ffox on 19/4/2008 at 15:14
frobbin hood: You'll find the things you are looking for on the way down to the lower nexus.
Take the stairs to the east of the pit.
You may need to go back to a savegame before you threw the crates.
I thought we'd fixed the crate thing during testing.:confused:
The Phantom on 19/9/2008 at 19:43
So much to praise!
Greatly designed city. Finding my way through the maze of streets seemed confusing at first, but the street signs and and map helped a lot :thumb:. Things like the harbour, sewers, slopes, and public buildings shows that a lot of time is spent into making it come to life :wot:. And how the taff can you come up with such a variety of street names? Nice touch!
I had a funny moment with rescuing the drunk from a watch station cell and follow him through the streets, only to see the poor bugger getting slain by the city watch before reaching his home. How cruel :laff:
The story is interesting with many events that turn darker and more complex the closer you come to your ultimate goal. The second part of the mission, leading you
underground to find the missing Jemola, is a spectacular difference in terms of surrounding and enemies. Unique and very spooky!
Dealing with the nexus reminds me of the bank mechanism from (
http://www.ttlg.com/forums/showthread.php?t=99926&highlight=MechBank) MechBank, by the same author.
Overall, the size of the level is much larger then expected. This results in lower detail then what we are used to in some latest missions, and some areas feeling a bit empty, but Under Templehill compensates for being so outstrecthed with so much to explore.
Following the main story events, there are many secrets and plenty of loot waiting to be found. And not to mention several spectacular bonus objectives (of the three artifact quests i wasn't able to find the holy silver cog) and some original design elements :D. It kept me entertained, and sometimes puzzling, for over 4 hours.
Stunning achievement, Pixie :thumb: I love your work and really hope you'll make a return to dromEd some day.
StatisticsDifficulty: No hope (expert)
Time: 4 hours 6 minutes 43 seconds
Secrets: 8 out of
9Hidden objectives: 4 out of
5Loot: 2965 out of
3070Karras' volumes found: all
Cardia on 15/3/2011 at 00:52
I´m at the mech church, exactly in the laboratoy with the two mech bots, i am suppose to attach something in the two boxes of the machine, i was able to place a iron chassis in the upper box, i also got another iron chassis, but i won´t fit in the lower box, what should i place there? and where can i find it?
Cardia on 15/3/2011 at 20:27
Thanks Sticky Fingers, finally i´ve finished this nice mission, i never expected that it would be possible to make an ai creature follow us :D...cool :cool:
Cardia on 21/1/2015 at 17:55
what changes in this mission between the difficult modes?
Unna Oertdottir on 12/8/2019 at 13:19
We are trying to fix this mission. There seems to be a bug in ND 1.27 which doesn't occur in ND 1.25 or in ND 1.26.
After frobbing a dagger (777) a thief will be teleported in front of a house. He will go inside the house and frob the dagger.
But in ND 1.27, his current AIPatrol link will be ignored and he doesn't go inside.
I need some more testers to check this. The dagger is not far from the start point. Run to the market place and go east, then south. The house will be at the end of the street. It takes 2 minutes.
Does he go inside and frob the dagger?
fortuni on 12/8/2019 at 16:41
Unna, just to make sure it wasn't any file in T2Fix causing the issue I dug out a old 1.21 thief install from 2014 patched with tafferpatch and patched that install with BulletDromed 1.27.
Without BulletDromed the intruder goes into the apartment but with BulletDromed 1.27 the intruder fails to come into Jemola's apartment, so yes it's definitely ND 1.27 causing this bug.
ffox on 12/8/2019 at 18:12
Playing Thief2.exe (via TFix127) the thief doesn't come into the house.