Archived from groups: alt.games.thief-dark-project (
More info?)
On Fri, 12 Aug 2005 20:19:49 +0100, Spud <spud@tatties.com> wrote:
>On Fri, 12 Aug 2005 09:46:13 -0500, Michael Cecil
><macecil@comcast.net> wrote:
>
>>On Fri, 12 Aug 2005 07:22:28 +0100, Spud <spud@tatties.com> wrote:
>>
>>>On Fri, 12 Aug 2005 03:07:44 GMT, Albert Conklin
>>><aconklin@satx.rr.com> wrote:
>>>
>>>> Is the key Rupert left for me the Armory key? I played this once all
>>>>the way through and it says I never found the key or the skull and used
>>>>the skull.
>>>> I reached the end and the game never ended, so thought I would replay
>>>>it again.
>>>>Albert
>>>
>>>Yes it is.
>>>
>>>Have you got version 1.2 ? Many bugs fixed. The game ends quite
>>>often!
>>
>>In the first mission, up past a fence with a dead thief and up a rope I
>>found a guy in a white shirt guarding a key and a candelabra. I followed
>>him through a portcullis (just past an elevator down to a room with marble
>>floors) and knocked him out. At the end of the short corridor is a button
>>floating in the air but it seems to do nothing. Anyone know what it does?
>>Or maybe it's a bug?
>
>If builders want to do a quick test they often put in a temporary
>"short cut" item to save having to play all the way through to the
>required point in the mission, eg a button, key, sword, rope arrow
>etc. Sometimes they forget to remove it when the test is complete.
Yes, I know that but usually something so obvious isn't left in the game.
I wasn't sure if it was a misplaced switch that actually had a use in the
game, or as you say, a testing convenience.
Another bug - if you open the portcullis right by the sewer entrance where
you first come up, it's all unfinished - there's a road leading to a wall
and another wall that is just not there. Not a dreaded blue wall though.
I'm not sure why the designer left the switch for that area in the game
either.
--
Michael Cecil
http://home.comcast.net/~macecil/
http://home.comcast.net/~safehex/