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Posts
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Posts posted by JackFarmer
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8 hours ago, Acolytesix said:
& you think you're the dummies?
I got the station map, but now I don't know where to go ?? Knocked everyone out inside and out. Obviously I'm missing something. Found 2 locked doors. 1 on the roof & the other inside somewhere. Where are the keys to those? Is that where I need to go to move on? Where's the airlock?
Are there any fire arrows in this mission to to stop the annoying robots?
Hint:
The first fire arrows will be available after a certain task in Part III (The Caves) has been executed.
For the locked doors:
1. Check the groundfloor office (desk)
2. Check the basement office (trunk)
3. Check the guard patrolling the roof and the first floor - he carries something
4. Check the basement storage room that is reachable through the maintenance tunnel - it includes a very special item allowing you to start operation of a device located on the roof.
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In general: There are two ways to pass through the weir.
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Hi Jeff,
Me too.
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J'espere que vouz continueres avec Vitalic Fever!
P.S. Sorry for wrong grammar; trying to improve my skills, once again!
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On 8/6/2020 at 6:10 PM, STRUNK said:
Great mission. I love puzzly stuff. Atmosphere is great in all parts, but the Citadel is just amazing : )
Had to look here for the bomb solution and couldn't grab 1 of the four things in the Chapel, but after leaving the room and getting back in I could grab it and got the objective completed. In the Prison there were a lot of "seems" going on. I played version 2.
Without your help, this would have not been possible. Thanks a lot for your help, once again!
Jack
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8 minutes ago, kin said:
I could use a little help on the puzzle with rotating pillars though.
That;s a bit vague, I am afraid. Thus please clarify:
Have you found the readable in the library explaining how to carry out the daily Service ritual?
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16 minutes ago, kin said:
I get the "do not kill" objective failed both with ver 1 and ver 2 with new saves in game. I ended up using some console commands to get through
I just checked on both my notebook and my PC with version 2 and I could kill both of the revenants in the crypt without failing the mission. I really do not know what`s causing the problem on your end and I am very sad that in general it caused you so many problems.
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3 hours ago, MrMunkeepants said:
I just checked and it works fine for me.
I take it you tried a savegame generated with ver1?
If so, then I am afraid this does not work as I think the savegames contain specific settings (team settings included) from the mission version the savegame was produced with.
Sorry, I forgot to mention that when announcing the release of ver2.
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1 hour ago, Spyrano said:
The readable which triggers the new objective includes the following
"Visible mechanical parts of the item in question (=where the explosive device had been planted) may start to behave differently as soon as you have installed the ordinance."
That really did not help you to narrow down the possibilities?
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On 8/3/2020 at 2:10 PM, Ryan101 said:
Nah, they're all dead as far as I can tell.
I think the issue was triggered when I flipped the switch again - but flipping it back and forth does nothing to fix it. Transitioning to new areas doesn't seem to help, either.
Version 2 includes a new command to stop music once and for all when you walk through the golden door.
On 8/4/2020 at 5:33 AM, MrMunkeepants said:Can you post your darkmod.cfg and the savegame for @stgatilov
On 8/4/2020 at 8:38 PM, kin said:This problem was fixed with version 2 as well.
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I made changes to enable:
- custom main title picture
- custom video briefing
- custom main title music (sometimes also for in-game menu displays)
- loading picture
I did not change lines other than for the subjects mentioned above.
Jack
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Version 2 is now available (see OP):
- fixes the problem with wrong team allocation
- monitors the sound file during the fight scene with an additional trigger placed in the hallway after the golden doors
- includes new monsterclipping covering the golden doors that hopefully prevents further crashes with the elementals
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3 hours ago, Ryan101 said:
I'm having an issue where the music that plays when the elementals are released keeps repeating itself - even as I delve further into the Citadel. It's overwhelming all the other ambient sounds and obviously makes lockpicking extremely difficult, lol. Loading a save doesn't seem to help, nor does quitting. Is there a way to use a console command to stop it from playing? I've been quick saving, so I really don't want to have to start over.
In the room with the fire elemntals: are there still "living" undead?
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On 7/28/2020 at 7:03 AM, kin said:
Is there a chance you could help him?
9 hours ago, Marbrien said:I managed to finish this, on Expert. Apart from some frustrations circumventing the undead, it was great.
I have a couple of questions.
1. Is there a use for the
2. I found I could get rid of the "red headlight" undead in the Quarters
by leading them into the library, where the skeletal guards would obligingly dispose of them. Was this intentional?
Thanks!
As for the picture and the red headlight AIs:
The picture is connected to the readable placed in the same spot. It shall help the player to understand which of the portrais in the Ritual Room shows St. Antonius
The next update will fix the "advantage" you have described with the red ghosts vs. the Citadel guards. That was not intentional.
4 hours ago, wesp5 said:As somebody already said, some undead in the crypt are set to human so killing them with firearrows makes the mission fail. Strange enough not when using holy water. Also you could clip into some stuff in the station. BTW, is there any way to kill those floating eyes?
The problem with the AI team setting will be fixed with the next update.
As for the ghosts with the red eyes: I have "bought" them from @Bienie (aka "Doc Frankenstein) and I think he made his creatures (as you would expect from such a doctor) invincible. However, the current version of the mission includes a false team allocation. Thus, you can take out these guys as per the method described above by Marbrien.
