Hashishans V2 Updates for 1.c

The Last Update 15/8/2002

Thanks to all that took the time to download and test this level
Text is from Brian and Peter, when I've went through them I
will move onto Diana, Nightwalker and Jan n Dan's notes.

Seeing how everyone asked about that room with the hole in the floor, I decided to make that the pit of dispair !
Fight for yor life in the pit, if you're brave enough.
2 new weapons - Hells Fire and Skull of Death

As far as I know this is the final version. ( I hope )

Nightwalker

- REMOVED A COUPLE OF GAURDS

- I started once and got part way. The guy in black (one of the Hashishan's) was upstairs in a doorway, killing anyone that came close, but not leaving. I restarted and this time, the same guy came running down and started killing off a bunch of the guards. HE DOES SEEM A BIT RANDOM BUT THEY ARE THERE FOR CANNON FODDER ON EASY
- Footstep sounds are missing in the second part of the tunnel above the room where you get the “Recreation” key.SORTED
- On Normal, the book that says to move the Hashishans to the blue block and kill them is still worded the same as on Hard. It’s confusing because it leads you to believe that’s where they’ll be found, not in the regular cells. SORTED 1 FOR EACH SETTING
- After everything settled down, I walked down the hallway to the end doors, but didn’t open them, then walked back up the hall. A guard (I think it was the one from the far end of the hallway, by the courtyard doors) came running down the hallway and started searching for me, for no reason. RANDOM FACTOR
- On Normal, I think you should eliminate the guard that patrols up and down the stairs to the basement. Not on Hard or Expert, though. Also, is it possible to make the double doors at the bottom open in towards the basement hallway rather than out towards the elevator/stair area? It’s very tricky to get in without being seen the way it is. You can’t see if anyone’s in the hallway until the doors are already open, as you have to stand in full light in the middle to open the doors. SORTED BUT I LEFT THE GUY
- REMOVED ALL HARDHAT GUYS

- A sneakier way to get into the last open area would be a good improvement, though I don’t know if it’s possible. Maybe it’s already there and I just haven’t found it?? There is one secret I still haven’t come across. The doorway is really well lit and I was out of water arrows by the time I got there, so I couldn’t even put the fire that the guards stand by out, unless I used a gas arrow (which I did).
- I let the Tree beast out, just for the heck of it and this time it got past the lamp but got stuck on the tree to the left of the doors that unlock with the gears. SSSSSORTED

- Is there something in the clearing with the gallows other than the purse the girl is wearing? It seems a large area, just for that. ADDING JUST 1 OBJECT TO THAT AREA CAUSES SCREEN COMPLEXITY ERROR !

Diana

Hard Difficulty:

The Sentry (metal beast) down in the basement k I don't know if he's supposed to do that. YES, HE'S FAULTY

There is something floating in the air in the courtyard between the Tree Beast and the drunk archer. SORTED

Oh and a pagan in the cell on the "blue block" changes sex when I (Garrett) pick him up. DUNNO WHY

I had trouble keeping those darn Hashishans alive but I think it's supposed to be that way. IT'S COOL NOW

SORTED THE RELEASE/NO/KILL OBJECTIVES, BLUE BLOCK IS MANAGEABLE NOW.

Brian

Bugs:

1 In the sliding door between the fireplace and the tunnel, Garrett can get stuck if his head bobs up exactly when he's under the door. You might want to make this door slide sideways. SORTED
2 Two gold cups on the table in the officers recreation are partially inside the table. SORTED
3 Painting with no picture in the sherriff's office. SORTED
5 Unfrobbable door in "hired guards" bedroom can be bashed open with sword, but it doesn't go anywhere. CHANGED DORR
6 Can remove loot from Toolbox in secret room above the main room without opening the box. SORTED
7 The double gates to the tree beast area are out of alignment. SORTED
8 Three buttons in the exit area shouldn't be there. SORTED
9 Also, it would be nice if the exit looked like an escape to freedom instead of a dead-end hallway. WORKING ON IT
11 The doors to the sleeping quarters can be bashed open with a sword. Not sure if this is intentional or not. LEAVE IT
12 In the small maintenance room by the bot under the stairs, NEW DESIGN

General comments:

