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Thread: Sturmdrang Peak Mission 6 - Hubris and Humidity questions

  1. #126
    Member
    Registered: Dec 2012
    Well, I do not know if this is a known thing, or if it only occurs in my game:
    When I was on the cliff (in front of Nathaniel's Last Sunrise) and jumped down into the water then I sank very deep into the water; but then I was not able to swim up to the surface anymore. Something was blocking my way to the surface of the water and I always drowned.

  2. #127
    Moderator
    Registered: Apr 2003
    Location: Wales
    No, it isn't just you! Swimming is definitely not advisable.

  3. #128
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    As designed, to prevent one swimming out to sea and hitting the skybox. In the patched version, it'll kill you much quicker.

  4. #129
    Member
    Registered: Dec 2012
    Oh, ok, I understand. Thank you for the answers!

  5. #130
    Member
    Registered: Jul 2005
    Location: Alberta, Canada
    My turn to be stuck. On something no doubt simple. I cannot seem to find Millet's hoard. I went to the area hinted at a page or two back. . .and didn't find anything new. I did find a chest in the building with a tree growing out of it. But that was either a secret or just plain loot. It did not tick the objective off. Found chests on top of the building in front of that. But still nothing. So. . .I'm not sure where else to look.

    Help? Thanks

    Btw, really enjoying this campaign. There's been a few places I've been more than a little stumped, but either the ig hints are enough to unstick me or this thread has. Great work, nicked. Loving all the new models, textures and architectures.

  6. #131
    Elentari:

    What you found was close. Keep searching! You really need to get down and get your hands dirty....

    Major spoilage if you need it....


    There's a section of wall under the floorboards that you can remove brick by brick, revealing a cave. The frob-distance is really small, so you have to practically hump the wall to get the bricks to light up!

  7. #132
    Member
    Registered: Jul 2005
    Location: Alberta, Canada
    Thank you, EmperorSteele!!

    I must have wandered passed that a dozen times. But I was looking *down* to make sure I hadn't missed anything on the floor. Nothing about that area really caught my eye at all. (And yeah, I probably didn't strafe it close enough to get the highlight either.)

    Thank you for the help. Now its off to the temple. . .

  8. #133
    Member
    Registered: Oct 2011
    Location: The City, South Quarter
    Hi there, I'd like to report several bugs in the last mission.

    Firstly, the sound in near the chamber where several zombies are lying on some kind of open sarcophagi (near a stream of some sort) vanishes. It is reported by a couple of people who use the original 1.18 version (without later enhancements). Only exiting the game to desktop and launching it again fixes the bug, but when I move to the tunnel with spiders it gets lost again.

    Secondly, near the end of mission five, I had a bunch of high-end equipment (weed of Barathius, fire arrows, beetle pods...). At the beginning of mission six, I look into my stash and everything is lost except for the sword, blackjack and lockpicks. How am I supposed to pass the underwater area? Of course, I didn't use the hotkeys. I need to test our translation (my colleague tried to contact the author on this matter, but without success), so time is short.

    Ending, a matter of a short review basing on previous missions. The plot is good, very good. The locations are pleasant to see, but it really gets on my nerves to pass all those traps. See, they are mainly agility-based (like the elevator-sounding blocks protruding back and forth through the walls). Thief is based on sneaking and logic to solve the puzzles. If I only wanted to jump my way through the game, I would have chosen something other, "Tomb Rider" let's say. Some descriptions are not very helpful.

    I am curious how did the priests enter the temple? I am sure not all of them were young and strong. In fact, most tribes used to appoint the elders of the tribe as guardians of knowledge and religious beliefs. And how did Vivianne pass through the maze? From what I saw in the previous missions, shes is rathe stocky, so to speak .

    I would really enjoy the campaign if there were fewer puzzles requiring jumping like a mad frog. Can somebody help me with the missing equipment please?
    Last edited by nickie; 1st Nov 2013 at 17:32. Reason: Spoiler cover added

  9. #134
    Member
    Registered: Dec 2004
    Location: Germany

    Quote Originally Posted by Keeper M. View Post
    the sound in near the chamber where several zombies are lying on some kind of open sarcophagi (near a stream of some sort) vanishes. It is reported by a couple of people who use the original 1.18 version (without later enhancements).
    The ambient sound for the river, riv1.wav, was recorded with a sample rate of 96 kHz. Anything above 44.1 kHz can cause trouble with Thief. There are some other sounds which were recorded with 48 kHz; sometimes, I can hear them in the game, sometimes I cannot. The musical theme that is supposed to be played while Garrett is on the surface of the island (island1.wav) is one of these sounds. When I changed these sounds' sample rates to 44.1 kHz, the sound problems vanished.

