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Thread: TG FM: Returning the Lockpicks (May 25, 2008)

  1. #1
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia

    TG FM: Returning the Lockpicks (May 25, 2008)

    I'll remember this evening for long. I was walking down the street and collided with a strange man. And after I came home, I realized my lockpicks were gone. I swear this strange person was the one who stole them! I remembered his face, though, and looks like I saw it some time earlier. This is another thief, his name is Philip. He lives in some kind of house looking like a mansion just inside, but not outside. But with the help of some of my friends I found the place he lives in. All the doors into it are closed, so I have to find keys to open them. And after that... find where he hid the lockpicks and return them. Philip annoyed me and tried to prevent some of my activities many times, so that's time for him to pay for this - maybe once and for all.
    Author Dront.

    Download.
    Screenshots.

  2. #2
    Member
    Registered: Nov 2003
    Location: Copenhagen.
    Oh, boy. Here we go again.
    It's so easy, but I can't do it.
    So risky - but I gotta chance it.
    It's so funny, there's nothing to laugh about

  3. #3

  4. #4
    Member
    Registered: Oct 2006
    Thanks again clearing. Please give some more.

  5. #5
    Keeper of FMs
    Registered: Oct 2004
    Location: Rio Rancho, NM
    Another one from Dront? How many of these are you hiding over there, clearing?

    Mirrors:
    http://www.thief-thecircle.com/download.asp?fid=1329

  6. #6
    Member
    Registered: Mar 2003
    Location: Canada
    clearing, can you contact Dront and ask him if he could start making missions for T2?

  7. #7
    Clearinghouse
    Registered: Aug 2002
    Location: Siberia, Russia
    thief0, I've already written to Dront about it .
    Also Dront will add more objects etc in missions.

  8. #8
    Member
    Registered: Oct 2006
    Dront's missions should stay on T1. Let's get rest from T2 missions for some time, there's more than enough of them, and T1 ones are relatively few.

  9. #9
    New Member
    Registered: Aug 2003
    Location: Jersey Girl

    Key???

    This mission is great!!!

    Does anyone know where the key is to get into this area?

    http://darkfate.ru/?thumbs=files/fan...nshots/dump003

    Clearing, I hope you don't mind me posting the link for the screenshot - I just can't describe where I'm at.


    Thanks!

  10. #10
    Member
    Registered: May 2008
    Location: St.Petersburg, Russia
    Does anyone know where the key is to get into this area?
    The door leading to this area can only be picked.

  11. #11
    Member
    Registered: Nov 2003
    Location: Copenhagen.
    I'm in the room with the 4 chests, where do I find the key?

    Also, I seem to be missing a key to an irongate with a single guard walking around.


  12. #12
    New Member
    Registered: Aug 2003
    Location: Jersey Girl
    SirFreddieM,

    In regard to the four chests:

    Look on the wall opposite the chests (near the entrance). You will see the locks that you can pick which will open the corresponding chests.

    As for the iron gate:

    Look to the right of the gate and up - you will see the lock. Use the same key that opened the door.

    Dimera

  13. #13

  14. #14
    Member
    Registered: Feb 2008
    Location: on a mission to civilize
    Quote Originally Posted by Winter Cat View Post
    Dront's missions should stay on T1. Let's get rest from T2 missions for some time, there's more than enough of them, and T1 ones are relatively few.
    I am so geeked over all of these T1 missions coming in--this is great!

  15. #15
    Member
    Registered: Mar 2005
    Location: The Inverted Manse
    Stuck.

    I've been to Philip's shelter. I have also been to the area behind the iron gate, but could only open the two doors on the right. No other objective is ticked off except for Philip's shelter, and I have one red key, two yellow keys and three silver keys.

    Where to go from here?

  16. #16
    Member
    Registered: May 2008
    Location: St.Petersburg, Russia

    To Haplo

    You have the red key! Very well. Now go to the eastern part of Philip's mansion (near the place where you found the red key) and climb on the 'cliff' on the opposite of the entrance, and then look on the right...
    Last edited by Dront; 6th Jun 2008 at 06:38. Reason: mistook a little...

  17. #17
    Member
    Registered: Dec 2001
    Location: Southern Tier NY, USA
    Need the square lockpick...found the note with locations but all it says it the
    square lockpick is "there". There dont mean much in a mission this size. Thanks for any help.

    Got it...not far from the note
    Last edited by Lightningline; 7th Jul 2008 at 10:23.

  18. #18
    Member
    Registered: Feb 2009
    Location: some ancient Cycladian island

    Help with ''returning the lockpicks"

    I Know, one year passed since this thread was on but maybe someone can still help me with this mission.I have 2 doors that I can't pick so they need keys.If I remember well it's one at each of the 2 divisions of the hideouts.I have gone everywhere ,the Hammerites yard and the big garden oposite the exits of the town included.Also I am 99% sure that I did not miss any one wallking around with key on their belts.I have my lockpicks and silver- gold- red - grey -blue keys.What am I missing?

  19. #19
    Member
    Registered: May 2008
    Location: St.Petersburg, Russia

    Nightchild

    Likely, you didn't miss anything. If you are talking about 2 metal doors - 1 on the north of the southern part and 1 on the south of the nothern part, they can't be unlocked anyway.

