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Thread: T2 FM: The Ritual (Dec. 4, 2000)

  1. #176
    Moderator
    Registered: Sep 2000
    Location: Hong Kong
    spoiler:
    If you're facing the window with the levers in front of you the easiest solution is to pull the levers in this order (where 1 is the number of the lever to your left): 1-3-2-5-6

  2. #177
    Member
    Registered: May 2004
    Thanks for those answers! I was kinda wondering how to make those work.

  3. #178
    Member
    Registered: Jun 2006
    Location: Italy
    It seems I really cannot make it past the guards at the very beginning.
    Can anybody supply with a savegame????

  4. #179
    Member
    Registered: May 2002
    Location: The Netherlands
    You wouldn't want that!!!

    What you need is practice I guess. This part of the mission is a very stealthy part!
    I just checked it out again.
    Just an advice: Wait untill the two guards are walking backwards again .... then walk behind them to the "electrical" hideout. Stay put in the dark till one guard will go by to your right. Follow him and crawl down to the first door you can open with lockpicks. Close the door when you get in, explore, but keep on crawling, as a sound might trigger some guards very easlily.
    And so .... continue to each door ....
    You can do it!

    BTW: Thank you for the nice remarks about my website.
    I think all Taffers should look at yours .... now is their opportunity!

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

  5. #180
    Member
    Registered: Jun 2006
    Location: Italy
    Gloria, tha for the advice, but already tried that maaaaany times and I always get spotted before lockpicking......
    I just want to go on!!!!

  6. #181
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    I've sent you an email, Maga.

  7. #182
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    The first time I played The Ritual, back in 2003, it made quite an impression. As one of the first missions I ever played, you don't forget things like a red moon and animal sounds
    Naturally, it isn't as revolutionary as it was back then, but it's still a very fine mission and a world of recognition.

    In terms of story the mission certainly excells! The background of the Druizalites cult, their god Baphomane, and the city of Heather Downs is very interesting, and the events are carefully told in the readables.
    I really liked the fact that many things are explained this way and turn up along the way, like the red moon, the cloaked characters in the park, and the effect on the cult members when they're forced outside during possession. And on a less important note the guy that fell into the well, and another one who was carrying a mechanical skull.
    Good attention to detail that provides extra depth

    Finding my way through the city and avoiding the patrols was fun, as was finding equipment, evidence and the search for the well key.
    The city was limited in terms of design and size, but the underground complex compensates this nicely. It's a bit confusing at first, but has a lot to offer with the tombs, several special effects, and new enemies.
    Love the outfits of the cult members, and their disturbing animal mumbling!
    The traps and numbers of enemies give the place just the challenge it needs.
    Back in the city, I had a good time watching the guards and cult members fight each other, and lure the hammers from their chapel to join the battle .

    Getting the required amount of loot proved to be hard. I would've never found that sarcophagus myself, which should've been a secret IMO. The remaining 50 loot was too little to get the loot objective, which makes completing the loot objective too difficult imo.

    Another note of criticism, reported before: rescuing Merimee was a bit buggy. You can carry her with you, but once I reached the big rock in the park she woke up and remained where she stood. Fine, I thought, and ran away to deal with the cult members first. But once I returned she was gone Game over.
    I decided to replay the mission, and refrained from knocking out guards and hammers. This time Merimee followed after waking up, but now she was uncontrollable, making her an ideal target for the cult that's trying to kill her. It would've helped if she could be told to stand down/follow, like in "Under Templehill" and "The Skygem Connection". Together with the loot requirement, the only thing that annoyed me.
    Still, this mission is nearly 9 years old and probably the first who implemented the "rescue girl and return her to the start" concept.

    I really enjoyed replaying the Ritual. Plenty of depth, challenging, entertaining, and still looking pretty good for it's age.
    Great work, twisty! One of the mission that set the standard for future FM design. And i'll never forget that raven sound .
    It's a pity you've never released another one.

    Statistics
    Difficulty played: Master (Expert)
    Time taken: 1 hour 30 minutes 59 seconds
    Loot found: 1690 of 1740

  8. #183
    Moderator
    Registered: Sep 2000
    Location: Hong Kong
    Thanks The Phantom. I tried to do a lot of new things with that FM, both in the way that the story unfolded and also with some of the other game mechanics: some worked well, others not so well. I did however think that the Merimee bug was eradicated with the final version...? Regardless, that whole sequence relied on the inbuilt conversation system and it would have probably worked a whole lot better with stims.

    I did in fact work on another FM, The Small Hours, which was intended as the first part of a trilogy. A great deal of preparation went into it, including new artwork, an interesting back story and new character models as well. The level design was once again built largely around the story but this time round the specifications of which were fleshed out in greater detail outside of the editor first. From what I recall, I had completed most of the level design and artwork but still had most of the scripting left to do. Sadly, I ended up losing this game to a Hard Disk failure and, as fate would have it, accidentally stepped on a back up CD.

    At some stage after that my circumstances changed and I found myself with less time than what I had when I created The Ritual. The loss of The Small Hours project, and all the hours that went with it, made me feel less inclined to take up Dromeding again.

    I have however always planned to make another FM at some stage and I am hoping that The Darkmod will provide the tools that I need to create a worthwhile Fan Mission. No dates as yet as I am a hell of a lot busier than when I first created The Ritual, but it will come...one day...

  9. #184
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Looking forward to that day to arrive
    Thanks for making The Ritual.

  10. #185
    Member
    Registered: May 2004

    How to get out of the closing door hallway trap

    First, HOP to the end of the hallway..then as you are jumping...drink a slow fall potion. You will be able to jump to the ledge and mantle up! No need for a rope arrow!

