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Thread: T2 FM Garrett to The Rescue - 2002.03.18

  1. #1
    Member
    Registered: Apr 2000
    Location: Exeter, RI

    T2 FM Garrett to The Rescue - 2002.03.18

    Hi. I think I'm nearly done with "Garrett to The Rescue". I've gotten everything I think I need to finish, including the auction house key. When I tried it down in the crawlspace, I got through one door (vertical) and all it did was open the door to a dead end. Then I tried it on the horizonal door. I can't get that door to open with any key (auction house included) nor can I pick the lock. I can frob the plate, but that's it. There's no keyhole for the keys, and just frobbing the door with the keys (or anything else) proves useless. Has anyone else out there finished this? Lots of secrets in this little mission, and it makes it fun to play, but this last bit is frustrating.

    ???

    -Theef

  2. #2
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    Yes, I finished it today and it worked fine. I think maybe you missed a key.
    spoiler:
    Did you pick up the "study" key in the closet off of the main bedroom? It's behind one of the skull bookends. It opens a door down in the crawlspace that you need to get into.

  3. #3
    Member
    Registered: Apr 2000
    Location: Exeter, RI
    Ah, once again, Nightwalker, you've come to my rescue.

    Thanks again!

    -Theef

  4. #4
    Member
    Registered: Jul 2001
    Location: Centreville, VA
    where is the auction house key? i believe i've done everything else, including get into the study.

  5. #5
    Member
    Registered: Aug 2001

    spoiler:
    To find the auction house key. Upstairs, where the masks are. There is another object there. The oblisk, break that glass. The oblisk will move off to the side, and underneath, is the key! I am looking forward to part 2 when it comes out.
    Apache, your a stinker with keys sometimes ya know it?
    Last edited by BrokenArts; 22nd Mar 2002 at 11:54.

  6. #6
    Member
    Registered: Jul 2001
    Location: Centreville, VA
    thanks, BA.
    spoiler:
    i had already broken the front glass pane to no effect. now i break the left side, again no effect. then i try the right, and there appears the key. kinda arbitrary if you ask me.

  7. #7
    Member
    Registered: Aug 2001
    Hmmmmm, funny, the first pane of glass I broke was the right hand side. And found the key. So it DOES make a difference on which pane. I didn't know that.

  8. #8
    Member
    Registered: Dec 2001
    Location: OldDark Detox Clinic
    Played this again just recently. I always have the same problem. Two objectives won't check off. The one is the evidence to ruin his rep, which I assume is the book in his bedroom closet which gives you the new objective to find the Auction House Key. Find that key no problems. It opens the vent door (which disappears) then leads to a dead end. No endgame. OK, what am I missing?

  9. #9
    Moderator
    Registered: May 2000
    Location: Thunder Bay, On., Canada
    That book isn't the evidence. You're missing a room down in the tunnels. You need to go down there and look UP while you're exploring.

  10. #10
    Member
    Registered: Dec 2001
    Location: OldDark Detox Clinic
    Nightwalker, of course, knows. Thanks, I'll do that.

  11. #11
    Member
    Registered: Dec 2001
    Location: OldDark Detox Clinic
    Yep, that did it. Thanks, Nightwalker.

  12. #12
    Member
    Registered: Apr 2013
    Location: Ten, USA
    How do I get up to the 2nd floor? I get nabbed every single time, no matter how quiet I am. I just can't get up there.
    Any help would be greatly appreciated, thanks

  13. #13
    Member
    Registered: Oct 2012
    dml courtesy Glypher

    Fixes: Goals 1,2,4 as well as a number of cosmetic issues (frobbing items through doors, light switches, misplaced objects etc)

    Problem was that if the player first completes goal 2 (find some evidence) before they complete goal 1 (find out what happened to Jenivere's sister Tabitha) then when they actually do complete goal 1 the mission finishes early, even though they they trigger a new objective (exit via the auction house).

