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Thread: T2 FM: Fortress By The Sea (Version 2.0, 12 Oct. 2005)

  1. #51
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    which guard? the gate house guards and the wall guards sometimes jump for no reason, a pathfinding error i think.

  2. #52
    Member
    Registered: May 2002
    Location: Texas
    It was the one guard with the lantern facing out towards the boat.

  3. #53
    Member
    Registered: Nov 2003
    Location: See the wrench in the shadows?

    Fortress by the Sea -- help!

    I was just playing this mission, and I can't for the life of me find the wall power switch. I've found all the other generators I need to power down, all except for the #2 switch. Knowing me, it's probably way out in the open, but . . . help?
    She's not a maniac, a raving thing, she just goes a little mad sometimes.
    I'm not suffering from insanity; I enjoy every minute of it.

  4. #54
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    the second one in the sequence of number 2, i don't remember now how i set that up.

    spoiler:
    the second in the sequence is on the top of the fortress wall on the west side of the fort. from the basement head up the stairs to the top of the fort, exit the door go right to the room above the barrack area.

  5. #55
    Member
    Registered: Nov 2003
    Location: See the wrench in the shadows?
    That did the trick. Mission completed. Thanks for the help! (And the mission, had a lot of fun with it. Normally I hate being forced to ghost. )
    She's not a maniac, a raving thing, she just goes a little mad sometimes.
    I'm not suffering from insanity; I enjoy every minute of it.

  6. #56
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    its not so much the forcing you to ghost is it is the ko limits on the mission, being ghostable is such a nice bonus. glad you enjoyed it.

  7. #57
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North

    Fortress by the Sea Now in Italian


    Now updated to version 2.0, the new version supports Italian. This was my first mission, originally released in October of 2003.

    Things haven't been going so well for the Baron. He's losing his war, and unless he can capture a key enemy fortress on the top of a lonely island he'll never get his navy to safety. Normally, I'd stay out of business like this. A captain in the Baron's army tracked me down, he asked for the best cat burglar in the city, and wound up finding me. With the fee I'm being offered to help get the Baron's forces into this fortress I'll be able to pay my rent for a long time. I'll have to watch my step on this job. The Baron's forces aren't going to know the difference between me and the soldiers in the fortress, then the jobs done I should probably make my get away and worry about collecting the second half of my payment somewhere less hostile.
    Last edited by nickie; 21st Jun 2012 at 13:27.

  8. #58
    Member
    Registered: Jun 2003
    Location: San Antonio, TX
    Quote Originally Posted by SirFreddieM
    For once a FM without the key-hunt. And this mission also gave me some much needed thrills going up or down the stairs. I loved it. This could easily be my first FM replay. Keep up the good work.
    Hmmm..just started playing it and have run into 3 or 4 doors that aren't pickable. Must just be me on the Expert level.
    Albert

  9. #59
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    spoiler:
    several doors require keys, the first i can think of is the armory, the key is on the patrolling guard who carries the lamp, comes to the basement. the main keep doesn't have a key, find an alternate entrance. the door in the basement that's locked will be openable after the kitchen has been visited. what else is locked?

  10. #60
    Member
    Registered: Jun 2003
    Location: San Antonio, TX
    Quote Originally Posted by Ottoj55
    spoiler:
    several doors require keys, the first i can think of is the armory, the key is on the patrolling guard who carries the lamp, comes to the basement. the main keep doesn't have a key, find an alternate entrance. the door in the basement that's locked will be openable after the kitchen has been visited. what else is locked?
    The door South and to the West of the dining room. Is that the basement door? I know there are a couple of others and when I backtrack, I will post it.
    Albert

  11. #61
    Member
    Registered: Jun 2003
    Location: San Antonio, TX
    Why on Expert is my Gererator Shutdown Scroll blank?
    Albert

  12. #62
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    shouldn't be, its included on all levels, this could be an install problem. the shutdown diagram in the shed building is a book, it has a blank text file, and the book art contains the diagram, you should have a folder books/parch3 in the thief folder, look for it in there if you can't see it in game.

    the door, if i understand you right is to the basement, you have to find another way in.

    spoiler:
    spoiler: its a secret passage in the fireplace, put out the fire, step in and look up. now you're in the basement.

