prjames on 26/4/2010 at 00:58
Quote Posted by Catman
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09. The secret room east of the dumbwaiter passage on the first floor. Switch is near the most easterly column.
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I'm chasing secrets. Could you give me a more direct hint on this one?
Easterly column in which room? The kitchen? I searched endlessly on the easternmost column standing in the middle of the room (not against a wall) and couldn't find the switch. Thanks!
- prjames
bob_doe_nz on 26/4/2010 at 01:05
Quote Posted by prjames
I'm chasing secrets. Could you give me a more direct hint on this one?
Easterly column in which room? The kitchen? I searched endlessly on the easternmost column standing in the middle of the room (not against a wall) and couldn't find the switch. Thanks!
- prjames
From the Dumb waiter next to the kitchen, head to the hallway which has the large stairwell.
Face east (Opposite the stairwell). You should frob around the column left of that armoire thing.
Xorak on 26/4/2010 at 02:00
Beautiful level, I enjoyed it completely.
It's exactly the type of puzzle solving I crave in a game.
I spent over 9 hours on this thing, and when I went to bed my whole head was ringing.:laff: I should've quit, but I had to finish it.
Obviously there were some frustrating moments. For me the worst part was actually climbing the vines in the first level and trying to get around the guards by doing so, the placement of the vines was a little sketchy and almost made me pull my hair out.
I needed a couple nudges on the second part to help me get going. I got stuck mainly trying to find the key lying on the floor after shooting it with an arrow. I spent almost an hour before I finally had to give up and look for help, only to find out it was lying right there all along.
There were some parts of the mansion that were a little unrealistic (like how would the carriage ever travel out of the castle) but overall the design of the level was near perfect. I like having to go over an area several times, and each time it opens up a little more. Actually, one of the best parts was the dynamic patrol routes of some of the people. I swear that their routes changed depending on what part of the castle I was in, specifically that one peasant who marched around from the servant's quarters to the Room 17: Hall.
I also finished a loot list, although it might be missing 50 loot. I'd have to replay to make sure it's all there (even though the list records all the loot I'm still missing 50 in the game.) Is it possible to get the happy ending and all the loot? That would be like the perfect ending.
Oh, and how would you go about destroying the doctor's evidence on Largo? I'm not even sure what the evidence is. Is it the diary on the bed? Or is it the portfolio hidden beside the desk? That portfolio thing just showed a picture of a bunch of letters, but didn't let me read any.
Thank you sir.
Quant on 26/4/2010 at 02:56
I really enjoyed this FM a lot so far, but unfortunately I cannot get around a crash to desktop late in the 2nd mission:
[spoiler]I created the werehide potion in Anger's hidden chamber. After that, when trying to leave Anger's quarters, a conversation between two guards starts (about smashing the door to the 2nd floor). At the end of that conversation something seems to get added to my inventory (a scratching sound starts) and then the game immediately crashes to desktop.
[Subtitles don't seem to be the cause - I've tried to remove the file Books/Guardsconv.str, but even then the game still crashes (without showing the conv. subtitles)].[/spoiler]
Has anyone experienced the same problem (and perhaps found a workaround)?
--Quant
Xorak on 26/4/2010 at 03:13
The scratching is the sound of Garrett writing out a note basically paraphrasing that discussion. What if you tried removing the link to the note?
WhiteFantom on 26/4/2010 at 04:00
I had problems with crashing during nearly every conversation, and while I eventually found a work-around that allowed me to finish the mission, Zontik PMed me with a possible cause for the problem and a better solution, and it's possible your problem--though not the same as mine--might be caused by the same thing Zontik suggested to me.
In your Thief 2 folder, find the file tnhscript.osm. Then, open the zip file for the FM (should be KS.zip in whatever directory you have your FM folder set to) and find tnhscript.osm in the zip file and compare the two files--are they different sizes with different dates? If so, manually copy the one from the zip file into your Thief 2 folder, and that very well might fix your problem.
Zontik said that sometimes, if you already have a copy of tnhscript.osm from a previous FM, Darkloader may fail to overwrite with the new file when you install another FM, and since this is the file that contains the scripts for the FM, things may not work correctly if the file wasn't installed properly. Manually copying the file from the FM's zip file to your Thief folder should fix it if this is your issue.
--Jennifer
Agent Cooper on 26/4/2010 at 06:24
Quote Posted by Catman
09. The secret room east of the dumbwaiter passage on the first floor. Switch is near the most easterly column.
Thanks for the list, but you mixed up directions here in both cases. :confused:
Read
"west of...", "most westerly".On a related note, the only thing I'm still missing is the
2nd spicebag. I remember picking one up in the kitchen ...Cheers,
Cooper
Never mind the
spicebag, found it immediately afterwards.
Too obvious ...
Zontik on 26/4/2010 at 06:31
QuantThe most probably reason was noticed in Readme:
Quote:
Don't stack bodies into piles! It can cause problems in the future.
It wasn't a joke, I suspect one of the bodies caused that crash when engine was trying to destroy it. The only solution (as you can't leave the room without hearing the conversation) is to edit your SAV file. Send it yo me and I'll fix your problem.
XorakPlease send me your loot list. I'm working on it right now, but damn, it's tricky to name every hidden place in English! Then you'll get your missing loot and other desired stuff.
BTW, what didd you mean saying about carriage? It is not supposed to leave the castle, it's just to take cargo from the rising platform.
About evidence:
just burn the folder in the fire. You can't throw it, but can ‘put' (pressing R by default).
Xorak on 26/4/2010 at 06:59
Zontik, my point about the carriage was that if the king or other nobles would arrive or leave the castle, they would likely leave by carriage. But in the first mission the route right up to the castle was so twisty and narrow that it really isn't that suitable for a carriage to travel up and down. It's a very minor thing to point out. But likewise, there is a highly guarded backdoor with a guard room and everything that leads absolutely nowhere, while the frontdoor has very little security.
Anyways, I'm sending the loot file to the email that you have on record here at TTLG, because I don't know how to send it by PM.
Zontik on 26/4/2010 at 10:32
Thanks, I misunderstood you. I thought you meant that killing machine from the 2d floor.
Yes, I had the similar thought about that twisted way while building... and even tried to match its width to the carriage. Unfortunately, nobody is perfect.
As for the lack of guards on the front door, the explanation is within Gabriel's letter in Mission 1.
BTW, I've got your list. Wait for a while.