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>> No.5155167 [View]
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5155167

>>5141679
Zone transitions are usually signified by music, but this FM had no ambient music at all! I liked that the street was blocked off by a gate. Things like that give the impression the world is bigger then it seems.

Sperry laments on how the missions gives choices to the player. You can enter the keep by using the drawbridge (also seen in THC), the sewer or the roof of the guardhouse. However, there is still one way to the cray tunnels and there is still one way to the underground keep. I've mentioned rigidness in solutions regarding the previous FM. This one provides another example. To enter the vault you need a code and a key. The code is conveniently written down in a scroll, but it is protected by several guards, a hidden button and a riddle. The key is on a guards belt or in a safe near the scroll. To get to the vault you need to dodge the guards again. Sperry is right about the fact you can deal with the guards in various ways, but there is only one way to the vault. Is this sequence of events going to reoccur in later FMs featuring a combination lock? I remember dealing with this in several Thief TMA FMs.

Why do you (always) have to find the code? Why not, for example, brute force it?
https://www.youtube.com/watch?v=YhmttkyeDDU
https://www.youtube.com/watch?v=aJIn7batAtc

Do you write down your passwords? If so, how do you write it down and where do you hide them?

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