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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. Its confusing
because it leads you to believe thats where theyll 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 didnt 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?
Its very tricky to get in without being seen the way it is. You
cant see if anyones 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 dont know if its possible. Maybe its already
there and I just havent found it?? There is one secret I still havent
come across. The doorway is really well lit and I was out of water arrows
by the time I got there, so I couldnt 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.
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| 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
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