    Code:
    DML1
    //T2 FM: Garrett to the Rescue by Apache & KidGarrett / Fixes: miss30.mis.dml
    
    #script "nvscript"
    
    //books (goals) / scroll
    +ObjProp 67 "DiffTurnOn"
    {
    	"quest var values" 0, 1, 2
    }
    +ObjProp 67 "Scripts"
    {
    	"Script 0" TrapSetQVar
    }
    +ObjProp 67 "TrapQVar"
    {
    	"" =67:goal_target_1
    }
    +ObjProp 68 "DiffTurnOn"
    {
    	"quest var values" 0, 1, 2
    }
    +ObjProp 68 "Scripts"
    {
    	"Script 0" TrapSetQVar
    }
    +ObjProp 68 "TrapQVar"
    {
    	"" =68:goal_target_2
    }
    +ObjProp 137 "Scripts"
    {
    	"Script 0" TrapSetQVar
    }
    +ObjProp 137 "TrapQVar"
    {
    	"" =1:goal_state_2
    }
    +ObjProp 138 "DesignNote"
    {
    	"" NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapDelay=200
    }
    ObjProp 138 "FrobInfo"
    {
    	"Inv Action" Script
    }
    +ObjProp 138 "NoDrop"
    {
    	"" true
    }
    +Link 138 137 "ControlDevice"
    {
    }
    +ObjProp 138 "Scripts"
    {
    	"Script 0" NVRelayTrap
    	"Script 1" StdScroll
    }
    -ObjProp 319 "PhysType"
    +ObjProp 398 "DesignNote"
    {
    	"" NVRelayTrapOn="FrobWorldEnd"; NVRelayTrapDelay=200; NVRelayTrapTDest=455; NVRelayTrap2On="FrobWorldEnd"; NVRelayTrap2Delay=1000; NVRelayTrap2TDest=456
    }
    ObjProp 398 "FrobInfo"
    {
    	"Inv Action" Script
    }
    +ObjProp 398 "NoDrop"
    {
    	"" true
    }
    +ObjProp 398 "Scripts"
    {
    	"Script 0" NVRelayTrap
    	"Script 1" NVRelayTrap2
    	"Script 2" StdScroll
    }
    +ObjProp 455 "DesignNote"
    {
    	"" NVText="Objective Complete"
    }
    +ObjProp 455 "Scripts"
    {
    	"Script 0" TrapSetQVar
    	"Script 1" NVOnscreenText
    	"Don't Inherit" true
    }
    +ObjProp 456 "DesignNote"
    {
    	"" NVText="New Objectives"
    }
    -Link 456 455 "ControlDevice"
    +ObjProp 456 "Scripts"
    {
    	"Script 0" TrapSetQVar
    	"Script 1" NVOnscreenText
    	"Don't Inherit" true
    }
    
    //water arrows
    -ObjProp 36 "DeathStage"
    
    //switches
    ObjProp 109 "JointPos"
    {
    	"Joint 1" 0.00
    	"Joint 2" 0.00
    }
    ObjProp 109 "StTweqJoints"
    {
    	"AnimS" Reverse
    	"Joint2AnimS" On, Reverse
    }
    ObjProp 113 "JointPos"
    {
    	"Joint 1" -0.06
    	"Joint 2" -0.06
    }
    ObjProp 113 "StTweqJoints"
    {
    	"Joint2AnimS" On
    }
    ObjProp 180 "JointPos"
    {
    	"Joint 1" -0.06
    	"Joint 2" -0.06
    }
    ObjProp 180 "StTweqJoints"
    {
    	"Joint2AnimS" On
    }
    ObjProp 262 "JointPos"
    {
    	"Joint 1" 0.00
    	"Joint 2" 0.00
    }
    ObjProp 262 "StTweqJoints"
    {
    	"Joint2AnimS" On, Reverse
    }
    ObjProp 277 "JointPos"
    {
    	"Joint 1" -0.06
    	"Joint 2" -0.06
    }
    ObjProp 277 "StTweqJoints"
    {
    	"Joint2AnimS" On
    }
    ObjProp 287 "JointPos"
    {
    	"Joint 1" -0.06
    	"Joint 2" -0.06
    }
    ObjProp 287 "StTweqJoints"
    {
    	"Joint2AnimS" On
    }
    
    //doors
    +ObjProp 141 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 142 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 143 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 144 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 145 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 146 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 147 "BlockFrob"
    {
    	"" true
    }
    +ObjProp 148 "BlockFrob"
    {
    	"" true
    }
    +Receptron 245 "WeaponStim"
    {
    	Min None
    	Max None
    	Effect "Abort"
    }
    ObjProp 466 "TransDoor"
    {
    	"Open Position" 4.00
    }
    
    //masks
    +ObjProp 176 "CombineType"
    {
    	"" LCMask
    }
    
    //toolbox
    -ObjProp 260 "PhysType"
    ObjProp 260 "Position"
    {
    	"Heading" 7400
    }
    +ObjProp 260 "PhysType"
    {
    	"Type" OBB
    }

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