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5 hours ago, Summer said:
Got it! Thanks, Jack
Only two more things to do:
One, there's a chest in the Court I can't open, and I can't seem to find a key, though I feel like I've been everywhere. Two, I have the three items needed to get the Scepter of Discipline, but no clue as to where to use them...
Any help would be appreciated. I don't know why this mission has me searching in every nook and cranny, and I still can't seem to find what I need Poo, maybe I'm getting rusty...
As for your questions.
1. You are right; there is someting wrong with that box. I don't think there is a key for it in the mission (I think it was supposed to be pickable). Thus, skip it
2. Scepter of Discipline: Return to the caves and look out for a flooded area with a skeleton patrolling it....
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54 minutes ago, Marbrien said:
I cannot get this to install properly. I'm using an up-to-date TDM version 2.08, 64 bit. I've tried using the in-game installer, and also downloading it separately from all three of the download sites on the FMs page of the TDM site. The result is always the same. On installing the mission, I get a blank Objectives parchment, and cannot proceed. I have uninstalled the game each time before trying another download. Does anyone have any idea what is going wrong?
NB: is there a way of verifying that a download has completed without corruption, other than by trying to install the FM?
OK, I have got this working by downloading the FM on another PC and taking it across to my TDM laptop on a USB stick. It seems there may be a problem downloading files on that laptop.
I am at a loss here. Could you be so kind and try to help him?Strike that, his last paragraph was added later and I did not see that.
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I've also enjoyed the slipping in of contemporary lyrics and musicians.
Together with @Jedi_Wannabe you have been the only one till now to mention that!
23 hours ago, tapewolf said:I particularly love the soundtrack work in this series, and am still impressed you managed to find suitable uses for the M1 Pole preset.
...you also have an M1 at home?
As for the Books of the True Believers:
Their only purpose is to prove that the Builder's religion is quit lunatic!
When I gave the texts for these books to @Amadeus for editing I really had concerns that he might think that I have crossed the border to absolute insanity and he would fear for my mental well-being. Later on I found out that he actually loved that weird stuff.
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38 minutes ago, Summer said:
Yes, I read that readable.
But I don't seem to be getting the order right... Which bone goes into which bowl? I've tried several variations, and nothing happens. So I'm wondering if I'm doing something wrong... I just drop the items in, right? Enter didn't take the objects out of inventory.
Thanks a lot, Jack, for taking the time to help me
Hello Summer,
Try this:
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1 hour ago, Summer said:
Question:
Are we supposed to do something with the four bone pieces you find in the crypt? I tried placing them in the bowls in the main crypt room, but nothing happened... Is there a specific order? I mean, I read the readable about arm, spine, leg, and head, so I know that, but the bowls...?
Thanks in advance Man, this is such a huge mission!
Yes, you have to put the bone pieces in the several bowl.
When you enter the crypt, you will see a very comfortable stone bench to the left with a table in front of it. Check the readable that lies on the table. The readalbe is called "The Tortures of St. Wilbert".
This particular readable should help you.
Good Luck!
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6 minutes ago, prjames said:
I'm equally dumb-dumb.
I recognize what I think is the electrical item that has the bomb (the device with two spheres sticking up, to the left of the airlock - the device with two displays whose pointers are wildly going back and forth) but I move all around it and try to frob things but I can't frob anything. What device am I supposed to pick up and where do I take it, to disarm the bomb??? (I don't think it's the lantern in the room because irregardless of where the lantern is, those pointers keep wildly tilting back and forth.)
Please give me a hint before I go crazy. Thank you!
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Hint
Search for an electrical device that is meant to provide fresh air and behaves differently compared to the identical devices installed everywhere else in the station.
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24 minutes ago, Summer said:
Hint:
By removing the explosive device you have completed the relevant objective from the list. The passage through the air lock is now possible without failing the mission (=blowing up the station).
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21 minutes ago, Mike 1002 said:
This mission is great, but could someone please give me a hint as to where the bomb is at in the underwater facility.
Hint:
There are lots of identical items installed in many rooms. Look out for a room with such a device that behaves differently compared to identical items installed in other rooms.
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On 7/7/2020 at 2:14 PM, Fieldmedic said:
Hello!
I sat and read a book and felt an urge to map/play TDM, so I went to the computer and started up the mod and saw that my current version was out of date. I haven't mapped (seriously) for some years but I see now that you've released 2.08! It makes me really glad and brings tears to my eyes that the dev team still cranks out exellent content! I must bend away my thoughts and thinking of "I cannot make anything useful..." and try to make another mission!
In other words, Fieldmedic is not dead, I'm trying (again) to take up mapping!
Cheers!
Looking forward to seeing your next WIP!
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On 10/13/2019 at 3:16 PM, NeonsStyle said:
To be honest, got pissed off playing this after about 15 minutes. Most doors and vents are locked and require 3 picks!!!! 2 is 1 to 2 is
normal, and u save 3 for objective items. 3 for every locked door and vent is way overkill.
"2 is 1 to 2 is normal" --> what does that mean?
I am sorry that you do not like it; I for one think that the church has cool Thief vibes. I will start a rerun of this mission Sunday evening CET as I want to ghost it.
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1 minute ago, Jedi_Wannabe said:
Super big congrats on release! I was honored to have a sneak peak.
Look out for the deep lake kraken!
Hidden Hands: The Lost Citadel (23/07/2020)
in Fan Missions
Posted
Return into the basement and enter the storage room through the maintenance tunnel. There you can use the keys.