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Thread: C6 - Skulduggery

  1. #1
    Registered: May 2005

    C6 - Skulduggery

    Finished this, it was fun, but it was really dark too. I really liked the layout, it's reminding me of some of the old Thief missions I've been playing from Thief Gold. Lord Bafford's Manor in a way. Short but sweet.

    I hope they continue making this one much larger because it was just over too soon.

  2. #2
    Registered: Mar 2002
    Location: the beach/ontario
    I agree, its a good little mission but there could have been more.

    Good job author

  3. #3
    An enjoyable little romp. BTW
    I've retrieved the skull and returned to the starting place. Nothing happens.
    Are you supposed to put it somewhere?

    Found the exact spot after running around a bit. Sorry
    Last edited by marycwmbach; 28th Oct 2005 at 09:24. Reason: Found it

  4. #4
    Registered: Mar 2002
    Location: the beach/ontario
    I did this one twice the first time it ended when I went back outside the second time it didn't. Don't know why.

  5. #5
    Registered: Oct 1999
    Location: UK
    It didn't end when I played it through either.

  6. #6
    Registered: Dec 2001
    Location: Marlboro, MA, USA
    The readme mentions that this is a known bug, and suggests you drop or toss the skull outside, then got back inside yourself, then come back out, and it should work.

    Edit: he he
    Last edited by Komag; 28th Oct 2005 at 12:22.
    The Keep for Thief 1 and 2 FMs, Shadowdark for Thief 3 and Dark Mod FMs

  7. #7
    Registered: Jan 2001
    Location: Scotland
    As it says in the readme:
    The leave with the skull objective is glitchy. Rather than carrying the skull outside, try throwing or dropping it out there and then re-exiting the building. (Or throw the skull through the door before running after it.)
    Edit: DAMN YOU KOMAG!!

  8. #8
    New Member
    Registered: Jun 2002
    Location: Danville, NH
    A readable mentions a seceret passage. Anyone find it?

  9. #9
    Registered: May 2005
    Location: Columbus, Ohio
    Quote Originally Posted by Dominoid
    A readable mentions a seceret passage. Anyone find it?

    behind the bookcase in the room w/the safe. The switch is in the closet in the same room

  10. #10
    Registered: May 2003
    Anyone found all the loot? I'm still missing 50 gold and looked everywhere...found also the two purses in the guards bedroom and the church.

  11. #11
    New Member
    Registered: Sep 2005
    Location: London

    If it's so bloody dark I can't see where I'm going why am I nearly always visible? Could be a fun mission, but the lighting needs to be totally reworked.

  12. #12
    Registered: Jul 2001
    Location: cesspool
    Why not to increase brightness from the game menu? Many T1 missions were just as dark.
    Or use your zoom function, which also works like night goggles in T3.

  13. #13
    Registered: Mar 2006
    Location: Kansas City

    (Thanks 242, for that suggestion and those T1 retro-ideas.)

    And to Crispy, was that your plan to get back into some classic T1 gameplay?
    Well, some may not like that effect for a constant diet of darkness, in T3.
    But for a short adventure, like your Skulduggery here, it was kind of neat being constantly paranoid about guards creeping-out of dark places with only their footsteps to warn me.

    (Plus I have never been so completely dependent on the LightGem's glow in all of the T3 FMs, so far, mate!)

  14. #14
    New Member
    Registered: Jan 2009
    Location: Leipzig (D)
    - nice
    - could be good part of bigger mission
    - outside needs a sky
    - inside too dark
    - works with german version (but no objectives are shown)

  15. #15
    Registered: May 2005
    • Expert difficulty
    • 19 minutes
    • 97% loot
    • 0 hints needed

    Elements I liked:
    • Short, but fun.
    • The one readable in the mission has a perfect length and is engaging.
    • A Hammerite noticed that I had stolen a chalice near the entrance.

    Elements that could be improved:
    • Rather easy, even on Expert difficulty.
    • Architecture is serviceable, but rather basic.
    • The ambient light level feels too low.
    • No skybox? This looks like a bug.

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