Mystery Man is an early 2000s mansion mission with Victorian decor, a story about missing persons, and peepholes in some walls, but without a Thief you have to follow.
I am trying to find an FM for T2.
I remember it being a grand, gorgeous mansion. The creator of the FM had set specific saturation and hues for lights, so they would be redder in places and played with wall hangings and pushed the engine to the limit to create something so visually stunning. I remember little else about it, but it had to have been at least 15+ years ago; it actually is one reason I was playing for years at creating my own fan missions.
I remember that it won "awards" or at least adulation from the community for how gorgeous it was. I just can't remember the name or who created it after so long. I've spent days searching the web, fan mission sites, and "best FM's" lists and can't find it.
Might need more info. Was it horror-themed? You'll have to provide some detail of the gameplay because there are quite a few mansions out there.
Could be The Seventh Crystal or Heist Society based on your comments.
I'm looking for a thief level where near Garrett's starting point there are some sideways buildings and I beleieve there is a big tree with a shop in it near the center of the town and part of the mission.
I think that's "Cracks in the Glass" by Marbleman.
Unrelated, I loved "Thief Dungeon Crawl." Any plans to release a follow-up?
Looking for the name of a (probably T2) mission where the only firm details I have is a specific puzzle within it. There's a hallway filled with colored tiles each with a symbol on them roughly 6-8 by 10-12 in size. Each tile was square and larger than Garrett. What I vaguely remember of the solution to the puzzle is that you had to find a safe path across by matching symbols and colors so like red A connected to purple A which was next to purple B which connects to green B, etc. On the other side of this hallway was some kind of loot/special loot item and a lever which disables the puzzle. Failing the puzzle by stepping on the wrong symbol gets you instantly high speed arrowed from (diamond shaped I think?) openings in the side walls. Pretty sure it's not Broken Triad as that floor puzzle had hexagons and the room is a very different shape than what I recall.
*Edit: I'm now second guessing, it's possible that the tiles themselves in-game weren't colored on the ground but were in a guide or readable.
I have more detail, but I might be confusing it with another mission so disclaimer that these details were less important:
I believe it was mostly set in an ancient temple or had a small lead-in from a jungle or boat section. The beginning portion of this temple had two jumping sections: one had small, flat, stalagmites over a large chasm. These two separate sections were bisected by a platform with an enemy (Custom model for sure and I'm thinking something similar to T3's Enforcers) on it between them.
The walls in general were a custom texture that's probably a darker grey than most fms. Very jungle temple themed. I'm pretty sure this was around 2008 but I'm really not sure - I think that someone had made a map of the route through this puzzle but I couldn't find that either to try and figure out what it was.![]()
Last edited by nexusletum; 13th Feb 2025 at 17:26.
I'm not on my PC, so I can't double-check, but could it be "Anna to the Rescue" by Cardia? I think there is a tile puzzle in that one. I may be way off base and confusing it with another FM, but it's what popped into my mind.
https://www.ttlg.com/forums/showthread.php?t=135944
A mission that partially fits this description is "Hubris and Humidity", the last mission in the "Sturmdrang Peak" campaign. You start near your boat, then work your way up through some caves, and eventually emerge on a tropical island with ancient temples and tropical-looking vegetation. The "final" temple has a tiled floor on which you have to select a path through. The colored tiles have a numeric value assigned to them, and you have to find a way through that has a defined sum of these values. If you do not find the way, a gate leading to the next section remains closed. Behind the gate, you can use a lever to keep it open.
At the end of this part, I think you have to obtain a stone tongue which acts as one of two keys to proceed further in the temple.
However, you don't get killed instantly if you fail this puzzle, and the floor tiles are colored as well as about the size of Garrett. Some other details also do not fit.
There is a tile puzzle but it doesn't have the symbols I was thinking of nor does it kill you.
Yeah unfortunately not what I was thinking of.It was definitely a lever to prevent the puzzle from continuing to kill you. Still one of my favorite campaigns though
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