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Acolytesix

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Posts posted by Acolytesix

  1. 11 hours ago, Zerg Rush said:
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    Yes, not verry difficult with the sword from behind on the neck or head, same with firearrows. Robot guards are not as skilled with the sword as human guards in other missions. . With the mines anyway. Once the robot guards are eliminated, the security cameras, although they give an alarm, are irrelevant in this room, they will only subtract points in stealth, but these can also be deactivated with the switches that are there or shoot a firearrow at them.

     

    Umm Fire arrows? Thought of those, so where do I find those? By the time I get an answer to that they'll probably all be dead anyhow (now that I know the secret to those lol) Gonna try to close & reopen everything again...

  2. Nice new mission :)

    Just having some issues with keys. Found 2 that are unfrobbable, so far:

    1 in the

    Spoiler

    com room with a note, under the console and another in place with 4 lockers (it being the second from the left, with the key).

    Took forever to get that unlocked with the robot guard & once inside that key too is unfrobbable. Those keys are important right?

    Are those robot guards stoppable with something?

     

  3. On 11/5/2020 at 2:57 PM, grayman said:

    I'm looking for beta testers for the next William Steele mission.

    Testing will be done on TDM 2.08.

    The beta testers for WS6 - Baleford Museum are encouraged to sign up for this one as well. WS6 segues into WS7, and it's important that the transition be tested to be sure it makes sense.

    If you're inclined to sign up for WS7, and you didn't test WS6, I encourage you to complete WS6 first.

    Testing will be managed from the Beta Testing forum thread.

    Thanks!

    Where's the Beta Testing forum thread?

  4. I got 2 questions.

     In the atrium, what triggers the conversation? I've been all around the atrium & I'm on the catwalk, but nothing happens, so the objective won't tick off.

    As for the opal. Do I turn the security thing off somewhere? I tried using rope arrows to lower myself from the beam above the opal, but I get fried every time. Now that I found the other 3 things, also electrified. I believe it has something to do with the 4 panels in the basement. Is there a timer linked to those video panels and the prizes?

     

  5. Got it. Where do I go to find out what happened to the citadel?Back where the jumbo stairs are that lead up to a cliff looking down at the skeletons, there's a bunch of mini cliffs to the

    Spoiler

     

    left to get to a lever on the other side.

    Is that the 1st of the switches to pull? Does the window to the right open? I was halfway there when I jumped back and did something else...

     

     

    LeverInCitadel.jpg

  6. 6 hours ago, JackFarmer said:

    Press "R" to remove an item from the inventory to put it into the player`s hand.

    P.S. The same procedure  (pressing the "R" button) is necessary if you want to process the "Weathered Map" in the underwater facility...and it was also needed to remove the fuse from the inventory when you wanted to place it in the crane on top of the logistics building.

    Mine is set to "L". R is set for Run. My settings are set to Thief 1. All the Thief versions are set to Thief 1 ;) 

    I didn't do the crane yet. As for the 3 things.

    Spoiler

    Does it matter which box they go on? In another save I got the sigil to stick to the box next to the doors of the blue glowing room after placing the book on another, but it wouldn't  do it again. The book and hammer just lay on top. Can't get them back and the box is still frobbable, so it's not 'clicking'

    Any ideas?

  7. 25 minutes ago, JackFarmer said:

     

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    You do not have to visit this area if you do not wish to complete an optional objective ("The Scepter of Discipline" - the related readables for triggering and the needed items can be found in the underwater station) or if you do not want to collect the ressources and the loot that can be found down there.

    yeah I got the 3 things needed for the scepter. Of course I'm going down there :) 

  8. 2 minutes ago, JackFarmer said:

    Thansk for the screenshot.

    You have not found an alternative route into the Citadel.

    The described areas are part of the caves. I recommend you to explore every cave properly. Some of the tasks to be carried out I have already described in a previous post as I really thought you had already entered the Citadel itself.

     

    Is there something down that hole with the waterfall?

  9. 2 hours ago, JackFarmer said:

    The ingame pictures are stored under the folder

    Dark Mod/screenshots

    Please upload the pics here (if you know how to reduce the size of the pics) or through an online uploader of your choice.

     

    The screenshots did not save to the folder. Took my phone picture & brought the size down with photoshop.  Crap the picture I uploaded was wider. You can see a little of the jumbo spiral staircase on the right.

    Spoiler

    Find that position. Go left. Once inside the wall, go to where there's a beam blocking the way. climb over it & you'll find the doors, from the inside.There's woods behind me. The stairs are to the right.

    Wish I had a COMPASS lol

    Spoiler

     

    The tunnel is to the left. It leads to a waterfall one floor under. Go over (haven't tried going down that hole) & past that to the right. There's a broken wall up ahead. Go through the hole & you're in.

    When you go through the wall there's a fork in the path. To the right you can jump down to the floating things. To the left, jump over the beam & go straight ahead & you'll reach the doors.

     

    There's another tunnel leading out to the woods, but I didn't explore that yet. Oh and a dead end tunnel with a gold plate & ruby.

    I'm baffled how this came to be. You created the map & brushes/rooms right?

