Unkillable Cat said:
Trickster's Gem Mine... I can't remember that one. Give me a minute to try to recall something.
Well, I finally had a go and playing these missions, particularly as I noticed that it took players 10 YEARS to find all the loot! The author has a knack for hiding things.
My opinion? Must-play, through and through.
It's an epic attempt at making a storyline, with 12 parts planned, but only 8 parts out as of today. Currenly no plans are around for completing the rest, which leaves the whole thing kinda in Limbo, but it's still worth playing.
The first mission (which was made in 2000) is called Errand Boy. It's a city mission that has you dodging the coppers (must ghost them) while trying to find a map for the next level. The thing is, the objectives just keep piling on from there. You'll have to find a lost Keeper, break into a small bank vault, hunt down some keys and maybe get a neat magic sword if you're really clever. For such an old mission, the production value is high, and it's very open and free-form about how you go about things.
The second mission is called Shore Leave. It's a warehouse mission where your goal is to find passage to reach an island across a channel. The thing is, there are TWO ways to complete this objective, either stow away on a cargo ship, or find and activate a teleportation system. This one is pretty much "more of the same" as the previous mission, though the warehouse setting actually narrows the gameplay field down instead of broadening it.
The third mission is called "Up Shit Creek". Instead of reaching your objective, you find yourself in a pirate hideout in an underground complex. This mission reminds me a lot of the early Tomb Raider games, as it's more action-oriented than can be considered normal. Some hair-raising climbing through a large cavern and a quick run from the pirates lands you in some old ruins populated only by blue apemen. Get past them and you find yourself following a strong current before reaching the surface at your intended destination.
The fourth mission is called "Making Tracks". This one has a little bit of everything in it. What at first looks like a warehouse-style mission at a train depot quickly unfolds into a large mine and an underground village! This one is quite large and also free-form like the first two missions. It actually has THREE ways to complete the main objective, and it's quite easy to get lost trying to figure out what item is needed for which path. This one alone will have you going for hours. (I actually managed to find all the loot in this one on the first go, without consulting a lootlist. :D )
The fifth mission is "The Trickster's Rift Gem Mine", the goal of the whole ordeal. It's a mix between "Lost City" and a mine mission. You'll be dealing with "four elements" puzzles, while trying to find a way to reach something called a Displacement Palace to lift a curse that's fallen upon the area. Oh, and the whole FM is dark as crap, and it's bursting at the seams with Undead.
The sixth mission is "Elsewhere". Frankly, this is the worst mission of them all. You find yourself in the Displacement Palace... 300 years in the future. Cue System Shock 2 textures and SFX, lots of mechs and sneaking through Bio-Domes. No, I'm not kidding, this is where the shark gets jumped good and proper.
The seventh and eight missions are "Chasm of the Lost Parts 1 and 2". Finally free from the Trickster's Gem Mine, it's time to get... home, I guess, but the journey will not be easy. You reach what can only be described as the ruins of a University dorm for Mages. Loads more "four elements" puzzles await you here, as you must search the ruins for the items needed to progress further. The highpoint of the first part are the readables, as not only are everybody quite dead, but you get to read (and see for yourself) how most of them met their end, including how an Inversion spell went horribly wrong.
The second part is... well, quite dull. There are only two places here, an old and ruined Hammerite complex (with zombies), and a return-ticket to the Trickster's Maw. Those who remember that one, sigh now. LOTS of "four elements" puzzles, spiders, treants, water hazards, fire hazards, and a lich.
As a whole, The Trickster's Gem Mine has its ups and downs, but is generally consistent and above average. There are lots of readables (though the author could use a spellchecker) and the story stays consistent, with some recurring characters and items (including a dwarf called I. Jones, a self-claimed archeologist whose notes and assistance will prove invaluable to you). Humour is never too far away, but even that doesn't stop TTGM from getting... long-winded. By the time most of you will reach "Elsewhere", you'll be wishing this would end quickly. But considering that these missions were made between 2000 and 2004, they really stand out compared to other FMs made at the same time. It starts out great, and then slowly and slightly downgrades from there, but it's still worth your while if you're into big epic missions.
As for new FM's released... it's been a very slow time, but "The Last Lighthouse Keeper" is a mansion mission where you must solve a murder mystery, while "Tower of St. Moira" is a Thief Gold mission that will be released later on as a Thief 2 mission. Features Hammerites, Undead and some puzzle-solving. Both are worth a look, but don't expect anything awesome from them.