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Thread: Thief 2 MicroFM: King Abedzen's Tomb (30 Oct 2015)

  1. #1
    Member
    Registered: Nov 2001
    Location: The Olde Castle

    Thief 2 MicroFM: King Abedzen's Tomb (30 Oct 2015)



    This is a very, very small mission I began in 2003 and worked on only occasionally, but I decided a week ago to finish it for Halloween since it's got a nice spooky atmosphere.

    Story

    A hundred miles east of The City, on the coast atop high cliffs, lies an ancient tomb which is one of the last remaining vestiges of the Ruthymian culture which occupied these lands centuries ago. You have long considered going there to plunder its wealth, but due to its age, have generally assumed that any treasure was likely scavenged ages ago.

    Then recently, you came across the writings of a Professor Albrecht Hinatharxus, who died nearly 20 years ago and was The City's most respected expert on the Ruthymians. This passage in the article caught your eye:

    It appears to have been the custom to build a second, well-hidden treasure chamber in most tombs used for royalty, and King Abedzen should have been no exception. The chamber entrance was typically opened via a clever mechanism disguised with a puzzle. Upon exploring the tomb some 7 years past, however, I could find no trace of it, although I know it was there, probably still full of Ruthymian artifacts.

    Even more curious, upon instructions in his last testament, Hinatharxus himself was buried in the graveyard outside of Abedzen's tomb. Perhaps it's time to pay a visit to the good professor, and the old king...


    Gameplay Notes

    • This mission REQUIRES NewDark v1.23 or higher.
    • This mission requires a lot of interaction between objects in your inventory and objects in the world. If an object moves out in front of you when you frob it from inventory, it probably has such a use, and typically will be used on an object in the world which highlights but appears to do nothing when you frob it.
    • Take clues seriously, whether spoken by Garrett or in the form of new objectives. It is possible to get into a situation where the mission can't be completed and requires a restart if you're not careful. Given the tiny size of the mission, this doesn't represent a significant time investment, but you should still take care and put thought into your actions.
    • You have a new light tool in this mission, a small number of glowstones. They work very similarly to flares: frob in inventory and it becomes a lit object you can drop or throw, except it stays lit forever. You can pick them back up, but cannot douse them once lit and cannot return them to inventory, so pick a lit one up only to move it. Of course you are fully lit and exposed when holding one, and they make noise when dropped or thrown, so use with caution, but this mission is quite dark so you may find them useful. Note: They will also highlight things in the mission which may spoil future events, such as making traps and secret doors noticeable, so if you prefer to be surprised, you may want to avoid using them. Just a fair warning.



    Credits

    Textures: Eshaktaar, Vigil and Morrgan, Return To Castle Wolfenstein, T2skies, and the EP2
    Objects: Daraan, CoSaS, Vigil, R Soul, NamelessVoice, Saturnine, Targa, and the EP2
    Voice of Garrett: SlyFoxx
    Ambient Music: Steve Roach - Rapt In Darkness, Below Always, Deadwood
    Ambient Sounds: Sounddogs


    Thanks to the Testers: Tannar, Nightwalker, Random_Taffer, and freddyfox

    Update: Version 1.1 released Feb 2 2016
    This update has no mission changes, but merely includes the necessary scripts which were left out of the original. This only affected players who don't already have them installed. If you use Tafferpatcher to install T2, you already have them but downloading this update won't hurt anything.

    Update: Version 1.2 released Mar 5 2016
    Updated to include French translation by Apiai.


    Download Links
    Southquarter: http://www.southquarter.com/downloads/2016/KAT_v1_2.zip
    Darkfate: http://download.darkfate.org/fan-mis...b/KAT_v1_2.zip
    Last edited by Yandros; 6th Mar 2016 at 10:53. Reason: Updated for v1.2

  2. #2
    Moderator
    Registered: Jul 2008
    Congrats on the release, Russ! And thanks for the Halloween treat!

  3. #3
    Member
    Registered: Oct 2012
    Location: On parole
    Link not working

  4. #4
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    Try it now, fortuni. Brethren added an extra underscore in the URL he sent me, but the one in the original post works for me now.

  5. #5
    Member
    Registered: Dec 2010
    Many thanks to you Yandros for this new Fm !

  6. #6
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    Congratulations on the release, Russ! It was a lot of fun to play.

  7. #7
    Moderator
    Keeper of FMs

    Registered: Oct 2004
    Location: Meraux, LA
    Since we are supposed to have crappy weather tomorrow, the entire region decided to move trick or treating up to tonight. Seriously. So, no Thief until later, much later and I need to finish Cardia's latest.
    I'm going to save this for tomorrow. I'll be home alone in the rain & dark. Sounds perfect!!

  8. #8
    Member
    Registered: May 2008
    Location: Southern,California
    fun mission,thank you making it
    Last edited by downwinder; 30th Oct 2015 at 21:02.