  11. #186
    Member
    Registered: Aug 2014
    Location: Erie, PA, USA
    Just played this mission for the first time today. Wow!

    Had to post for those, like me, who just discovered Fan Missions. Regarding the disappearing Merimee bug... crowemagnon (post #140 of this topic) was close to discovering the problem. Once you cross the brush-covered entrance to the tunnel to the park (going in either direction), Merimee will disappear. If you don't have her in tow, she'll be gone for good. It doesn't matter if you've never entered the sacrifice room, or if you're at the end of the game, and drop her unconscious body somewhere in the inner garden. She'll be gone. So you can never ever clear the town of bad guys, then go back for her at the end.

    The best you can do (as stated in a previous post) is lock her in the Hammer church and clear the town, then go back for her. ...Although those Hammerites can open the door if properly motivtated, even if you have stolen all 3 keys.

    Also, there is 50 unobtainable loot --> the first giant mask-creature you encounter in the family tomb counts toward the loot total on the Stats screen, but there's no way to frob it.

    Finally, I could have done without the pornographic picture in the servant's apartment. Easy enough for me to delete, but it was an incredibly unpleasant surprise the first time I played. Let's not do that again, twisty.

    Other than that, the mission was incredibly cool, and I see that a lot of the concepts have been copied since then. So, good job! I enjoyed 99% of it!

  12. #187
    Member
    Registered: Mar 2002
    Location: Bremerton Washington
    I am a long time player. I saw this reposted and looked into it. This is one that I gave up on a long time ago. It is extremely difficult because of the rescue is so difficult without being able to clear a path. After going back and retrying I can see the value of this work. Brilliant replay value here.

  13. #188
    Member
    Registered: Aug 2014
    Location: Erie, PA, USA
    Actually, there is a post waaaay back in this thread about how to cheat and get an easier ending. Right at the start of the mission, you can bash open the door next to the Hammer Chapel door, and find an unfinished area. Jump down and explore. You can see all the bad guys in black standing in a row above you... and the author even provided a wooden ledge for you to rope-arrow up and take them out. They end up scattered about the city at the end, hovering in the air unconscious. Soooo very much easier this way!

  14. #189

    Quote Originally Posted by twisty View Post
    spoiler:
    If you're facing the window with the levers in front of you the easiest solution is to pull the levers in this order (where 1 is the number of the lever to your left): 1-3-2-5-6


    If you get really stuck, there's a walkthrough over at http://www.3dactionplanet.com/thief/...lkthrough.html

    This is a broken link The server at classicgaming.gamespy.com is taking too long to respond

  15. #190
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    I have a copy of that in my files so I've emailed it to you at the address you have on your profile.

  16. #191
    Master Builder 2018
    Registered: Jul 2008
    Yeah, that website (3dactionplanet.com) has not been around for a long time now. I removed the link from that post. The only walkthrough I was able to find was in Ricebug's collection of walkthroughs (1999-2000).

    Edit: Nightwalker posted as I was writing. So now you have two walkthroughs. Maybe someone could host your copy, Linda?

  17. #192
    Member
    Registered: Aug 2014
    Location: Erie, PA, USA
    Quote Originally Posted by bigalexjones66 View Post
    This is a broken link The server at classicgaming.gamespy.com is taking too long to respond
    I see that Nightwalker has sent you the walkthrough (she's such a peach!) and Tannar has given you the link to Ricebug's walkthrough too (peach! ) but you can always use the internet archive's wayback machine: https://web.archive.org/web/20081012...lkthrough.html

  18. #193
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    I'd be happy to send to whoever wants it. It's a copy of the original one twisty wrote. I'd sent it to thiefmissions but it really doesn't seem to be active anymore.

  19. #194
    Dóttirin klęšist oft móšur möttli
    Registered: Apr 2015
    dml to fix Merimee teleportation. Somtimes she gets stuck in the blue room

    Code:
    DML1//The Ritual//Merimee Fix//UN//miss20.mis.dml
    
    +ObjProp 208 "ScriptTiming"
    {
     "" 2000
    }
    +ObjProp 208 "Scripts"
    {
        "Script 0" TrapTimedRelay
    }
    +ObjProp 450 "Scripts"
    {
        "Script 0" TrapDestroy
    }
    +Link 182 208 "ControlDevice"
    {
    }
    +ObjProp 1190 "ScriptTiming"
    {
     "" 1000
    }
    +ObjProp 1190 "Scripts"
    {
        "Script 0" TrapTimedRelay
    }
    +Link 182 1190 "ControlDevice"
    {
    }
    +Link 208 450 "ControlDevice"
    {
    }
    +Link 450 182 "ControlDevice"
    {
    }
    +Link 1190 1214 "ControlDevice"
    {
    }
    -ObjProp 465 "Position"
    +ObjProp 465 "Position"
    {
     "Location" 251.2,154.66,-67.16
     "Heading" 0
     "Bank" 0
    }
    -Link 1212 1214 "ControlDevice"

  20. #195
    Member
    Registered: Feb 2009
    Location: some ancient Cycladian island

    What a mission!!!!

    WOW!!!! I don't know what life had in store for Twisty, the author, but this is a hell of a mission......what an achievement for that way back time!!!
    I vaguely remember playing it at some point, but maybe I never finished it? Or finished it on one of the lower difficulties? as I had not recollection of the underground part. But, anyhow, if someone hasn't play it yet, give it a try. But beware, it's a hard one, at least on the higher difficulty.
    WOW again!!!!!

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