated escapades. In this mission he is, once again, acting as their reluctant troubleshooter, having been called upon to tie up a loose end resulting from an abortive Keeper foray into the Cragscleft mines. Since his last visit, the Hammers have sold the mines to a mysterious corporation known as the Consordium (yes, with a "d"), and they in turn have engaged the services of the post-Karras Mechanists to help them tame the mines and bring them back into operation once more. There is, it seems, still gold in them there mines. However, the Mechanists have found something in the mine's depths which they want to keep a secret, and, true to form, don't want to let anyone else in on it, including their new business associates. There have been rumblings amongst the Consordium - some employees aren't too happy about being denied access, for reasons unknown, to their latest acquisition.
This mission is partly based on "Break from Cragscleft Prison" from TDP, and, as you might expect, the Mechanists have given the mines a similar treatment to that which the "KD Site" received, clearing out the local wildlife (well, wild-
death) and generally fixing the place up.
Garrett starts in his pokey lodgings in the "company town" which the Consordium have established in front of the mine entrance, and soon discovers that he isn't the only one who's been snooping around. From there, he has to make his way into the mines to retrieve the wayward Keeper artefact, and, of course, line his pockets along the way.
This mission has an interesting story with several custom conversations, and several readables which give a good idea of the somewhat strained relationship between the "gearheads" and the Consordium. The "secret" which the Mechanists are guarding will come as no great surprise, but the story does add its own slant, referencing a certain well-known film/TV franchise. It's a shame that what Garrett discovers down there is just for show, though (or at least I
think it is...).
As regards level design, I found the initial town/warehouse area to be a little too bland and empty. I'd have preferred a bit more to do here; a bit more "flavour" perhaps, but it's serviceable as a gateway to the meat of the mission - the renovated mines and what lies beneath them, the latter in particular looking great with some appropriately-themed custom textures. All the familiar locations from the Cragscleft mine are there, but where once undead patrolled, there are now Mechanists and Consordium guards. Speaking of which, the guards won't attack Garrett in the town streets, but once he goes further, he's officially a trespasser and it's (dirty) business as usual. At the top of the mines you can see the entrance which leads to the Hammers' area (and even hear them), but it's closed off in this mission - the Hammers want no part in the doings of heretics. It's worth exploring everywhere as there's loot hiding in corners all over the place, including some which might otherwise qualify as secrets but does not (the mission doesn't have any "official" secrets - well, besides the one the Mechanists are guarding). There are also a couple of conversations which might easily be missed if you don't explore diligently.
The mission is polished and fun to play. I found it quite easy even on "Jack O'Blade" (Expert), and I managed to ghost it successfully, something that I usually reserve only for small missions as I tend to lose patience otherwise :). I have two nitpicks. Firstly, some of the sound propagation in the deepest part of the mission (where the Keeper artefact is) seems iffy, causing e.g. NPC sounds to cut out and back in again in unexpected places. Secondly, I'm guessing the author did several NPC voices because there's one conversation where it sounds like he's talking to himself :). These really are minor points though.
This mission is definitely worth a playthrough in your near future. It's one of Garrett's more conventional assignments, lacking the spectacle of some other missions, but it rips a good yarn and isn't too difficult, which is a plus for me. And it's got a golden skull in it! One that
you can collect! As a covetous fellow, that floats my boat :D
So then, screenshots!
<div align="center">
Inline Image:
https://i.imgur.com/2QaDwHf.jpg"The main entrance. Beyond lies the Consordium's land, and folks like you aren't welcome 'round these parts.Inline Image:
https://i.imgur.com/F2cE0Om.jpgThe Mechanist warehouse. What are they up to this time? It can't be anything good, that's for sure...Inline Image:
https://i.imgur.com/JTSnOgW.jpgPicking up on some tasty tidbits. That's Special Inspector Logan on the right.
He is... to be avoided, if rumour's true (which it is).Inline Image:
https://i.imgur.com/qx2dOnt.jpgCragscleft entrance by moonlight. Even those two guards have a bit of a natter as you pass by...Inline Image:
https://i.imgur.com/0o73HEp.jpgI wish there was a minecart here. And physics. And a rollercoaster ride beyond.Inline Image:
https://i.imgur.com/DNjW6aW.jpgMines, Mechanists, equipment... you know the drill...Inline Image:
https://i.imgur.com/OaMGgBN.jpgWe meet again, crappy Cragscleft elevator! I see your buttons are as (dys)functional as the last time we met.