    Quote Originally Posted by Keeper M.
    near the end of mission five, I had a bunch of high-end equipment (weed of Barathius, fire arrows, beetle pods...). At the beginning of mission six, I look into my stash and everything is lost except for the sword, blackjack and lockpicks. How am I supposed to pass the underwater area?
    You are supposed to use the weed of Barathias, but I don't think you should find it anywhere in the missions before "Hubris and Humidity". If you really have it already in the mission before "Hubris and Humidity", it would be interesting to know where you found it.

    The weed of Barathias can be found in the temple, in a room where a strange, pillar-like structure is located in the center. Some message about Mohanas seal used by Vivianne can be read there. A bucket with three plants stands next to a desk on which a diary has been placed. On a stack of books nearby you find a description of this weed of Barathias. One of the weeds in the bucket can (and should) be taken.


    Quote Originally Posted by Keeper M.
    it really gets on my nerves to pass all those traps. See, they are mainly agility-based (like the elevator-sounding blocks protruding back and forth through the walls). Thief is based on sneaking and logic to solve the puzzles. If I only wanted to jump my way through the game, I would have chosen something other, "Tomb Rider" let's say.
    Maybe, but sometimes there were similar parts in the original games as well, for example a section in the Air tower of the Thief Gold mission where Garrett has to enter the Mage towers in order to get a talisman. On the other hand, I did neither like this part of the Mage towers, nor the traps section of the last mission of the Sturmdrang campaign. But I must admit that these traps do fit in with the surroundings and the mission itself. Think of the first three "Indiana Jones" movies.

    Quote Originally Posted by Keeper M.
    I am curious how did the priests enter the temple? I am sure not all of them were young and strong. [...] And how did Vivianne pass through the maze?
    Some of the readables scattered around in the last mission shed some light on that. The traps can somehow be activated and deactivated. At least two texts, one found on the belt of the pirate patrolling before the temple, and the other one found on a table in the passage from the Old Lighthouse to the area with the catacombs, contain complaints from Vivianne's pirates concerning "resetting" (re-activating) the traps after she went deeper into the temple. Another text, found near the body of a dead pirate inside the temple, suggests that Isaac Grent and this dead pirate had deactivated the traps some time before Vivianne went in. Symbols etched into the walls and the floor of the building told them how to do that.

    So Vivianne once again let others do the dirty work for her, just like she did before with Garrett and her "beloved" Alexander, and when others had cleared the path for her, she just walked through, and her men reactivated the traps again when she had passed them. With the weed of Barathias in her hands, she did not have any trouble passing through the flooded maze. I think she got it in the same spot as the player. It was a walk in the park for her, then.

    However, there were indeed a few inconsistencies in the story. For example, when the final animation plays and the credits roll, Garrett circles the remains of a shipwreck in a rowboat, and says something about waiting for another ship, instead of just going back to the ship from "Unprecedented Retribution". From what I found in the sound files of the mission, as well as in "Unprecedented Retribution" (namely, the key for the Powder storage room), I believe that the player was originally supposed to destroy the ship by setting the explosives on fire, but the idea was dropped later on. Thus, the wreckage seen in the end would be from the ship on which Garrett travelled to Sturmdrang island with Vivianne and Alexander as well as their men. Bodies visible in the water amidst the wreckage fit my theory as well. Maybe Garrett would have lost most of his equipment when trying to flee from the ship's explosion.
    Last edited by baeuchlein; 4th Nov 2013 at 19:28.

  10. #135
    Member
    Registered: Jul 2005
    Location: Tasmania
    Thanks very much Nick & team, a really cracking campaign

  11. #136
    New Member
    Registered: Jun 2012
    I'm stuck after doing the colored tiles puzzle. Went up, pulled the levers to raise the platform, but the door back to the colored tiles wont open. The lever beside it doesn't seem to do anything.

  12. #137
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by Koning Kaas View Post
    I'm stuck after doing the colored tiles puzzle. Went up, pulled the levers to raise the platform, but the door back to the colored tiles wont open. The lever beside it doesn't seem to do anything.
    If I remember that part well, you have crossed a hallway with four water elements near the columns, then entered the room with the tiles on the floor, solved the riddle and then went through a stone door at the rear end which did open upon solving the puzzle. And then things went wrong, imprisoning you in the room either with the stairs-like platforms or the room above the hall with the water elements, where moving stone bridges coming from the side walls prove to be another small obstacle for Garrett.