  13. #63
    Member
    Registered: Jun 2003
    Location: San Antonio, TX
    Anyone have a walkthrough for this one on Expert? I think I pulled all the switches in the right order and have the code for the bridge, but have yet to complete one objective. :-(
    Albert

  14. #64
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    http://www.jasonotto.net/fortsea.html right click and save it to use it, its not word wrapping correctly in internet explorer.

  15. #65
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Very enjoyable mission, but now I'm stuck.
    I'm having the same problem as Abert on expert.

    The Generator Shut Down scroll is only a blank page.
    I can't find the diagram to shut down the power generation in the specific order.
    The book in the shed says: "The diagram of how that's possible is being kept under lock just in case". Can anyone tell me where exactly

    I've read the walkthrough, and i supose it explains the right order in shuting down the power generators, but I like to find the diagram myself

  16. #66
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    spoiler:
    in the shed on the west side of the grounds locked in the tool box.

  17. #67
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Bohn Museum
    For those that didn't know, Jason has in Beta a rerelease of this great mission, completely retextured and redone. Show 'em some screenies, Jason!

  18. #68
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Jason, I already opened the toolbox and read the book, but no diagram to be found. Is the diagram supposed to be in the toolbox
    Could it be a bug or do I miss something obvious?

  19. #69
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    @The Phantom, it the scroll in the box, did you get a scroll? perhaps its not packaged correctly, look in thief2/books/parch3 for it, this is in both versions, but redone for this one.

    @Yandros





  20. #70
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Quote Originally Posted by Ottoj55
    @The Phantom, it the scroll in the box, did you get a scroll?
    I've checked it on normal, i did a reinstall of the OM's in Darkloader and checked again on normal, there's nothing in the toolbox except an unwritten Generator Shutdown scroll

    Quote Originally Posted by Ottoj55
    look in thief2/books/parch3 for it
    Just did. The diagram must be the TEXTFONT.FON file right? Which program do you need to view it? No matter what I try, it won't open.

    Thanks for the help Jason, but It seems that the only way to fnish this mission is the walkthrough.
    See if you can fix this problem in the updated version. It's the only thing that spoils my fun in this mission

  21. #71
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    the image itself if you can see it is the clue, there is no text written on it.

  22. #72
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Quote Originally Posted by Ottoj55
    the image itself if you can see it is the clue, there is no text written on it.
    Yeah I mean the scroll is blank. No text, no image, nothing.

    Anyway, I finished the mission on expert with help of the walkthrough.
    Enjoyable mission Jason. Layout is well done, the story is interesting, it's ghostable, and the AI battle at the end is very fun to watch
    But when I opened the gate and moved onto the grounds, into the light, the invaders started to attack me as well. I thought Garrett was on their side?
    And it seems that the invading army is too small to deal with every guard in the fortress

    It was fairly easy. Even with a knockout restriction, the mission was far from difficult. For me at least.
    But it was fun to move through the fortess, avoiding the patrols, and turn off all the generators.
    The overall detail isn't spectacular, but I know that will be highly improved in the new version

    STATS
    Difficulty: Expert
    Loot: 1824 of 2114
    Time: 44 min, 31 sec.

    Now on to beta-testing the new version. I'm looking forward to see all the changes

    A question: are you going to override the old version of the mission with the new one? Or do keep two versions available for download?

  23. #73
    Member
    Registered: Aug 2005
    I'm having the same problem. The generator shutdown notes are blank. I checked Thief2/books/english and found all of the other maps, but there is no diagram like the one you are describing, unless like Phantom said it is the TextFont file, which I can't seem to open.

  24. #74
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    its the way i packaged this beta, lets keep beta discussion in that thread in the editors guild.

  25. #75
    Archivist
    Registered: Sep 2002
    Location: Museum of the Ancients
    Fortress by the Sea is Jason Otto's (Ottoj55) debut fan mission and first arrived back in 2003. An updated version with better graphics was released three years ago, but the following review is about the classic austere version, that still appeals to me.