Hang on a sec, I feel some verse coming on:
"O Cragscleft elevator, I really hate to hate yer,
But I'm a-making tuttin's, 'Cause I can't push your buttons."
©2017 C. CarcassInline Image:
https://i.imgur.com/Ppe9QBP.jpgA familiar location in Cragscleft, recently.
If this location is not familiar to you, stop what you're doing right now and go play Thief TDP/Gold!Inline Image:
https://i.imgur.com/tyisIoi.jpgCthulhu and his brother welcome you to this sacred place.
Please wipe your feet and try not to release any ancient evils upon the land.Inline Image:
https://i.imgur.com/74zQK1m.jpgThere it is. IMO that's the real prize, but will you be able to find it?Inline Image:
https://i.imgur.com/9FQYcng.jpgThose Mechs done put these things everywhere down here.
Once you're past this one, you'll be... safe :DInline Image:
https://i.imgur.com/PCzcVj3.jpgHis Holiness A. Random Mechanist, always on the alert, never to be caught napping.
Well, who could nap with this guy snoring like a trooper?</div>
Added - nickie
The Dark One on 3/10/2017 at 21:16
Such beautiful screenshots. I feel so lazy in comparison. :P
-------------------------------------
And now for part two of Vengeance for a Thief: A Pawn in the Game. Which was created first.
When we last left our hero, he had just stolen the Angel's Tear and was making a clean getaway, but it turns out he was instantly set upon by the City Watch and arrested. Our humble hero, realizing that there's no way a Master Thief(™) like him could mess up, decides that he's been set-up and aims to break out, find out what happened, and dig up a little more info on the mysterious “Order of the Golden Lion.”
This is a much better mission than its predecessor, if just because the environments look different. You start in the City Watch building, and after getting your stuff and getting out, have to hit the city streets. Where Taffsalot shines is in the scale of the buildings you wander around, with good, appropriate music, especially in a local chapel. It's all quite impressive, and makes up for the straightforwardness of the mission.
Difficulty-wise, it's fair. There are quite a few guards walking the halls and streets, but they can be maneuvered around, with the difficulty mostly coming from the strong ambient light that makes it surprisingly easy to be spotted. The main problem comes from remembering that the guards can see the rope arrows that you will end up scattering all over the place. I do have to comment a bit on the coincidence that some of the random houses you end up breaking into have important plot information. The loot goal is also fair, with you having to get a vast majority of it but most being in plain sight.
All in all, this is much better effort that it's predecessor/created-later prequel. Recommended.
Added - nickie
Mman on 18/10/2017 at 19:23
I like Skacky's Quake maps a lot, so, realising he's made various Thief maps have made me decide to go through them all (the main ones at least; I'm not sure if I'll do the smaller contest stuff). I was going to do all of them in one post, but I've decided to split off Chalice of Souls as it feels like the first three releases are part of a design progression/iteration anyway, and I get the feeling that Chalice changes things up the theme somewhat (maybe I'm wrong though).
Shadow Politics:This is mainly a streets map, with the embassy that's your main target and the sewers being the main interior areas. The design is strong, with diverse building exteriors and streets along with the main embassy area having good detail (as well as the most interesting lighting). Skacky said this level was inspired by releases like Disorientation, and, while it doesn't have the grand scale and structure of that map, I can see where that comes from. The gameplay is mostly quite straightforward but there's a difficulty spike in some of the interiors (the actual embassy in particular) with lots of tile and well-lit rooms. The guard count isn't too high and there's plenty of carpet around so it's still pretty managable. I actually found the hardest task of this map to be the Expert difficulty loot goal, and it took me a while of looking over the map to find the last pieces I needed, most of it was hiding in plain sight though. A very good map, but, given the designs I know Skacky is capable of, I feel this was a bit of a starter release to warm up for bigger projects.
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https://i.imgur.com/8BvhzIC.jpgOne of the bigger streets.
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https://i.imgur.com/b7rvKg4.jpgThe entrance hall of your target.
Between These Dark Walls:The inspiration from Disorientation and similar missions comes through more here, with areas that have vast vertical scale and major height variations throughout. The texturing and atmosphere also take more style from it, and this level looks great throughout, especially within a certain surprise theme shift. In some ways this feels like a pseudo-remake of Shadow Politics, with many of the basic area concepts being similar, but more fleshed out, interestingly connected and with far more vertical space used over horizontal space. Like the previous map there's a difficulty contrast between the street sections and the main mission interiors, with the former being quite easy and the latter having a lot more tile and brightly lit areas. Like Shadow Politics, the main mission is a simple Thief one (infiltrate a place and steal something), but there's a twist that makes the overall development of this map more interesting. It probably helps that I reached the loot goal much easier here, but I was surprised how quickly this level went, and while it's probably bigger than Shadow Politics it didn't feel that way, it's more dense in content though, and full of little details that flesh out the setting. A step up from the first map and a great entry to the relatively rare hyper-vertical streets style.
