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11/14/2025
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Title           : Reflections in Red
Filename        : reflections_in_red1.1b.zip
Author          : skacky
Contact info    : PM on TTLG
Date of release : 11/14/25
Version         : 1.1

Description:   
I knew the Wexler job would get messy, but I didn’t expect this kind of heat. I covered my tracks, but someone’s been on my trail ever since… and they’re getting closer.

I did a little digging to find out who wants me dead. Not exactly a short list. Wexler’s still chasing his precious emerald, so he’s out. Word is, it’s already halfway to Cyric on a merchant ship.

After leaning on a few old debts, I got a name: Lord Barlowe. A noble recluse with more coin than sense, holed up in his estate on the edge of Wychwood. One of his former servants was happy to talk. Turns out loyalty doesn’t pay as well as I do.

Seems Barlowe’s family has been pressing grapes for generations, hiding behind the cursed woods to keep out curiosity and competition. Their pride and joy is a vintage called Wychwood Red. The recipe hangs framed in the lord’s chambers, third floor. I think I’ll help myself to it. Consider it payment for his poor manners.

The manor sits on a lake. Swim, sneak, or climb, the choice is mine. Front gate’s a death trap. Guards in plate, a captain and two sergeants keeping watch. The lord hates electricity, sticks to torches and gaslight. Perfect for someone like me. A few water arrows should do the trick.

A dark lake, a rich fool, and a locked door. Sounds like my kind of evening.

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* Play Information *

Game                            : Thief II: The Metal Age
Level Names                     : Reflections in Red
File names                      : miss20.mis
Difficulty Settings             : Normal/Hard/Expert
Equipment store                 : Yes
Map/Automap                     : Yes/No
New graphics                    : Yes
New sounds                      : Yes
New conversations               : Yes
New models                      : Yes
EAX Support                     : No
Multi language support          : No
Briefing                        : Yes, in video form
Subtitles                       : No

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* Notes *

- NewDark 1.28 is required, this mission will NOT work and WILL crash if you play it with 1.27 or below.
- FMSel, AngelLoader and NewDarkLoader are strongly recommended to play this FM.

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* Construction *

Base            : From scratch
Map Size        : Large
Build Time      : Three months

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* Known Bugs *

- Performance isn't that great at the very start due to the large castle vista.
- Some AIs may act strangely during their patrols.

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* Loading Information *

Runs from FMSel.  Leave the file ZIPPED - DO NOT UNZIP this file, but put the whole zip-file
into whatever folder/directory you want to on your hard drive, then in FMSel setup, point to
this folder/directory, and the mission should show up in the FMSel main screen.

Runs from NewDarkLoader and AngelLoader as well.

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* Thanks To *

- Goldwell for the Garrett and Wexler voices made specifically for this mission, and for the video briefing.
- McTaffer for the voice of Thief 1.
- MattDistraction for the voice of Barlowe and Thief 2.
- Jayrude, for his incredible KCTools which made building this mission a breeze.
- vfig, whose invaluable help made it so you can actually play this mission.
- Prinxellier, for his talent for sound design and some additional writing.
- Jayrude, nicked and the people on #scripting for their help with my scripting adventures, as well as their scripts.
- FireMage for Barlowe's mesh and motions, as well as several scripts, including the bear traps!
- Telliamed and Nameless Voice for their script modules.

- Objects by Christine, Dale, Team CoSaS, Nameless Voice, Saturnine, R Soul, nicked, GORT, Elvis, Soul Tear, Blackthief, Firemage, and probably more I'm forgetting!
- Textures sourced from Clive Barker's Undying, The Dark Mod, The Wheel of Time. A few textures taken from Nest of Vipers. A lot of textures made by myself from my own photographs.
- Sounds sourced from FreeSound, Zero-G, Thief: The Dark Project, Thief 2X: Shadows of the Metal Age, Fallout 3, Haunting Grounds, Alone in the Dark: The New Nightmare, Ulf Soderberg, Resident Evil 2, and Silent Hill.

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* Beta Testers *

- DirkBogan
- marbleman
- lordhern
- nicked
- Random_Taffer
- Snake
- THE WANT
- Yandros


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* Copyright Information *

This level is © 2025 by skacky

Distribution of this level is allowed as long as the archive 
and this file are kept intact.

This level was not made and is not supported by 
Looking Glass Studios or Eidos Interactive.