The button to open the door of the room containing the 3 safes is definitely too well hidden. It just wasn't possible to see without jumping up on the workbench. REWORKED SORTED
The ring in the small maintenance room by the bot under the stairs might be too well hidden, especially since you could be trapped forever just trying to find it. SORTED
The sliding bed in the hired guards bedroom slides back by itself and it makes it very difficult to use a rope arrow and get down without taking damage. SORTED LONGER DELAY
Is it possible to open the single door at the bottom of the stairway to the basement? If not, then make this door a different type. Ditto for the door in the maintenance room where the sheriff is standing. CHANGED DOOR

There's a locked room right at where you drop through from the passage under the sliding bed. I can see a tunnel in the floor in that room but couldn't figure out how to get in. WAS STILL WORKING ON THE PIT


Peter Smith

3. To get around to the North side of the main floor, I had to nudge the blue coat SORTED
4. You can't hear the sounds emanating from the main jail room when you are inside most of the cells with the cell doors open. Sound is not propagating properly. SORTED
5. The key that says "Recreation" also works in the room labeled "Research". CHANGED
6. You can't go into the room marked Research, and you don't know about the alternate route until way late in the game, when you find yourself outside by the tree beast. As a result, I spent a lot of time fruitlessly trying to find a method to get in there. SORTED
7. Many of your back routes are like this - they come after you have tried several times and given up looking for direct routes. Other examples include the route into the kitchen and recreation area from the elevator, the route into the blue block by the bed secret, and the back route into the pub with the victrola. So, you have some wasted effort there and maybe a little frustration. In general, though, I am not so sure this is a bad thing. It makes the mission very interesting to discover the back routes. HMMMM I'LL LEAVE THEM AS IS BUT HAVE MORE CLUES
8. In the case of the blue block entrance, however, you have a bad timing problem because you blow the objective unless you are lucky enough to find the secret route before going in the direct route. That secret is too obscure. In the case of the blue block I think you need to fix this and add the possibility of a direct route that works. BLUE BLOCK IS SORTED YOU CAN MANUALLY TURN OFF THE BOLT TURRETTS AND NO KILL OBJECTIVES WORK
9. I noticed that all of the light switches in the mission are in the off position
10. Conversely to the above, you have several rooms that you cannot enter directly in ghost because of lighting problems ADDED NEW LIGHTING/SWITCHES
11. For playing in ghost mode, I ran short of water arrows THERE'S A FEW MORE

12. Speaking of which, I could not ghost the guys outside by the fire. Each time I went past that area I alerted them and had to run and hide. I tried many times with different routes, speeds, mossing the walkway, and of course putting out the fire. It should be changed so that some method or route is possible.

14. Also at the entrance to the blue block, it would be nice to be able to progress part way in that hallway hide, and turn off the turret before it does any damage. I could not find a place to turn off the turret. That button next to the guard at the entry might be a good candidate. I could not find any use for that switch. Again, if you do this, make it something that can be swithed in ghost mode. It does no good if the guard is alerted by your turning off the switch. But it is OK to make the switch move quite difficult, and for those who cannot ghost it, you could make BJ'ing the guard an easier alternative.

15. As a result of everything going nuts when I entered the blue block, it was not clear to me how much of the mayhem was caused by me vs. a script in the game. If it is a script, like archers shooting one another in Life of the Party, that does not bust the ghost. But if it is caused by AI or watchers detecting me, that busts the ghost. So, that should be made distinguishable. Having a resting place at the beginning from which to observe the action would allow the ghoster to determine the cause and watch the action.

16. I liked the Bossa Nova recording AS GOOD AS I COULD GET IT.
17. Misspelling in a note: teta tets should be tete a tetes (French). Accents optional. Eudora doesn't do accents. CHANGED IT
18. The guard at the end of the blue block at the entrance to the basement was unrealistic sorted lighting there too. SORTED
20. The trap door below the bed secret needs to be enlarged slightly. It is very difficult to rope down there without getting stuck in the shaft. A direct drop results in damage (unacceptable for ghosting). SORTED
22. Suggest putting a sign outside the blue block stating that it is the blue block. SORTED
24. The loot objectives are too high, THERE'S PLENTY OF LOOT
25. The gates to the tree beast enclosure can be closed by frobbing them, but they lock you inside and you can't get out again without going through the entire building. SORTED
26. Several cell doors opening onto the main jail room cannot be closed without using the key, and the use of the key locks them again. I think all doors that are unlocked by the player should be capable of being closed by frobbing them, and they should not relock themselves just by closing them. SORTED
27. The gate to the tree beast area causes the objective to check off every time you open it, not just the first time. SORTED