     

    Spoiler

    HiddenHandsTunnel.jpg

     

  10. 2 hours ago, JackFarmer said:

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    I think I understand now. Could it be that you were talking about "zombies" but referrred to them as "skeletons"?

    The set-up is:

    • Before the golden gate there are three zombies guarding it.
    • After the golden gate there are two skeletons partoling the corridors which eventually lead you into the Citadel.
    • The zombies will attack every player trying to lockpick the golden gate. One can try to kill them with the sword, but that's very brutish, inelegant and difficult. That's why you should have a closer look at the readable that lies on the table in the cave with the four gigantic platforms.

    However, the gampelay is designed for the following steps:

    • There are four switches in the cave with the (at map start not rotating) gigantic platforms and two switches in the cave with the golden gate high above to the left and two the right. However, all those switches do not work when you enter start in the caves.
    • When you explore the caves, you will find another switch in a flooded, rectangular area. (The area in question includes three floating, wooden thingies). When you activate this switch, then the platforms will start to rotate, and the four switches in the platform cave be used to start/stop rotation.
    • Use the four switches in a way to create some sort of stairs that allow you to reach the opening high above.
    • When you have reached the opening, then you can go either left or right and activate the switches high above. Activating these switches will open gates releasing fire elementals (two elementals are caged on every side). The fire elementals are meant to kill the zombies (and they are friends of the player).

    So....

    If you managed to get through the golden gate without killing the zombies with your sword or executing the procedure as described above, then I would like to know, how you did that because that's not what we designed and would need correction before we release version 3 of the map. It would be great, if you could help me here.

     

     

    Maybe now I can find out how to get to the pictures I've taken over the years with TDM (where is that folder?) 

    It can't be a flaw. That would be too weird. It's a lengthy tunnel with glowing mushrooms from where the giant spiral staircase is. It goes through solid rock & then there you are on the inside behind the doors. Can hear the skeletons on the other side. The pic I took with my phone is to big. If you tell me how to get to the ingame pictures I'll send the exact location.

  11. 11 hours ago, JackFarmer said:

    Comment:

     

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    1. The Quarters and the Chapel are part of the Citadel and are the last resorts accessible when other tasks within the Citadel have been completed.

    2, Not sure how you could take a wrong turn as from the caves (part III) there is only one way into the final area. How did you go past the skeletons? I did not create a hidden entrance in this gated area before the door that leads directly into the Citadel. If this is a bug, I would like to fix it.

    3. What do you mean by "five switches"?

    oh wow, really? I can keep playing this version right? I hate everything undead without fire arrows and or holy water... :) 

    I'm just waking up, give me a little bit to wake up & I'll go in. It's saved right there, cuz I thought the whole thing was weird & funny at the same time. How did that back door happen without your knowledge?

    As for the switches. Those 5 on the  'mainland'.  Levers is probably a better word. There's one by a window that I never got to either. 3 on the shoreline. Havn't found the 5th one though.

    So I am on the right path then? The caves come first & then the expedition camp/quarters. Where do I get artillery for the skeletons?

  12. Ok, so I finally found the bloody thing! Isn't the Quarters & chapel supposed to come before part 3 - The Caves? I think I took a wrong turn somewhere... I'm in the citadel now & I'm not armed for any of that in any way. Found some back cave that leads past the walking skeletons by the golden doors & end up

    Spoiler

    behind them, where they are barricaded anyway

    ... Skipped the 5 switches too it seems. What were they supposed to do?

  13. 2 hours ago, JackFarmer said:

    hint:

     

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    1. There are several ventialtors in the underwater station.

    2. Search for one that behaves differently compared to the others...

     

     

    The only one I find different is the one in the

    Spoiler

    "printing room"/analysis. Is that colder air or smoke coming out of the vent? Right above where the hammer & cigil is. How do I open that, if that's it? That won't highlight...

    If this isn't the one, can someone please tell me what room it's in? I really want to go forward now... I'm sure there's a lot more things ahead after the airlock...

  14. On 8/10/2020 at 3:27 PM, JackFarmer said:

    hint:

     

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    You can find a readable with the code in one of the lockers in the scanner room. It is Edmund;s locker.

    [/spoiler)

    Actually that note won't highlight... I read about that being a problem somewhere. Can you just give me the code?

    OK, updated the fm to version 2, so now everything is frobable. The note has an objective attached to it. Just the code wouldn't have worked.

    Please just tell me though. Where is the bloody

    Spoiler

    bomb

    ??? "To the left of the

    Spoiler

    airlock",  someone says. "Look for something odd in or near a vent & something the other rooms don't have" ???

     

  15. On 9/8/2020 at 1:11 AM, PranQster said:


    Framerate Disclaimer:
    Due to new lightning effects, the frame rate will drop noticeably when these effects are triggered. There is no way around that. It is brief when it happens & hope it doesn't ruin the gameplay for too many people.

    Lightning flashing inside the building: This will happen while the roof door is open. Just pretend the light came in through the windows. The same goes for the inventor's spectacles, due to the open front gate.

      Reveal hidden contents

     

     

     

    The only framerate issues I get is in the dungeon...

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