Inline Image:
https://i.imgur.com/6bSf2GK.jpgBoth a long way up and a long way down...
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https://i.imgur.com/qGtHoTA.jpgOne of the simpler interiors, with the more elaborate ones essentially being spoilers.
Endless Rain:This is all the best parts of Skacky's first two releases combined and improved into a masterpiece; A large city area full of both vertical and horizontal gameplay, tons of secrets, along with excellent detail and atmosphere. As the name suggests, rain is a big part of this map's atmosphere, and just adds to the already great looking city designs. Like the previous maps, the interiors get more challenging than the streets with lots of light and tile; the difficulty is distributed a little more evenly though, with various houses that require some care to explore safely rather than just the main mission. The subplots and overall narrative is also taken further, with various threads to explore as much as you want, along with a couple more surprises to mix things up. The exploration is also more organically handled, as areas don't always link neatly with each other, and a minor diversion can unravel into a whole new way around the map. As part of this, the rooftops are also more complex, and segment in complex ways that makes exploring the full extents of the higher parts take a lot of attention. One of the best town levels around and exceptional in just about every way, to the point of me considering it a must-play release (not that the first two levels aren't very good too, but this is on another level).
Inline Image:
https://i.imgur.com/HE31LJL.jpgAn even longer way down!
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https://i.imgur.com/McMBJ57.jpgHard to hide in here...
Added - nickie
Mman on 23/10/2017 at 19:49
The Chalice of Souls:
This is a two-level set, with the base idea apparently being based on part of Thief 4 (where you look for a keeper artifact beneath a clandestine brothel); since I haven't played it I don't know how close/far from the inspiration it is. The first level here is a snowy city area; at first glance of the map and area it seems small, but this turns out to be quite deceptive as there's a very vertical structure with individual buildings quite fleshed out, and that's on top of a surprise second area just when you think it's over (it's not really a twist given the premise, but the segment has far more to it than might be expected). While most of the main city wasn't built by Skacky, the visuals and design feels along the lines of Endless Rain, with fog/weather effects and detailed vertical structures. The setting itself is also very varied, with several separate themes mixed in. By extension this takes the side-stories and exploration elements beyond Endless Rain; almost every building/area has some entirely unique twist that fits the owner's personality, and there are several elaborate sections and scenarios you can potentially completely miss. In terms of difficulty I also feel this level does a better job adding difficulty beyond bright interiors full of tiles; that's still present, but there are also darker areas that still pose a challenge due to tricky enemy placements and some Thief 2 style mechanical objects/traps. While mostly not built by Skacky this level holds up to his maps very well and I might even slightly prefer it to Endless Rain.
The second level (and the main segment built by Skacky) is the brothel itself, that happens to be built into a Keeper complex. Like the first map there's also a large second section just when you think you're nearing the end. The visuals are great again here, with some of the best looking and grandest Keeper architecture I've seen, especially in the second segment. There's also good usage of elements to sell the exclusive brothel theme, such as the steaming baths, luxurious decor and various custom objects for different bedroom "themes". After the previous map went away from it the first main section here goes all in on the "tiles and light" difficulty aspects of the interior sections, especially as the setting is relatively confined as well, however there is a twist in the form of usable candles which means areas aren't quite as bright as they initially seem with a little work and timing. Outside of that you need some care to handle the main brothel areas, and the less inhabited parts later on are relatively simple to deal with in comparison. This is another level where the loot goal became the trickiest part in the end, with me having to do some trekking around after the main missions to find the last pieces for the goal, it had turned out I had missed some relatively obvious stuff though. Another good level although, it's not as standout as the first, this is a great set though, and both maps together comprise one of the best mini-campaigns around. Hopefully the upcoming multi-level set by Skacky and others won't be overly long in the making.
Inline Image:
https://i.imgur.com/P944byZ.jpgThe overall detail isn't as high as Endless Rain, but the winter atmosphere is still very well executed.
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https://i.imgur.com/yPRTjTR.jpgThe residents have some unique tastes...