  9. #9
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Stuck at the beginning, i have used the book inside the coffin to translate the writing at the sealed door wall what am i suppose to do now?

  10. #10
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    You need to figure out how to get into the tomb now.

    Hint 1: Find a suitable tool.

    Hint 2: Figure out what to do with it to open the door.

    Full spoiler: Find the crowbar in the corner of the graveyard, behind a small crypt. At the main tomb entrance, notice that the gap on the right side of the door highlights. Frob it with the crowbar to pry the door open.

  11. #11
    Member
    Registered: Aug 2009
    Location: Montreal, Canada
    Thanks! Was hoping for some Halloween ones this year

  12. #12
    Member
    Registered: Jan 2015
    Finished it, it's a decent small sized mission. It's greatest strength is its presentation, more specifically the lighting and contrast used throughout the mission. The puzzles weren't that bad, though it's a bit hard to see where you can use the crowbar and falling into a hole to get some hints is counter intuitive too. I also didn't like that the tokens required a bit too much pixel hunting, though it was offset by having lights that burn forever and the small size of the area you have to look in. It's enjoyable, and I definitely look forward to what you're releasing next!

  13. #13
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    Thanks Dev_Anj, glad you enjoyed it. Definitely my design focus was on atmosphere and the puzzles, and perhaps creating a sense of uneasiness or fear, more than the usual stealth.

  14. #14
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    Thanks Yandros!

  15. #15
    Member
    Registered: Jun 2009
    Location: UK
    Enjoyed the atmosphere and the focus on light puzzle solving. Few notes;

    1) The tomb door edge and crowbar were difficult to notice. I assumed a crowbar would likely be near the smaller tombs left behind from possible grave robbers, but many times it never caught my eye - blended into the scenery somehow. Might be the whiteness, or I'm just blind.

    2) Loved the other man sneaking in and his eventual fate. Missed it the first time, which is fine, only figured something was up when I saw a corpse near the start that wasn't previously there.

    3) After entering the tomb, the very first broken ceiling hole in the corridor can be climbed out from using a rope arrow on the wooden beam. Can get to some unwanted places around the outskirts.

    4) I personally don't have any problems being forced into the giant hole except it looked like a death trap than a necessary venture, especially without any safety measures beforehand. I'd be interested in knowing how many players jump down there as a last resort.

    Thanks for the new release, Yandros!

  16. #16
    Member
    Registered: May 2005
    Location: YouTube playin' them FMs
    I really enjoyed this one. I had trouble with opening the professor's coffin.


  17. #17
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    Fen, that's because you jumped in and tried to open the lid while standing on it...

  18. #18
    Member
    Registered: May 2005
    Location: YouTube playin' them FMs
    I find that out way near the end of the video. It's that old video game logic thing again. I'm so used to container-like objects being unblockable when they open, I never even thought to try opening it from the side.
    I'm so trained on video game logic that sometimes the most obvious real-world logic passes me by completely.

  19. #19
    Member
    Registered: Jun 2011
    Location: Great northern city of Perm
    Beautiful mission with good puzzles. I'm a little stuck under, but 30 minutes passed. It weighs a lot, but, really, very short. But professionalism does not spend on drink, and it is felt. It gives pleasure.

  20. #20
    Slightly less tormented Moderator
    Registered: Apr 2003
    Location: Wales
    Buses all arriving at once. Thanks, Russ - will gird some loins before tucking in.

  21. #21
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by Yandros View Post
    You need to figure out how to get into the tomb now.

    Hint 1: Find a suitable tool.

    Hint 2: Figure out what to do with it to open the door.

    Full spoiler: Find the crowbar in the corner of the graveyard, behind a small crypt. At the main tomb entrance, notice that the gap on the right side of the door highlights. Frob it with the crowbar to pry the door open.
    Thank you Russ

  22. #22
    Summer Vacation Contest Winner 2010
    Registered: Sep 2003
    Location: PacificNorthWest...Near Forks
    Hi Russ, and thanks for this treat !

  23. #23
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    I ask this question on behalf of another guy (from darkfate forum). He get the message:

  24. #24
    Member
    Registered: Nov 2001
    Location: The Olde Castle
    I left the NVDifficultyDebug script on the starting point, that's all. That message only appears if you have the debug script OSM in your T2 directory, but it does no harm.

    Fen, I finished watching your LP and it was fun as always (but still frustrating to see you miss things the first time through, but that's true of any LP). You happened to miss the first trap which was another fireball trap just outside the treasure room - the pressure plate is in the middle of the corridor, guess I should have made it on the sides.

    Thanks to clearing and Lord Soth for the additional mirrors, first post has been updated.

  25. #25
    Member
    Registered: Jun 2009
    Location: Argentina
    I'm going to play this one at night. Congratulations on the release!

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