MrMunkeepants on 20/8/2025 at 23:12
there is a not-marked-secret secret in the museum in the room with the broken sword; I knew that vent looked suspicious, but the trigger was something I hadn't seen before. possibly Thief 2014 inspired?
having a rope arrow earlier will probably open up other possibilities :D
the crab-headed safe upstairs is also not marked as a secret, but feels like it should be one. this time I found the switch and got the loot; last time I was able to frob the key through the front panel and didn't search further.
the secret in the sewer path to Sickert Square triggers properly.
the secret in the Black Quill library triggers properly. tiny bug: the window across from the door has a weird black square sticking through the frame.
on my second playthrough I found 4978/5642 gold and 3/4 secrets; rather stymied by that last one. hope someone can find it!
downwinder on 21/8/2025 at 00:08
am i mistaken to think once you get to second part of mission, we are not able to get back to the first part?
john9818a on 21/8/2025 at 04:25
No, you are correct downwinder.
PaganZombie on 21/8/2025 at 08:28
Thank you, Kubrik....I found the key for the locked room.
Now I have to negotiate those crazy pipes to get out of the place.
Aged Raver on 21/8/2025 at 10:52
Quote Posted by MrMunkeepants
there is a not-marked-secret secret in the
museum in the room with the broken swordThank you for that MrMunkeepants, I would never have found it and I'd blindly frobbed around that area several times following previous forum comments and moved on. As you say, it does not register as a secret. So onwards, and indeed, upwards.
Following your comment about upstairs I re-found :tsktsk: another secret in
a balcony which I HAD visited before and found the secret but must have failed to save and lost it with a later reload. DOH!
As in several cases that secret can be reached without vine/rope arrows and without bruises if lucky.
So loot is now 429 short of max and 3/4 secrets.
(Edit: Now 144 short of max - due to sloppy initial searching and failure of reloading without a save of loot already found.
Any chance the 4th secret is worth 144? :D or is that the loot I missed from the first section?
Replaying Section 1, I found the ring near the rat that comes back to life, worth 50 loot, which I didn't get last time
and as I now know, you carry your loot with you into section 2 so it means 94 loot is unaccounted for.
Puzzle:
The target in Section 1 is 500 Normal, 800 Hard, 1200 Expert so I'm wondering if those playing on Expert in Section 1 achieved 1200 before the trap?
I was playing on Normal and only found 980 in Section 1
YET according to my rough calculations I'm only 94 short of max at Mission Completed. How can that be? There must be at least another 220 for someone to get 1200 on Expert, unless it's unavailable at lower difficulty levels).
A quirk after getting a 3rd arrow from behind the grill was that I now have 3 rope arrows (rather than vine) and all display like rope arrows when fired into wood. I'm not sure how that happened and couldn't reproduce it. It doesn't look like a vine arrow in the hidey-hole but frobbing it on replay brings the total to 3 vine arrows. Not a problem and I'm staying with my original save which has rope arrows.
Am I right in thinking that all secrets and indeed all loot is this side of the near-death event?
I know I missed some loot prior to that event but not sure if loot went back to zero thereafter.
Other stuff:
In the Gong Room upstairs in the mansion I broke a window (all 3 are breakable) and then went through a blackout curtain. It looks like I shouldn't be there as ambient music continues but footsteps cease. There's a courtyard below that I got down to but nothing going on and no way back although I wondered if behind the large metal gate is another entrance to Sickert Square near the zombie behind the grill.
Similar windows, behind curtains, in the mansion marble-floor corridor, can be broken, and you get to a no-go courtyard, but you can climb back.
Somewhere in the museum, you can look down from upper windows (that I couldn't break) on to a public square with a town well and I can't work out if I went there earlier or if I imagined that and it's not visit-able at all. :confused:
I failed trying to put out the burning room in the hotel/flats top floor at Sickert Square (admittedly after having set fire to the place next door). Strange logic. I suppose I was thinking there might be loot in there.
Kubrick on 21/8/2025 at 17:23
Quote Posted by RitaSanderdson
I'm also stuck
in the sewers, upon checking the video after you turn off all the switches the "high voltage" box should open to reveal another switch to open the vent but to me nothing happened (box didn't open) I'm playing with the lite version of tfix, might this be was causing the issue ? :(
You're the second to report that. I'm using vainilla scripts on that one (RequireAll Trap), so for the next version (coming out around this weekend, I think) I'll use NVScripts, since they're packaged on the FM. When scripts don't work on your end, it's beyond the mission author AFAIK. Regardless NVScripts will most likely fix the issue for you and everyone else anyway :)
downwinder on 21/8/2025 at 20:21
maybe if we lucky we can get 1 rope arrow/vine arrow in first part of mission
but i do want to say when they show up as vine arrows and work on wood its weird as i am only use to rope arrows working on wood and vine arrows on metal surfaces, and not sure why we even have a crafting option with in inventory when you can just place the completed items on map, seems kinda an extra step and only needed for rope and 1 fire arrow for that camera in sewer other wise i used no other gear created
Kubrick on 21/8/2025 at 21:08
Yes, I basically got feature creep on that one. It's getting changed for the next version.
RJS66 on 21/8/2025 at 21:47
Nice mission. Actually, incredible for a first mission. Finished with about half the loot and no secrets. I'll wait for the new version and play through again a bit slower :cheeky:
john9818a on 22/8/2025 at 01:20
Quote Posted by Kubrick
You're the second to report that. I'm using vainilla scripts on that one (RequireAll Trap), so for the next version (coming out around this weekend, I think) I'll use NVScripts, since they're packaged on the FM. When scripts don't work on your end, it's beyond the mission author AFAIK. Regardless NVScripts will most likely fix the issue for you and everyone else anyway :)
I wonder if the issue is the same as this one: (
https://www.ttlg.com/forums/showthread.php?t=56505&p=631108&viewfull=1#post631108) https://www.ttlg.com/forums/showthread.php?t=56505&p=631108&viewfull=1#post631108
The TrapTimedRelay script on the marker object #1550 can cause this setup to not work if the players have a bad version of gen.osm. I typically use NV's NVRelayTrap script for the time delay.