Until then there is some understandable unevenness excusable by age, learning curve etc. but BoS already has a different air and especially Nightcrawler feels like made by somebody completely else, an idiot child perhaps because it strays so much from what came up to that point - it does not fit together at any level, elementary faults, seems non-commital to the point that it feels at times actively hostile or oblivious to the player, keys are apparently named and fit randomly and disappear a...
Yes near the little girl (aside the two more difficult ones).
Replayed MiM in Tfix 1.27 just for the sake of it and at one playthrough a small side quest didn't seem to properly reap reward (at another one did) (but was always slightly problematic (spoiler: the cigar smoking chap at the billiard table in the tavern is supposed to give you as a "former (and now fallen) hammer student" a holy water potion in exchange for his wanted dead cat (the potion is a special item that doesn't stack ...
Hint: In Meeting w Basso there's an (easy) shortcut between the "Upper" and the "Lower" sections (but as sort of a reward that needs some exploration first).
Midnight in Murkbell can be very difficult but is also highly rewarding and fun (and dead(ly)) in assets you can get and strategies you can use to counter that (dead vs the living), but again the concept with assets is as a reward that vests only after thorough exploration of everything there is and connecting the dots (at times lite...
Starting literally in a s*thole was a major initial psychological obstacle, as well as the lack of anything to ...defend yourself with. Things only got better (and better) from then.
If I remember this is one of Garrett's best close brushes with a powerful evil mage of any missions ever, packaged visually (and in mission layout, progression, IQ, all the small bits and uptouches, etc...) in a work of art.
Also on a wider general note, there should be an IRON RULE and pounding otherwise ...
Well, this mission shares heavy structural similarities to Midnight in Murkbell. But also, with that said, it has its own aesthetic somewhere between WesAndersonian and surreal and very medieval horror, and visually the original Thief squared with lots of playfulness around the very baroque and the sense for very rich detail (lots of miniature worlds and playful gadgets on display here!), with a dash of British punk anarchism, and with that all it stakes a very own, bona fide claim in the or...