    My notes say that with NewDark v1.24, the lever to open the door back to the colored tiles, located right next to said door, didn't work properly for me in one case. I had to use it several times until it suddenly served its purpose again.

    My notes also say that none of the platforms required a lever to appear, and that none would rise in any way. The platforms serving as a stairway up should be extended and ready for use when the player enters the room, but will begin to retract into the surrounding walls automatically when Garrett climbs them. The bridges in the room above the hall will be extended when Garrett steps onto a pressure plate before the bridges area.

    I do not know what could make the platforms of the "stairs" to extend from the wall again after retracting, but I think that one either has to step onto the same pressure plate once again (or maybe even twice), or that the "stairs" will come out of the walls without any further action from the player once Garrett approaches them again.

  13. #138
    New Member
    Registered: Jun 2012
    The retracting steps are triggered by stepping stones and there is a lever that lets the platforms stay permanently, so you only need to quickly jump them once. But that is not why I'm stuck. The door that opens with the colored tile puzzle, doesn't open from the inside, so I can't go back.

    Oh, and thanks for replying, I appreciate it. Will try around a bit more.

    Update: Door didn't open after repeated tries. Reloaded an earlier savegame and made sure I touched every lever and touchplate just once. This worked, not sure if it was due to me not flipping too much switches or just a random flux.
    Last edited by Koning Kaas; 18th Apr 2017 at 17:32.

  14. #139
    Member
    Registered: May 2002
    Location: The Netherlands
    I also don't have any lockpicks to open the chest with the water ruin key.

    My bindings are OK
    There're angels who playThief and angels who don't ........ both go to heaven ............
    Dare to join .............

  15. #140
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by Gloria Creep View Post
    I also don't have any lockpicks to open the chest with the water ruin key.
    Do you have the two standard lockpicks? I don't know for sure whether they open the chest you mention, but you should have these, otherwise something is amiss.

    Furthermore, am I right in assuming that the chest you are referring to is located on top of a ruined house in the "Old lighthouse" area (not the "Ancient lighthouse", that's the one with the "Mayan look")? If this is the case, then I'm fairly sure that the standard lockpicks should open the chest.

  16. #141
    New Member
    Registered: Jun 2012
    Quote Originally Posted by Gloria Creep
    I also don't have any lockpicks to open the chest with the water ruin key.
    You should have your lockpicks right from the start of this mission. Did you end the previous mission normally, with recovering your gear or did you use a shortcut to skip a part of the previous mission?

  17. #142
    Member
    Registered: May 2002
    Location: The Netherlands
    Thanks for the input.
    I only had this problem on expert. Playing again on normal, all was OK.
    I must try again some day on expert level again.

    There're angels who playThief and angels who don't ........ both go to heaven ............
    Dare to join .............

  18. #143
    Member
    Registered: Mar 2004
    Location: Cape Breton Nova Scotia Canada
    I don't think I ever completed mission "6", when the campaign was originally released due to getting stuck and being too frustrated.


    I was stuck again in the same area but this time I ran into a bug. The only way I was able to raise the final bridge, before entering the inner sanctum was standing on a guardians head and thankfully for "new mantle" I could reach the lever and raise the final portion of the bridge.

    Shooting the guardians on the left did nothing.

    Anyhow thankfully I could mantle this time. The end of this mission was so great.

  19. #144
    Member
    Registered: Dec 2001
    Location: Dromed Detention Room
    Nick,

    Just finished this campaign. Fantastic! Finished Behind Closed Doors and then played this campaign.

    Excellent. Just excellent.

    If you're the Beatles, I'm one of those screaming girls in the cat's eye glasses fainting in audience when they come on stage.

  20. #145
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    Quote Originally Posted by nicked View Post
    As designed, to prevent one swimming out to sea and hitting the skybox. In the patched version, it'll kill you much quicker.
    Yeah I noticed that when I went for a paddle, pretty much instant death, jumped in just in case there was any loot out there, you never know there might be an underwater cave or something, perhaps have a riptide warning or visible dead bodies in any revisions ? it's a minor quibble & not important though

    Have to say this was an excellent mission set, between this & the black frog my work productivity has plummeted this past week or two, a peril of working from home, best get my ass in gear

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