EmperorSteele on 22/8/2013 at 00:53
Elentari:
What you found was close. Keep searching! You really need to get down and get your hands dirty....
Major spoilage if you need it....
There's a section of wall under the floorboards that you can remove brick by brick, revealing a cave. The frob-distance is really small, so you have to practically hump the wall to get the bricks to light up!
Elentari on 22/8/2013 at 01:21
Thank you, EmperorSteele!!
I must have wandered passed that a dozen times. But I was looking *down* to make sure I hadn't missed anything on the floor. Nothing about that area really caught my eye at all. (And yeah, I probably didn't strafe it close enough to get the highlight either.)
Thank you for the help. Now its off to the temple. . .
Keeper M. on 1/11/2013 at 17:45
Hi there, I'd like to report several bugs in the last mission.
Firstly, the sound in near the chamber where several zombies are lying on some kind of open sarcophagi (near a stream of some sort) vanishes. It is reported by a couple of people who use the original 1.18 version (without later enhancements). Only exiting the game to desktop and launching it again fixes the bug, but when I move to the tunnel with spiders it gets lost again.
Secondly, near the end of mission five, I had a bunch of high-end equipment (weed of Barathius, fire arrows, beetle pods...). At the beginning of mission six, I look into my stash and everything is lost except for the sword, blackjack and lockpicks. How am I supposed to pass the underwater area? Of course, I didn't use the hotkeys. I need to test our translation (my colleague tried to contact the author on this matter, but without success), so time is short.
Ending, a matter of a short review basing on previous missions. The plot is good, very good. The locations are pleasant to see, but it really gets on my nerves to pass all those traps. See, they are mainly agility-based (like the elevator-sounding blocks protruding back and forth through the walls). Thief is based on sneaking and logic to solve the puzzles. If I only wanted to jump my way through the game, I would have chosen something other, "Tomb Rider" let's say. Some descriptions are not very helpful.
I am curious how did the priests enter the temple? I am sure not all of them were young and strong. In fact, most tribes used to appoint the elders of the tribe as guardians of knowledge and religious beliefs. And how did Vivianne pass through the maze? From what I saw in the previous missions, shes is rathe stocky, so to speak ;).
I would really enjoy the campaign if there were fewer puzzles requiring jumping like a mad frog. Can somebody help me with the missing equipment please?
baeuchlein on 4/11/2013 at 22:35
Quote Posted by Keeper M.
the sound in near the chamber where several zombies are lying on some kind of open sarcophagi (near a stream of some sort) vanishes. It is reported by a couple of people who use the original 1.18 version (without later enhancements).
The ambient sound for the river, riv1.wav, was recorded with a sample rate of 96 kHz. Anything above 44.1 kHz can cause trouble with Thief. There are some other sounds which were recorded with 48 kHz; sometimes, I can hear them in the game, sometimes I cannot. The musical theme that is supposed to be played while Garrett is on the surface of the island (island1.wav) is one of these sounds. When I changed these sounds' sample rates to 44.1 kHz, the sound problems vanished.
Quote Posted by Keeper M.
near the end of mission five, I had a bunch of high-end equipment (
weed of Barathius, fire arrows, beetle pods...). At the beginning of mission six, I look into my stash and everything is lost except for the sword, blackjack and lockpicks. How am I supposed to pass the underwater area?
You are supposed to use the
weed of Barathias, but I don't think you should find it anywhere in the missions before "Hubris and Humidity". If you really have it already in the mission before "Hubris and Humidity", it would be interesting to know where you found it.
The
weed of Barathias can be found in the temple, in a room where a strange, pillar-like structure is located in the center. Some message about Mohanas seal used by Vivianne can be read there.
A bucket with three plants stands next to a desk on which a diary has been placed. On a stack of books nearby you find a description of this weed of Barathias. One of the weeds in the bucket can (and should) be taken.
Quote Posted by Keeper M.
it really gets on my nerves
to pass all those traps. See, they are mainly agility-based (like the elevator-sounding blocks protruding back and forth through the walls). Thief is based on sneaking and logic to solve the puzzles. If I only wanted to jump my way through the game, I would have chosen something other, "Tomb Rider" let's say.
Maybe, but sometimes there were similar parts in the original games as well, for example a section in the Air tower of the Thief Gold mission where Garrett has to enter the Mage towers in order to get a talisman. On the other hand, I did neither like this part of the Mage towers, nor the traps section of the last mission of the Sturmdrang campaign. But I must admit that these traps do fit in with the surroundings and the mission itself. Think of the first three "Indiana Jones" movies.
Quote Posted by Keeper M.
I am curious how did the priests enter the temple? I am sure not all of them were young and strong. [...] And how did Vivianne pass through the maze?