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(SPOILERS) For fun, here are the changelogs during beta:


Beta 1.1

- Added a rope spot from the mausoleum entrance back to the castle grounds
- Added transitional sounds in the underground boathouse
- Added material tags pipe on the grates
- Barlowe has a proper flee behavior thanks to vfig
- Clebe, Jebe and Wilar teleport when the player receives the objective to collect the explosives instead of when the library conversation is over
- Fixed fiction that had incorrect loot goals on Hard and Expert
- Fixed final objective not triggering when it should
- Made trophies in the guest rooms mantleable
- Made Wexler, BarloweHuman, Manny and Bernard ignore flashbombs
- Made the Dagger only hurt Garrett for 1hp on use (from 4hp)


Beta 1.2

- Added a BlocksYourPath around the hatch in the Wine Cellar, hopefully this prevents Barlowe from falling down into the cave below
- Added shadows to the burning wood in the kitchen fireplace
- Added M20MAGIC in the Laboratory
- Added M20MAJORDOMO in the servants' bedroom
- Added M20LAB in the attic above the west stairwell
- Added M20TESTIMONY in the guards' quarters latrines
- Added steam and boiling water in the Laboratory
- Added shadows to moonlit vines
- Added a bit of decoration in the guards' dormitories
- Changed the explosives location object's texture from white to red, and added red particles to it
- Changed some rock textures to a slippery variant to prevent OOB exploration in the north
- Changed the wooden door in the attic above the west stairwell to be locked instead of unlocked (it's pickable)
- Changed Agnes' texture so she has her eyes closed
- Fixed half the doors that did not block AI vision properly (the property was added to the archetype after several concrete instances were already placed, and it's not retroactive)
- Fixed a gas light that had incorrect anim light values
- Fixed rendering issue with the herbs in the kitchen
- Fixed Agnes' objectives that would not trigger the final objective on completion
- Fixed a flowerpot embedded in solid
- Increased the volume for the Library and Library Attic ambient
- Made some of the falling leaves darker (those spawned from trees in the shade)
- Removed unused zoo objects in OOB area


Beta 1.3

- Added new footstep sounds for Barlowe
- Added a secret door linking the secret attic to the attic space above the east stairwell, this door can only be opened from inside the secret attic
- Added Runtime Object Shadow to several statues outside the castle that should hide the player
- Added M20BEDTIME in Barlowe's bedroom
- Added a Speed Potion in the Laboratory (on a bookshelf)
- Added another Speed Potion in the store
- Added a BlocksYourPath in the back door corridor
- Added Jebe's voice
- Added Barlowe's voice
- Added Garrett's voice
- Fixed Clebe, Jebe and Wilar that would be teleported to their original positions again when the player dropped into the cave for the second time
- Fixed rowboats that would let bodies fall through them
- Fixed typo and missing word in M20DISAPPEAR
- Fixed typo in M20EVIDENCE
- Fixed spelling in M20MAJORDOMO
- Made ladders longer so getting to them is easier and not so prone to bugging out
- Made the rocks around the funny slippery
- Made Barlowe able to move to the secret attic and his bedroom, these places are no longer safe!
- Made it so the grandfather clock has a swinging pendulum now, and the clock indicates midnight
- Modified the basement alcove statues so players can hide next to them
- Optimized the mission further by adding LODs to trees, replacing distant cypress trees with lower poly variants, and replacing weeds with lower poly variants by nicked
- Removed the cabinet table outside the blue guest room; Barlowe got stuck there too often
- Replaced the fucked-up carriage with a better version by nicked
- Set moss to behave like it did in Thief 1
- You now cannot leave the attic while the conversation is playing


Release Candidate 1

- Added object name for the deck of cards object
- Added carry art for the guards (courtesy of DirkBogan)
- Added the final briefing
- Barlowe now reacts to every type of damage, but will receive actual damage only from Holy Water (courtesy of FireMage)
- Fixed render order issue on the vine shadow near the kitchen door
- Fixed wine cellar door lockstate that wasn't persistent upon reloading (courtesy of nicked and vfig)
- Fixed Blackjack and Sword that'd disappear when held (courtesy of FireMage)
- Fixed AIs would would get teleported even if they were giving chase, engaging in combat or fleeing (courtesy of Jayrude)
- Improved Bear Traps, which now have their own unique sounds (courtesy of FireMage)
- Packed the correct church archway texture with the handlebars removed
- Removed Barlowe's line after the explosion
- Removed M20TESTIMONY


Post-Release 1.1b

- Fixed problematic spots with pathfinding, most notably in the basement
- Fixed a couple of lilypads that didn't behave properly