    The war is not going well for the Baron. His navy is trapped at sea with no means to escape, unless a key enemy fortress is conquered. A captain of the Baron's Fleet has hired the best burglar in the city, Garrett, to infiltrate the fortress, find a way to open the gates so that the Baron's forces can take over and the fleet can escape to safety. One of the objective restrictions, "you can't leave these guys defenseless, no knockouts", which is typically Garrett, who doesn't care who dies as long as he get's his money.
    It's quite an interesting assignment and I love the references to the war and the Baron, as originally mentioned in the original T2 missions. I can't think of any other examples of FMs who used this concept . It's a straightforward story and no plot changes are implemented but several writings in the form of diaries are present, giving some background about the fortress, tell about the attempts to get some systems working and share a hint about a missing ring. Sadly no secrets are available, although a few hidden buttons and switches can be located for extra loot.

    No detailed map of the structure is attributed at the start or up for grabs during the game so navigating can be a bit confusing at first, before every room and corridor are charted. Some difficulty could surface in finding a way to the basement level of the fortress, but a diary proves helpful in finding a way down. Don't let the kill and knockout limitations discourage you, for the game isn't that hard to accomplish. Patrols can be easily circumvented, plenty of water arrows are at your disposal, and there are often multiple ways to reach your destination.
    The fortress is quite small, with long corridors, nicely decorated rooms and a large courtyard. It looks quite good in terms of textures and AI skins and the layout is convincing. A soft layer of fog is included in the mission and the sky is fully covered by clouds, making up for a sober atmosphere. The view on the courtyard and the water, seeing while standing on the walls, looks very appealing. Don't expect the most realistic fortress or castle mission out there however. Some elements to make it stand out more, like defense systems (catapults, ballista's) to use against the Baron's fleet for example when it sails by, or a large shed to withstand a long siege, are absent.

    The AI battle at the end is the big climax, with each time it takes place a different outcome is possible. The slaughter between both troops makes up for a spectacular watch (popcorn anyone?). Too bad the Baron's troops refrain from patrolling the inside of the fortress for remaining defenders, to deal with remaining archers on the walls, but stick to the inner grounds instead. Prior to opening the gate (or afterwards, whatever your preference) an unfortunate pagan can be released from his cell to cause some disturbance and act as a decoy . Watching the AI fight reminded me once again of how ingenious the AI system in the Thief games is. Drawing your sword at one injured guard prompts him to fly but attack two injured guards combined and they'll launch a joint attack ("come on, together we'll take him").

    Most apparent flaw in Fortress v2 is about the Generator Shut Down scroll that displays only a blank page once opened, the same problem I had years ago . This leaves the player ignorant about the correct order to shut the generators down and open the gate, unless he consults this thread or opens the text through explorer. Maybe you can fix this in a potential 2.1 release, Jason?
    Other (minor) flaws involve a rat that can be picked up and displays a carry-body icon (humorous ), some sound issues, a few errors in in-game texts, a patrolling guard that walks over the wall onto a lower cliff, and a 'return to your rowboat-objective' that completes before Garrett's returns at his starting point.

    But despite the above though, there's nothing actually wrong with Fortress by the Sea version 2 and the flaws can easily be attributed to first-time mistakes by an author who would deliver us with many high-quality FMs in the future. People will undoubtedly enjoy the infiltration of the fortress, finding a way to open the gates while staying undetected, and watching the spectacular AI battle at the end . The fortress itself is nicely designed and decorated, with a convincing layout. Some aspects could be worked out a bit better or more realistically, and the blank scroll bug is a let down, but those fancying a relatively short, small mission involving a fortress exploration with restricted killing/blackjacking, and fans of bloody AI battles, like myself, will no doubt be entertained. Definitely worth it a try.

    Stats
    Difficulty: Expert
    Time: 1 hour 19 minutes 7 seconds
    Loot: 1914 / 2114
    Secrets: N/A

    PS: the same review with screens included will be posted in the FM Review & Discussion Thread.

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