TDS - can't find Old Quarter

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Splendid
Dec 26, 2003
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Archived from groups: alt.games.thief-dark-project (More info?)

This is driving me nuts.

I just finished the clock tower mission and I've spent 1hr trying to find
the Keeper compound again. I thought there were glyphs on the walls by the
barred gates?

TBH I'm completed bored of all this legging it about between missions. Is
there any way of avoiding this forced tedium? It would be good if you could
just skip the whole micro maintenance bit and have T1&2 style levels IMO. I
might actually get to see the end of the game then!
 
Archived from groups: alt.games.thief-dark-project (More info?)

1@2.3dsw writes:

> I just finished the clock tower mission and I've spent 1hr trying to find
> the Keeper compound again. I thought there were glyphs on the walls by the
> barred gates?

There are glyphs by some of the gates but not all of them. You will
not be able to just travel to the Old Quarter merely because you
have learned how to spot Keeper glyphs.

After the clocktower you don't go to the Keeper Compound directly.
Instead you head to the Keeper _Library_ in Stonemarket. This should
be indicated in your list of objectives. You'll be automatically
taken to the Old Quarter after going to the library.

--
Darin Johnson
Gravity is a harsh mistress -- The Tick
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Darin Johnson" <darin_@_usa_._net> wrote in message
news:cu14qmiluuh.fsf@nokia.com...
> 1@2.3dsw writes:
>
> > I just finished the clock tower mission and I've spent 1hr trying to
find
> > the Keeper compound again. I thought there were glyphs on the walls by
the
> > barred gates?
>
> There are glyphs by some of the gates but not all of them. You will
> not be able to just travel to the Old Quarter merely because you
> have learned how to spot Keeper glyphs.
>
> After the clocktower you don't go to the Keeper Compound directly.
> Instead you head to the Keeper _Library_ in Stonemarket. This should
> be indicated in your list of objectives. You'll be automatically
> taken to the Old Quarter after going to the library.
>

Cheers, is that the keeper library that isn't marked on the map at all?

If so, could you tell me where I can find it?

Thanks,
Rich.
 
Archived from groups: alt.games.thief-dark-project (More info?)

> Cheers, is that the keeper library that isn't marked on the map at all?
>
> If so, could you tell me where I can find it?
>
> Thanks,
> Rich.
>
>
If you're at this stage in the game you have been to the library
before...remember ? Entrance is in the same spot.

SPOILER











































But a bit higher.
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Barnaby" <nospam@please.no> writes:

> If you're at this stage in the game you have been to the library
> before...remember ? Entrance is in the same spot.
>
> SPOILER

Actually, the spoiler isn't necessary. The original entrance to the
keeper library is still open after finishing the clocktower mission as
I remember it. You can walk right in after touching the glyph at
ground level. The only difference is a bit of rubble south of Terces
courtyard that makes one common route to the library inaccessible.

I'm not sure why this would be a particularly tough part of the game,
unless there's some confusion in names. I mean, one has to have
visited the keeper library a few times, and it's the only places
keepers have been found so far (excepting Artemus); so I can only
assume that the original poster thinks the "library" refers to
some other location that the spot just north of Terces courtyard.

--
Darin Johnson
"Look here. There's a crop circle in my ficus!" -- The Tick
 
Archived from groups: alt.games.thief-dark-project (More info?)

On Wed, 01 Sep 2004 23:33:47 GMT, Darin Johnson confounded his critics by
announcing:


> I'm not sure why this would be a particularly tough part of the game,
> unless there's some confusion in names. I mean, one has to have
> visited the keeper library a few times, and it's the only places
> keepers have been found so far (excepting Artemus); so I can only
> assume that the original poster thinks the "library" refers to
> some other location that the spot just north of Terces courtyard.

Well the lack of a decent marker on the map highlights a problem with the
gameplay.

There was a 3 week gap between me starting and finishing the clocktower
mission, I simply couldn't remember where it (the library) was located.
 
Archived from groups: alt.games.thief-dark-project (More info?)

Kavvy wrote:

> On Wed, 01 Sep 2004 23:33:47 GMT, Darin Johnson confounded his critics by
> announcing:
>
> > I'm not sure why this would be a particularly tough part of the game,
> > unless there's some confusion in names. I mean, one has to have
> > visited the keeper library a few times, and it's the only places
> > keepers have been found so far (excepting Artemus); so I can only
> > assume that the original poster thinks the "library" refers to
> > some other location that the spot just north of Terces courtyard.
>
> Well the lack of a decent marker on the map highlights a problem with the
> gameplay.
>
> There was a 3 week gap between me starting and finishing the clocktower
> mission, I simply couldn't remember where it (the library) was located.

Or looking for the clocktower where it shows it on the map and not where
it really is.
Albert
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Albert R. Conklin" <aconklin@satx.rr.com> writes:

> Or looking for the clocktower where it shows it on the map and not where
> it really is.

I always liked the Thief maps and their vagueness. Thief 3's maps
seemed a bit _too_ detailed. It's not like Garret has paid expensive
cartographers to scout around the city with sighting instruments.

--
Darin Johnson
Where am I? In the village... What do you want? Information...
 
Archived from groups: alt.games.thief-dark-project (More info?)

