Fidcal on 14/4/2010 at 10:50
Need clue please. Part 2 Largo
3rd floor I think. Everywhere locked up tight. Good clues about key on blue sash. Cannot find it in logical place in Valet's room. Tried cupboards and doors. Maybe it's been stolen. Maybe it's with the cleaners.
Only open route seems to be to the study but 3 guys in there. One has blue coat and red sash so maybe he is the valet but not wearing his blue sash today? I cannot see the 3rd guy.
No way in that one open door without an alert. I have tried 3 water arrows but can only just get inside. I can't get anywhere without an alert.
Tried a diversion to lure them out but nowhere good to hide. One guard came out and found me easily.
If there were another key maybe I can get round a different way.
Ante rooms to throne(?) room. Woman has no key. Reading man has no key.
There is another clue about hitting a key. The only possible door I can find from the aide's room is a non-highlighting door and no sign of a key so I assume it is on the other side and you have to hit it when you come from that direction. Or maybe hit the door itself not the key? Either way I've not been able to find a heavy object. I don't seem to have maul any longer so I assume that disappeared when I used it on the vent door. If I could get back downstairs I could get the drill. Maybe I can rope back down the dumbwaiter shaft?
The above is as far as my reasoning, searching, and patience have taken me so I'd be glad of another clue. Or rather, if it is just a key 'somewhere' then I'd rather you just tell me. But if it is something in one room then I don't mind searching one room
Extra frustrating because I can't get Thief to work on my new Vista PC so I'm struggling with about 3 or 4 fps.
clearing on 14/4/2010 at 11:05
Check for a secret (a switch on the ceiling) in a small corridor between main tower and Aide's room (3d floor). You will open the door to the narrow color-lighted corridor. This just one of the variant. You can just read book in Valet's room and wait for the Valet to appear (Hallway/Pool near kitchen).
(http://www.ttlg.com/forums/showthread.php?t=131684&p=1979508&viewfull=1#post1979508)
Zontik on 14/4/2010 at 11:34
Fidcal, you need to find a way back to the ground floor.
Don't think about elevator shaft, this way is completely broken.
Look at the inactive door you mentioned from another side. Door glass may prevent you from direct view, so don't shy.
I suppose you've read valet's message downstairs. Don't take it literally, 'heavy' object may be just a metaphoric image. Something else you have can help better.
Answer to your next most probably qeestion: where is valet?
Hу is trying to find out what has happened with the dumbwaiter. If I were him, I would ask some person... engineer? butler? chief guard, at last?
242 on 14/4/2010 at 11:42
Quote Posted by Fidcal
Need clue please. Part 2 Largo
There is another clue about hitting a key. The only possible door I can find from the aide's room is a non-highlighting door and no sign of a key so I assume it is on the other side and you have to hit it when you come from that direction. Or maybe hit the door itself not the key? Either way I've not been able to find a heavy object. I don't seem to have maul any longer so I assume that disappeared when I used it on the vent door. If I could get back downstairs I could get the drill. Maybe I can rope back down the dumbwaiter shaft? The door with the stuck key is
between the main tower and the narrow corridor leading east, 4st floor (the floor just below the floor with the concert hall). You break the glass on the hall-tower door and....
Unkillable Cat on 14/4/2010 at 12:39
People seem to be wanting me to post constructive criticism beyond that which I've already posted. I'll admit that my limited playing of the FM doesn't give a lot of room to do so, but if I were to give further suggestions as to what this FM needs, it would comprise of two things:
Either:
# Delete the first mission entirely, and have the player start at the castle.
# Hand the FM over to a competent level/game designer, and let him finish the work that this FM badly needs.
It is clear that the meat and potatoes part of the FM is the second mission. I can understand the need and/or desire to build up suspension/give plot exposition by having the player first journey to the castle, but we don't need to have a flat tire at every turn in the road, do we? And before anyone says it, I'm not suggesting that the journey be a short stroll through the countryside, or heaven forbid, travel by camvator.
Let's go through a short checklist:
# Where is the player coming from? Really, take a look around the starting area. I couldn't see anything that suggested to me how I got there. There's no building visible, no road, no doorway, no helicopter flying off in the distance, no parachute tucked away under a rock...nothing.
# Where is the player going? Well, forward is the obvious answer, but then what? Like I said before, there is virtually no visible path through the monotonous mountains, we're left with trial and error to determine where we're supposed to go, and let's not forget the misleading "landmark" that the ghost is. Worse yet, we have an objective that says that we can't stray off the path. What path? The simple art of exploring our surroundings is threatened by constant punishment. But wait a minute...