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https://i.imgur.com/0cbXp6t.jpgThe keeper theme mixed with a lush brothel creates some original designs.
Inline Image:
https://i.imgur.com/vwlp4hi.jpgThere's areas with some obvious inspiration from Rocksbourg and Disorientation.
Added - nickie
twhalen2600 on 24/10/2017 at 00:31
Since Yandros will soon release
Death's Cold Embrace and Halloween is around the corner, it's an appropriate time for a spooky-Yandros-FM double-wammy:
King Abedzen's Tomb and
Deceptive Perception 2!
King Abedzen's Tomb (Thief II, 2015), by YandrosIn 2015 Yandros released this “Micro FM” that's jam-packed with atmosphere and has a few just-right puzzles to solve. It took me around thirty minutes to complete, and would take you less if you do not get stumped on one section as I did. It's quick, but the quality is such I'd hardly call it a fix - this is more like a tiny bit of steak wrapped in bacon you'd get at a fancy restaruant. Now, if you think that's a fix, my comparison falls flat. My main point is, this is no fast food chicken nugget.
The start of the mission immediately satisfies me - it's all you need, really. A heavily atmospheric graveyard in the rain, with a Widow Moira-esque view of the ocean. I spent more time in the graveyard than in the tomb, and not just because I got stumped out there. A part of me wants to retire to a seaside cemetery.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/king-abedzens-tomb-screenshot-1.png?w=960You'll need to pass a couple puzzles to gain entry to the tomb, but a scripted sequence gives you a start. I figured out the first puzzle quickly, though what you use does not highlight. The second thing you frob does highlight - I just didn't see it.
I also didn't see the pit inside of the tomb. Falling in, I lost all but two health (playing on Expert). Given SlyFoxx's line, I bet unaware players falling in is exactly what the designer wanted.
The pit is in the first hallway after a turn you take right after entering the tomb, just past a small room to the side. To get back out of it you'll need a rope arrow, but you don't just pick it up, you have to assemble it. Aim carefully with it. A miss of the wooden beam above means poor Garrett's no better than the skeleton down there. At least Garrett figured out to put rope and arrow together, unlike this other poor sod.
Back up in the tomb, you have another hallway that leads to the main room - the one with Abedzen's sarcophagus. You'll square off against the old King's ghost. The treasure isn't in here, though. Placing Abedzen's Talisman into a receptacle in the wall opens another room - his treasure room. But it's been plundered.
But there is a room the plunderers have missed all these years, and if you've picked up some coins and gleaned some clues from a story book, you'll have access to this room and all its glories. The crowning piece of the collection is a recognizable statue, and there's an appropriate quip from Garrett.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/king-abedzens-tomb-screenshot-2.png?w=960Before leaving, you'll hear the growls of a creature that's been teased at throughout the mission. You'll also run into a couple spiders. I thought quick enough to duck into the nearest shadow, but was still too close for comfort.
On the way out, be sure to jump back over the pit, lest you fall in again (which I haven't done - but I bet someone has).
King Abedzen's Tomb is a must-play FM and a perfect quick treat for Halloween. Though, as I indicated at the start, it's less a Halloween treat and more like a gourmet brownie dessert, with chocolate candy corn sprinkled on, served under the flickering light of fancy, glazed Jack-O-Lanterns.
Deceptive Perception 2: Phantasmagoria (Thief II, 2008), by YandrosYandros finished what William the Taffer started in this sequel to 2002's classic contest FM
Deceptive Perception. That little horror mission is one of the best, and the lengthier
Deceptive Perception 2: Phantasmagoria is also great.
Unlike other horror FMs such as
The Inverted Manse or
Rose Cottage,
Deceptive Perception 2 proceeds chapter-by-chapter, linearly. It's a tall tale told at a bar, Garrett narrating the story to his pal Willick. This bar room conversation is the framework of the mission. It develops the feel of a television show on a late Saturday afternoon, part of a series of
Spooky Tales from Beyond or some such program, contrasting with
Rose Cottage's 1960s black-and-white haunted house movie vibe.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/dp2-screenshot-1.png?w=1024Garrett's yarn begins with him in an abandoned, haunted Mechanist warehouse. Falling for a rumor of a valuable artifact hidden there, told him by his guard friend Barney, Garrett climbed up into the warehouse on a stroll one night, on impulse, with nothing but a rope arrow. Rope arrow broken, and no way to get out save the high windows up above, Garrett is in a pickle.