On Sun, 05 Sep 2004 03:44:37 GMT, Darin Johnson confounded his critics by
announcing:

> "Albert R. Conklin" <aconklin@satx.rr.com> writes:
>
>> [2 quoted lines suppressed]
>
> I always liked the Thief maps and their vagueness. Thief 3's maps
> seemed a bit _too_ detailed. It's not like Garret has paid expensive
> cartographers to scout around the city with sighting instruments.

I don't see why not though seeing as how they've invented big bloody clocks
and robots that kill. You think the buggers could have figured out how to
plot a half decent map!

TBH - the whole thing would be a lot cleared if it wasn't for the loading
zones breaking up the continuity of the streets. It completely throws me.
 
Archived from groups: alt.games.thief-dark-project (More info?)

Kavvy <r@hfeajhjgg.gt> writes:

> I don't see why not though seeing as how they've invented big bloody clocks
> and robots that kill. You think the buggers could have figured out how to
> plot a half decent map!

Sure, someone in that city could make a good map. But Garrett gets
his maps from thieves and fences and occasionally finds ancient maps.
I think the first map for the "training" mission makes sense in this
style - it's the sort of thing someone would draw if they had stayed
in the inn overnight and were asked to make a map.

--
Darin Johnson
Gravity is a harsh mistress -- The Tick
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Darin Johnson" <darin_@_usa_._net> wrote in message
news:cu1vfeq7vg8.fsf@nokia.com...
> Kavvy <r@hfeajhjgg.gt> writes:
>
> > I don't see why not though seeing as how they've invented big bloody
clocks
> > and robots that kill. You think the buggers could have figured out how
to
> > plot a half decent map!
>
> Sure, someone in that city could make a good map. But Garrett gets
> his maps from thieves and fences and occasionally finds ancient maps.
> I think the first map for the "training" mission makes sense in this
> style - it's the sort of thing someone would draw if they had stayed
> in the inn overnight and were asked to make a map.
>
> --
> Darin Johnson
> Gravity is a harsh mistress -- The Tick

Yeah fine and it fits in nicely with continuity of the TDS and T2 maps,
except you could also write notes onto those which was great for future
reference.

Don't tell me Garrat can't write now because the programmers couldn't figure
out how to plot text onto bitmaps ;-)
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Kavvy" <bla@debla.bla> wrote in message
news:3gh%c.2197$iK3.23114983@news-text.cableinet.net...
>
> "Darin Johnson" <darin_@_usa_._net> wrote in message
> news:cu1vfeq7vg8.fsf@nokia.com...
>> Kavvy <r@hfeajhjgg.gt> writes:
>>
>> > I don't see why not though seeing as how they've invented big bloody
> clocks
>> > and robots that kill. You think the buggers could have figured out how
> to
>> > plot a half decent map!
>>
>> Sure, someone in that city could make a good map. But Garrett gets
>> his maps from thieves and fences and occasionally finds ancient maps.
>> I think the first map for the "training" mission makes sense in this
>> style - it's the sort of thing someone would draw if they had stayed
>> in the inn overnight and were asked to make a map.
>>
>> --
>> Darin Johnson
>> Gravity is a harsh mistress -- The Tick
>
> Yeah fine and it fits in nicely with continuity of the TDS and T2 maps,
> except you could also write notes onto those which was great for future
> reference.
>
> Don't tell me Garrat can't write now because the programmers couldn't
> figure
> out how to plot text onto bitmaps ;-)
>

Probably more like only a very small percentage of people used that feature.
I know didn't - never really had the need.
It was a cool feature though.
In Deus Ex: Invisible War they took out the lean function! How do you feel
stealthy when you can't even peek out from behind things!
 
Archived from groups: alt.games.thief-dark-project (More info?)

On Tue, 7 Sep 2004 22:09:21 +0800, Blahguy confounded his critics by
announcing:

>> Don't tell me Garrat can't write now because the programmers couldn't
>> figure
>> out how to plot text onto bitmaps ;-)
>>
>
> Probably more like only a very small percentage of people used that feature.
> I know didn't - never really had the need.
> It was a cool feature though.
> In Deus Ex: Invisible War they took out the lean function! How do you feel
> stealthy when you can't even peek out from behind things!

Ah yes, a very good point! I think I used it once for the novelty value
also.

I agree, the lack of a decent (proper) lean in TDS also is a far far more
heinous crime than any other they could have come up with. Considering its
a stealth game. Although, I do like the wall function as you can still get
spotted.
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Kavvy" <r@hfeajhjgg.gt> wrote in message
news:ycwrfulmh8hd.lmwk1aqcmfgg$.dlg@40tude.net...
> On Tue, 7 Sep 2004 22:09:21 +0800, Blahguy confounded his critics by
> announcing:
>
>>> Don't tell me Garrat can't write now because the programmers couldn't
>>> figure
>>> out how to plot text onto bitmaps ;-)
>>>
>>
>> Probably more like only a very small percentage of people used that
>> feature.
>> I know didn't - never really had the need.
>> It was a cool feature though.
>> In Deus Ex: Invisible War they took out the lean function! How do you
>> feel
>> stealthy when you can't even peek out from behind things!
>
> Ah yes, a very good point! I think I used it once for the novelty value
> also.
>
> I agree, the lack of a decent (proper) lean in TDS also is a far far more
> heinous crime than any other they could have come up with. Considering its
> a stealth game. Although, I do like the wall function as you can still get
> spotted.

Unfortunately I haven't got around to playing TDS yet - soon though..