chk772 on 10/12/2023 at 14:00
Quote Posted by TheDarkOne93
Update: I was completely oblivious to a room I forgot to look in and found it.
It happens to the best of us. :D
Actually, I'm always surprised at how well these complex architectures work, in terms of not missing stuff. Ok, in the beginning I missed to wangle the key off the high priest, but, apart from that, even though feeling pretty lost, I managed to find the important stuff.
Chronicler on 10/12/2023 at 16:48
Quote Posted by TriangleTooth
To be fair, Azaran surviving was guaranteed by the fact you find his body in Thief 2. Hume dying was necessary because otherwise he would be a better pick for Viktoria than Garrett I suppose.Why would
Hume be a better pick than Garrett, since Garrett is actually Keeper trained while Hume is just very good at stealth?
TriangleTooth on 10/12/2023 at 20:25
Viktoria does not seem to be aware of the Keepers, but Hume is someone she has an existing relationship with. She had the chance to see his skill when he took on the various jobs for DeWall when she was under Raputo. Given all he went through, if she could treat his curse he'd be even better as she could use that as additional leverage to convince him to work for her.
To her Garrett is a new, unknown thief she has to expend energy contacting, testing, and then convincing. Hume would be just as good if not better in her eyes. The end cutscene even implies this - it's only because Hume is dying that she goes looking elsewhere and finds Garrett.
szabikka on 11/12/2023 at 14:11
Oh boy, just finished playing and I've been staring at the quick reply bar as what to write for minutes now. Since there are many elements in this campaign that draws from the original story of Thief I knew Hume had to disappear to make room for Garrett in Viktoria's employment, but I sincerely hoped that he would survive this ordeal and leave the city and all its muck behind to start a new life elsewhere. I really feel like I lost someone I knew, even though I only knew Hume for 10 missions. Clive Barker and Stephen King (my favourite writers) could learn from you guys in respect to telling a horror story.
About the mission: Enemy design is as superb as in the previous ones. My favorite one was the purple snake like thing and the sound it made while it was moving. Architecture is spot on, I can't even fathom how something like this tower can appear in someone's mind, let alone how one can design it in DromEd. The authors are real pros. I also really liked the ending credits and the music, it's gloom an musical instrumentation reminded me of the theme song of Rose Cottage.
I could continue writing pages, but I better cut it short.
Thank you for everyone who contrbuted to this mission and this campaign in any way! You are my heroes ;)
Discendo Vox on 13/12/2023 at 23:33
Hi all, first time poster - I registered for TTLG specifically because of Black Parade, which has consumed my life over the past week. If I understand posting regulations correctly, this is the best place to have a spoiler-heavy discussion of implied or encoded material from the whole campaign, including the last mission. I believe none of this is duplicative; if it should go elsewhere, please let me know.
I went ahead and manually translated the tablets; they shed a little bit more light on some of the worldbuilding. I'll start with the text of the different parts, then some interpretations.
Text:
Light Three Divide
Flesh Tetra Combine
Red (AHMAR)
Blue (AZRAQ)
Yellow (ASFAR)
Interpretation:
These names are just Arabic for each of the colors involved, fitting for a Hand document.
The combination of the shapes may be intended to on some level reflect the internal geometry of the ceremonial circle, though that's not very clear. It's also not clear from the materials onhand how the artifacts were supposed to work to counter the ritual/brand, nor why they didn't.
Text:
Flegmat (phlegm) (Water symbol) elder doe
Sanguin (blood) (Air symbol) child to woman
Coleric (yellow bile) (Fire symbol) larval honey
Melanc (black bile) (Earth symbol) lizard death
Interpretation:
"Cryptic format" indeed! The basic relationship being conveyed here is that there is some sort of equivalency between the four elements that the Hand generally focus on, and the four Galenic/Hippocratic humors. This might reflect necromantic blashphemy, or it could reflect some sort of translation of these forces into the context of the statue and the "realm" inside it. This is similar to, but distinguishable from, the book of ash illustration in Thief 2. I assume someone's already translated that document...
Notably, there are sort of "shrines" inside the tower inside the statue that appear to correspond to at least some of the four humors. The captions on these shrines are a lot harder to cleanly interpret because they seem to be an artsy mix of language elements. The same with the scrolls left by Azaran's assistant, who seems to be driven mad by the statue's interior.
Other terms of note:
"Liraja" comes up as a seemingly obsessive chant associated with the material inside the statute; it appears on both the "shrines" and at the end of the scrolls by Azaran's assistant. This might be a name for the statue, though it's very unclear to me.
"Mrityudeva" is used as a term for the world inside the statue (and, arguably, is another candidate name for the statue itself). It's derived from Mrityu Devi, a term for death and death deities in Sanskrit and several eastern religious traditions. This straightforwardly communicates that this is the world of death.
Notably, the translated fragment from the book of ash shown at the very introduction of the game is as follows:
'Twas done then, as it had been promised aforetime;
that the Power was taken by the elders and thrust under where the black stars hang;
then placed within the highest tower
which is said to rise amidst the ruin that is the tomb of empires.
The "power" referred to in this straightforwardly refers to the "heart" of the statue. Most of the rest of that is unclear; heck, I wasn't even able to tell if we'd destroyed the statue at the end of the mission!
I welcome thoughts and corrections on all this; again, just lemme know if it should go somewhere else.
meprim on 14/12/2023 at 07:38
Absolutely fabulous campaign, it makes me insanely happy to know that my favourite series still gets top tier content made for it 25 years later. I've been following Black Parade since its announcement, and it was absolutely worth the wait.
That ending cutscene was absolutely beautiful, visually. The thing I think I'm most impressed with with TBP is how fucking well you guys nailed the cutscenes. They've been done before in other FMs, but the level of quality and detail in this campaign is staggering.
Great job everyone, now I'm just sad I don't have a campaign of this length or quality to look forward to anymore, now that its been released and I've finally played it, a part of me feels like its missing.
Kerrle on 15/12/2023 at 04:01
Man, what an great cap to an excellent campaign. I still have a lot I could explore (and will, in replays), but I love the strange creatures and sheer sense of menace in that final area.
And the actual "boss" mechanic felt like a good alternative take on TDP's sabotaging of the Trickster's ritual.
T-Linkz on 20/12/2023 at 14:44
Hello to all,
I`m stuck, can somebody give me a hint about where too look for the chemicals.
Thanks
The Embraced One on 20/12/2023 at 18:13
Quote Posted by T-Linkz
Hello to all,
I`m stuck, can somebody give me a hint about where too look for
the chemicals.
Thanks
You know the note in which you read about them?
They're pretty much in the same room on a nearby table from what I remember. They have a unique model so they're hard to spot. Next to them is a scale I think on the same table.
Azaran on 20/12/2023 at 20:48
So I'm on top where Azaran is. I put the necrotic ingredients into the altar, but every single time the game makes me commit suicide. What am I missing?