# Does the player have a map? Yes, we do, and it looks pretty good, but it didn't help me at all, because I couldn't find a vital element on it: Our position. I could see a waterfall and a castle, and I recall a lake, some directional directions and tons of mountains, but where am I on that map? I'll admit that I may have missed the "You are here"-marker, but one thing's for certain, it isn't easy to spot. If at all. If that map is going to be useful, we need to see one of those defining landmarks rather quickly, and without having to change out flat tires 3 or 4 times first. Can someone tell me how long it takes to get to the waterfall, for example?
(On a related note, anyone notice the directions we're traveling in at the start? Assuming we start facing north, it won't take long until we're traveling in a south-easternly direction, with indications that we'll be traveling due south shortly. I wouldn't be surprised if the path turned west shortly afterwards. I know that Moscow has to live with (
http://pricetags.wordpress.com/2007/01/25/thrilling-wonders/) roadworks like this (second pic, scroll down) but why inflict that upon a player in a video game? There's clearly a lot of work and thought put into this FM, so doing something as silly as this kinda sticks out, especially when it clashes so badly with "Where is the player coming from?")
# What drives the player to keep playing? Really, stop and think about this. I'm only talking about the beginning of the first mission here. Let's assume that someone is playing this who has no idea what the rest of the FM has in store, that hasn't seen any of the screenshots, that hasn't heard the gasps of awe over the beauty of the second mission. (That time will come, believe me.) That player is greeted by a hideously plain and ugly landscape and told to go find a castle, aided by a useless map, with no clear sense of direction and inevitable punishment if he takes a wrong turn. Nice welcome, why bother playing on?
And this is all just from the first minutes of the FM. It's Game Design 101. It's not rocket science. And yet Zontik overlooked all of this? I'm half-scared of think of what else has gone wrong in the rest of this FM.
I stand by every word I've said. This is the Daikatana of Thief FM's, rivalled only by Calendra's Legacy. Speaking of CL...
Quote Posted by "
Simply put, this FM is on par with Calendra's Legacy, period.
Zontik just became a legendary FM maker on par with Purah, congrats
Truer words haven't been spoken, though the meaning I read from them totally contradicts their original meaning.
I wouldn't be spending time writing this if I didn't care. It's just that these faults are so glaringly obvious, I'm surprised that someone so talented could have missed out on them.
Briareos H on 14/4/2010 at 12:55
I loved the first mission and its sense of exploration. What are you going to do about it?
Not being able to know if a visible limit is one imposed by the engine or by the mission is a fresh method of forcing the player to think and something rather needed after the recent batch of highly polished FMs. A little bit of frustration is needed for a feeling of accomplishment.
Jimpy on 14/4/2010 at 13:00
i hit the buttons rapidly on the musical note console and found an easter egg. i thought i typed "eggg" but it must have been some combination of e and g, i dunno, i've been running around in slippers avoiding guys for hours, my brain is now officially dead, either way, i broke the egg and found a suprise!
smithpd on 14/4/2010 at 13:04
I tested it this morning with the Task Manager running. The mission definitely has a memory leak. I can't say if this is a problem with any other or all missions. I would need to unload this one first and test another. But this particular mission definitely has a memory problem.
Before starting T2, the memory allocated was 445 MB
After starting T2, it was 477
After loading a save in Anger's living room it was at 610 to start playing.
Then, just standing in the room and doing nothing other than a little looking around for a half hour or so, the memory allocation increased steadily to 819.
Went down the elevator and looked around a little. Up to 994.
Played another hour, up to 1.53 GB
Attended and spoiled the premier. Up to 2.13. Disk activity getting significant due to using virtual memory.
Shortly after that, it crashed when I loaded a save.
In all, abut 2 hours of play before it crashed. This repeats earlier experiences.
Shortly after recovery from the crash, my McAfee anti-virus was turned off by some unknown force. This is also repeatable.
I don't like that, especially the virus bit, but I'll keep playing, taking the precaution to exit and restart T2 every hour or so.
System: core 2 Duo
Nvidia GeForce 8800 GT
2 GB ram
clearing on 14/4/2010 at 13:08
Jimpy, congrats!
Try to break an egg.
242 on 14/4/2010 at 13:22
Quote Posted by Jimpy
i typed the letters "eggg" into the musical note console and found an easter egg. You won't believe it but I managed to find the egg purely by chance. And earlier, I opened the false wall also by chance. Double luck :eek: :eek:
Until I read this, I though it was just an indication of incorrect combination,and didn't give much attention to it, even didn't check the display.