  20. #20
    Member
    Registered: May 2005
    Were it not for Dront‘s hint that two metal doors in the mission cannot be unlocked, I would still be wondering if Philip was behind one the them. As it turned out, Philip is in the room where you find the square-shaped lockpick. He just happens to look exactly like all the other thugs in the mansion and that‘s why I did not realize it was him. After I killed him, I could finally complete the mission. My final playtime on Normal difficulty was 1 hour and 28 minutes. I found 2871 of 2971 total loot.

    Returning the Lockpicks is a keyhunt in Philip‘ s rather surreal mansion and in the streets surrounding it. I kept a journal of all the locked doors for which I had yet to find the keys. Otherwise it would have been very difficult to remember where all the doors were. Be aware there is one mission-critical lock hidden in total darkness next to the upper right corner of a door somewhere in the streets. Also, make sure you check the belts of all guards for keys or other items. You do not want to get stuck because you missed a key on a belt.

    This is a typical Dront mission with large open areas and a rather minimalist style. Ambient light is not set. This results in many areas that are pitch black. Some rooms do not look finished: There is a door on one side of the bridge that connects Philip‘s mansion with another building. If you open the door, it clips through the wall. In Philip‘s room, there is a wooden chest that contains a rope arrow. If you open it, the lid clips through the table above it.

    Despite the minimalist style and a few technical issues, I had a surprising amount of fun solving this keyhunt. Like I mentioned at the beginning of this post, I came very close to finishing it without any hints.

    There do not seem to be any walkthroughs for this mission, so I collected a few hints in case other players get stuck.

    Yellow key
    (1) On the belt of a guard in streets near Philip's mansion. (2) On the belt of a thug in a room in the southwest on the second floor of Philip's mansion. This room contains one sleeping thug on a bed and another one standing next to him. (3) On the belt of a thug in a room in the southeast on the second floor of Philip's mansion. This room (again) contains one sleeping thug on a bed and another one standing next to him. (4) On a table in a room unlocked with the grey key in the building in the south of streets, behind an iron gate. In this room are two guards with grey keys on their belts.
    Opens (a) the main entrance to Philip's mansion, (b) a door on second floor of Philip’s mansion, (c) another door on second floor, (d) a wooden door in north of the courtyard in front of Philip's mansion.


    Light grey key
    On a table on the second floor of Philip's mansion. The door to this room is unlocked with the yellow key. Also on belt of a guard in the streets, in the south of the map. Also on the belt of both guards in a room unlocked with the grey key, in the building in the south of the streets and behind an iron gate.
    Opens (a) two doors in a building connected to the northwest of Philip's mansion via a bridge, (b) a wooden door in the north of the courtyard in front of Philip's mansion, (c) a door behind an iron gate in a dead-end in the south of the streets, (d) the lock of the iron gate in the upper right corner of the door, hidden in total darkness, (e) two doors in a room with four metal doors in the building behind the iron gate.


    Red key
    In a casket on the table in a room in the north of the courtyard in front of Philip's mansion, behind two wooden doors for which you need first the grey and then the yellow key. There is a note by Philip with hints on the location of the two lockpicks on the table nearby.
    Unlocks a door at the north end of a corridor you reach after you enter the building connected to Philip's mansion via a bridge and go down the stairs.


    Dark grey key
    In a chest in a room with one large spider and four smaller spiders. After you enter the building connected to Philip's mansion via a bridge, go down the stairs, then unlock the door in the north end of the adjacent corridor with the red key. The chest is hidden behind a pillar in the room with the spiders.
    Opens a wooden door on the second floor in north of Philip's mansion. Behind this door is a guard who also has the dark grey key on his belt. At the end of the corridor is another wooden door, also unlocked with the dark grey key. Behind it are two guards. One of them has a third dark grey key on his belt.


    Brown key
    On the second floor of Philip's mansion, on a small table in the west of the room that can be fully unlocked with the triangle-shaped lockpick.
    Unlocks a box under the table in the east of the same room.


    Triangle-shaped lockpick
    In a chest in the middle of a room with spiders. After you enter the building connected to Philip's mansion via a bridge, go down the stairs, then unlock a door in the north end of the adjacent corridor with the red key.
    Needed for a wooden door on the second floor of Philip's mansion in a corridor with carpet on the floor and three wooden doors in the west, south and east. The triangle-shaped lockpick fully unlocks the door in the south. You additionally need the square-shaped lockpick to fully unlock the doors in the west and east of this room.


    Square-shaped lockpick
    In Philip‘s room on the second floor of his mansion, in an alcove at the top of a "shelf" - which is just a wooden block extending to the ceiling. In the same room you find a note by Philip about it being hidden "in the alcove within the shelf". Shoot a rope arrow into the ceiling and climb up to the alcove to find three coin stacks and a small casket that contains the square-shaped lockpick.

    Combination of both lockpicks
    Unlocks two wooden doors to the northwest and northeast of Philip‘s room, where you found the square-shaped lockpick, four locks hidden in total darkness on the wall next to the door in the room to the northeast of Philip‘s room, four metal doors in the east of Philips's mansion leading back to the streets near where you start the mission, a door in the east of the courtyard in front of the main entrance to Philip's mansion, two doors in a room in the south of the building which you find in south of the streets behind an iron gate, one door behind a door in the northwest of the same building, a door to the east of where you emerge after diving through the water, near where three Hammerites are patrolling in a small courtyard.

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