The first part is straight
Deceptive Perception. You're in a haunted Mechanist warehouse, and freaky things happen. It's all done really well and is great on its own and as a homage to the original. I also like seeing horror done using Mechanist trappings. There's potential for Mechanists to be as scary as any other group in the
Thief universe, but not many authors explore it.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/dp2-screenshot-2.png?w=1024After this first part, the mission becomes its own experience, though it's definitely
Deceptive Perception-y.
You encounter the apparition of a woman dressed in white who leads you on with a couple keys and through a maze of stacked boxes. A nice technique was done here with a painting. The ghost lady stepped from the
Thief II painting of a woman dressed in white, and after she finished speaking with you, and you walk towards the painting, the woman-in-white portion vanished. Another trick with paintings is done later in the mission: there's a lively interchange between Keira Knightley and a stock
Thief II Renaissance man.
After dodging some Mechanist Haunts and escaping the woman-in-white, you encounter your friend Barney in an office area of the warehouse. There are more clever jump scares here, and a grim experience with Barney and the ghostly woman. Moving on from that, you get some keys and eventually unlock a sewer door taking you down into the next part of the mission. At this point the game cuts back to the bar room conversation - Garrett's friend has started to question the progressively weirder story.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/dp2-screenshot-3.png?w=1024Down in the sewers, you've got a rickety-bridge-over-big-pit gag (not a rare scare, but it works - I ran and squealed) and an underground temple. Here the scares are dropped for straight stealth. You help a group of forsaken Keepers combat demons who have them trapped. In doing so, you must find a couple gem stones, a mild break in the momentum. This part is close to padding, and you have to come uncomfortably close to a creepily textured spider, but soon enough you're back on your way.
The next and final section of the mission starts with a return to the sewers, where you encounter a baby crayman-esque beast, and a guard - sewer worker? - composing his latest masterpiece.*
You then come up into a hospital with a few horrifying apparitions, and are introduced to the villain: Dr. Lang. Read his journal to learn of his sick practice; it will remind you of the original
Amnesia, if you've played that. There's also a Viktrola with a Sly Foxx-narrated bit of the doctor beginning with one of his unfortunate victims. This hospital area is a sudden dark swing, standing out from even the rest of this creepy mission.
Inline Image:
https://thiefdiaries.files.wordpress.com/2017/10/dp2-screenshot-4.png?w=1024You'll be trapped by this Dr. Lang in cold storage. Once you've found a way out, the game cuts again to the bar-room conversation. Willick is finding your story too fantastic to believe. After a little more story, the game cuts to the bar again with Garrett telling Willick that the rest will have to wait until the next night. Garrett and Willick depart, and Garrett heads out to a thrilling conclusion of the night's tale.
The chapter-by-chapter, linear progression of
Deceptive Perception 2 makes it a unique FM experience, and you'll enjoy this creepy ride and will likely revisit it each year at Halloween. Just be ready to jump and be freaked out - a lot. The stat screen kindly tracks this for you.
*He meets a grim, unexplained fate, though not in New Dark. At least, that's my assumption: only in my post-New Dark playthroughs has he been standing up, happy as a lark, even after he screams from the distance.
Added - nickie
Melan on 24/10/2017 at 07:21
Quote Posted by Mman
The Chalice of Souls:
Excellent review, but just a note: the city proper was mostly built by Squadafroin, and the sewers by Firemage. Skacky did the underground brothel and the Keeper compound.
Mman on 26/10/2017 at 18:59
Quote Posted by Melan
Excellent review, but just a note: the city proper was mostly built by Squadafroin, and the sewers by Firemage. Skacky did the underground brothel and the Keeper compound.
Oh, it did seem like Chalice was a collaborative build from the description, so I wondered what the extent of that was. I guess I'll tweak the review a bit to account for that.
kerFuFFler on 26/10/2017 at 21:49
Update: rookie mistake-----I guess I should have "replied with quote" to respond to comment #2893
I played both these missions back to back a while ago and really enjoyed them. Reading your review makes me want to play them again because I think I missed a lot of special details.
Thanks for reminding me about these great missions!
Tommyph1208 on 27/10/2017 at 15:22
Hi all, Im kinda new to the forum, but just wanted to drop in and say how much I LOVE this thread... It has been my goto source for finding FMs I want to play...
Super sad to see all of SneakyJacks hard work destroyed by photobucket incompetence :(
(googled a bit and it seems they changed their subscription terms august this year, now changing 400$/year for 3rd part hosting... breaking billions of websites, forum posts and blogs in the process and infuriating their customers... nice work.)