Some of the readables scattered around in the last mission shed some light on that. The traps can somehow be activated and deactivated. At least two texts, one found on the belt of the pirate patrolling before the temple, and the other one found on a table in the passage from the Old Lighthouse to the area with the catacombs, contain complaints from Vivianne's pirates concerning "resetting" (re-activating) the traps
after she went deeper into the temple. Another text, found near the body of a dead pirate inside the temple, suggests that Isaac Grent and this dead pirate had deactivated the traps some time before Vivianne went in. Symbols etched into the walls and the floor of the building told them how to do that.
So Vivianne once again
let others do the dirty work for her, just like she did before with Garrett and her "beloved" Alexander, and when others had cleared the path for her, she just walked through, and her men reactivated the traps again when she had passed them. With the weed of Barathias in her hands, she did not have any trouble passing through the flooded maze. I think she got it in the same spot as the player. It was a walk in the park for her, then.
However, there were indeed a few inconsistencies in the story. For example, when the final animation plays and the credits roll, Garrett circles the remains of a shipwreck in a rowboat, and says something about waiting for another ship, instead of just going back to the ship from "Unprecedented Retribution". From what I found in the sound files of the mission, as well as in "Unprecedented Retribution" (namely, the key for the Powder storage room), I believe that the player was originally supposed to destroy the ship by setting the explosives on fire, but the idea was dropped later on. Thus, the wreckage seen in the end would be from the ship on which Garrett travelled to Sturmdrang island with Vivianne and Alexander as well as their men. Bodies visible in the water amidst the wreckage fit my theory as well. Maybe Garrett would have lost most of his equipment when trying to flee from the ship's explosion.
Dead Rat on 27/7/2014 at 13:27
Thanks very much Nick & team, a really cracking campaign :thumb:
Koning Kaas on 16/4/2017 at 20:44
I'm stuck after doing the colored tiles puzzle. Went up, pulled the levers to raise the platform, but the door back to the colored tiles wont open. The lever beside it doesn't seem to do anything.
baeuchlein on 17/4/2017 at 12:44
Quote Posted by Koning Kaas
I'm stuck after doing the colored tiles puzzle. Went up, pulled the levers to raise the platform, but the door back to the colored tiles wont open. The lever beside it doesn't seem to do anything.
If I remember that part well, you have crossed a hallway with four water elements near the columns, then entered the room with the tiles on the floor, solved the riddle and then went through a stone door at the rear end which did open upon solving the puzzle. And then things went wrong, imprisoning you in the room either with the stairs-like platforms or the room above the hall with the water elements, where moving stone bridges coming from the side walls prove to be another small obstacle for Garrett.
My notes say that with NewDark v1.24, the lever to open the door back to the colored tiles, located right next to said door, didn't work properly for me in one case. I had to use it several times until it suddenly served its purpose again.
My notes also say that none of the platforms required a lever to appear, and that none would
rise in any way. The platforms serving as a stairway up should be extended and ready for use when the player enters the room, but will begin to retract into the surrounding walls automatically when Garrett climbs them. The bridges in the room above the hall will be extended when Garrett steps onto a pressure plate before the bridges area.
I do not know what could make the platforms of the "stairs" to extend from the wall again after retracting, but I think that one either has to step onto the same pressure plate once again (or
maybe even twice), or that the "stairs" will come out of the walls without any further action from the player once Garrett approaches them again.
Koning Kaas on 17/4/2017 at 13:40
The retracting steps are triggered by stepping stones and there is a lever that lets the platforms stay permanently, so you only need to quickly jump them once. But that is not why I'm stuck. The door that opens with the colored tile puzzle, doesn't open from the inside, so I can't go back.
Oh, and thanks for replying, I appreciate it. Will try around a bit more.
Update: Door didn't open after repeated tries. Reloaded an earlier savegame and made sure I touched every lever and touchplate just once. This worked, not sure if it was due to me not flipping too much switches or just a random flux.
Gloria Creep on 18/4/2017 at 21:16
I also don't have any lockpicks to open the chest with the water ruin key. :(
My bindings are OK
baeuchlein on 18/4/2017 at 21:55
Quote Posted by Gloria Creep
I also don't have any lockpicks to open the chest with the water ruin key.
Do you have the two standard lockpicks? I don't know for sure whether they open the chest you mention, but you should have these, otherwise something is amiss.
Furthermore, am I right in assuming that the chest you are referring to is located
on top of a ruined house in the "Old lighthouse" area (not the "Ancient lighthouse", that's the one with the "Mayan look")? If this is the case, then I'm fairly sure that the standard lockpicks should open the chest.