Thief the Dark Project Gold FAQ and Walkthrough
General Advise Thief: The Dark Project Gold (v1.37) FAQ v8.1 by Taffer (taffer@sprint.ca) Feb 12, 2000 "Ye shall not rob from the house I have built, or commit any theft or unrighteousness, lest ye be struck down and driven into the earth forthwith, and the land of the heathen consume you." -- The Book of the Stone "The paths of thief and god are worn as one in the earth." "Thief wanted for the theft of the gems of Sarnoth." "Woe be to him that defies the tree, for he shall be cast out into the world through the veils of pain and fire." Section 1: Version History ==========================
NOTE: All references in the version history to specific section numbers are referring to sections numbers AT THAT TIME! In many cases, these section numbers have changes with further releases.
This version of the FAQ took longer to get out than anticipated. I was actually predicting it would be ready by Christmas. Well, there were two more system crashes that required the reinstallation of my operating system (one actually involving me to fdisk my hard drive again!), and that delayed me. There was another problem however.
When I do the walkthrough for a particular mission, I play through it twice. The first time I spend a LOT of time looking around the mission, trying to find all the treasures and secrets and goodies. It is not uncommon for me to have a Mission Time of more than 3 or 4 hours for this first game. Then, once everything is found and noted, I play through the mission a second time, and write the walkthrough as I go through it. Well, when I went through "The Mage Towers" for the second time, I ran into a snag...one of the floating platforms in the Air Tower that was there in the first-time-through game was NOT there anymore in the second-time-through game!
I tried everything I possibly could think of to get that platform to appear, all to no avail. I sent a message to Eidos' technical support, and they never got back to me. (I'm rather upset about that.) Finally I just said "To hell with 'em", restarted the mission on my own, and for some reason, the problem fixed itself at that point. Argh!
Also, there is at least one person out there who is owed an apology. Someone sent me an email requesting to be added to the mailing list, but before I could manage to do so, an accident occurred which erased most of my email. So if you're reading this, my sincerest apologies to you. Send me another email, and I'll add you right away.
Fortunately, everything seems to be okay again. And wonder of wonders, tomorrow is my birthday! It's sort of nice to get this out now...sort of an early birthday present to myself. (For those who care, I'll be 29 on February 13.)
Extra special thanks go out to a friend of mine, known only as MooShell. She has been a tremendous help to me on the new missions provided in Thief Gold. Thank you, my friend!
This is my first FAQ/Walkthrough. All input is appreciated, especially regarding what you liked, and how I can improve it. Please send comments, suggestions, etc., to taffer@sprint.ca
This FAQ does NOT cover the entire game at the moment. I do intend to continue this FAQ so that it does. HOWEVER, I am a University student, and have personally only finished the first eight missions completely. So you may have a bit of a wait ahead of you. :(
This FAQ, unlike others I have seen for this game, is geared towards having you complete each mission with the maximum amount of treasure possible, on top of completing all of your quests. Each mission is done at the EXPERT level, and all statistics are given for that difficulty setting (ie: what you find, where, how much, etc.). I have not tried playing these on the lower levels, but I have heard there ARE differences. (For example, on Mission 2, "Break From Cragscleft Prison", you find a Holy Water Font on the lower level of the mines on the Normal level, and it is gone on Expert, as well as there being different treasures found in different areas.)
This FAQ/Walkthrough is based on the PC version of the game. Does another version exist? I don't know. 2.1: Thief: The Dark Project Gold =================================
On November 3rd, 1999, my local computer store finally got their shipment of Thief: The Dark Project Gold (from here on referred to only as Thief Gold). Needless to say, I purchased the first one out on the shelf! I sold them my original Thief game (at a substantial loss, but I didn't need the original anymore, and I got some money to help pay for the new one!), and as a result, a word regarding this FAQ needs to be said.
Those who have been following this FAQ will have received the original first six missions (Lord Bafford's Manor, Break from Cragscleft Prison, Down in the Bonehoard, Assassins, The Sword, and The Haunted Cathedral) while I was still playing my original copy. Now that I no longer have the original, all missions which come after "The Haunted Cathedral" will be done solely from the Thief Gold game. I have replayed all the previous missions, and noted any differences I spotted between the two games in the appropriate sections. However, once you hit Mission Eight ("The Mage Towers"), there will be no further notes on differences...everything will be pure Thief Gold.
From this point on, any references to "Thief Gold" refer specifically to that game. References simply to "Thief" will most likely be a generic reference which can apply to either the original or the Gold release. Any references that are specific to the original will be so noted, probably with "Original Thief".
NOTE: Thief Gold does have higher system requirements than the original game. There has been a few points while playing where I have noticed some "slowdown". Unfortunately, my plans to upgrade my computer have hit a wall (lack of funds...donations gladly accepted! For those missions that have been included, I have also included my best time in completing that mission. This is for various reasons, but mostly to do with ego. :) (Note that my best time for a mission does NOT necessarily reflect this walkthrough. For example, my best time for Lord Bafford's Manor was done with mostly running, no body hiding, no door closing, etc. Each one was finished, however, with ALL possible treasure, unless otherwise noted.)
All best times recorded are for Thief Gold. In every case, I was able to beat my best times from the original game whilst playing the new one. (The exception to this was for the Training Mission, which has a note explaining the best time there.)
2.3: Contacting the Author
==========================
You can contact me either through email, or through ICQ.
2.3.1 Contact Through Email
===========================
My email address is: taffer@sprint.ca
Please note the new email address. It was changed early afternoon on November 23rd. My apologies to anyone who has attempted to email me at the previous address since then.
I have received several emails since posting this FAQ...thank you for your kind words and your input, everyone!
Some of the emails are asking for help on missions beyond the ones I have included here, or asking if I intend to do the FAQ to include later missions. If you've managed to read this far, you know that the answers to these questions are already provided in the FAQ. Any questions sent to me that are already answered in this FAQ will be ignored.
2.3.2 Contact Through ICQ
=========================
This is probably a big mistake...but what the heck. If you want to contact me through ICQ (all ladies welcome! grin), my ICQ number is: 19232955. My handle is currently "Taffer".
Note that the same rules for email apply to ICQ as well. Also, if you have a lengthy amount of information to send me, I would appreciate it if you would do so using email.
Please Note: I do not use the "Chat" mode on ICQ. I only use the messaging feature. My ICQ settings are currently set up to automatically decline any chat requests.
Section 2.3.3: Identity Changed
===============================
Those of you who have seen versions of this FAQ prior to v7.5 may have noticed a change in the author's name. A few people have commented on it, and in at least one place online I've found where this could cause some confusion, so I am putting in this explanatory section.
Previously, my handle online was "The Brigadier". Why? Because I am a huge Doctor Who fan, but the handles "Master" and "Doctor" were already taken at my server, so I had to find another favourite character to use as my email address. Then I started doing this FAQ, and after a long time, it struck me that "Taffer" would be a good name to use. (I have no idea WHY it took so long to sink in.) So I called my server up and found, surprisingly, that the name was still available. So I grabbed it.
That's the story. Previous versions of this FAQ were written by "The Brigadier" (brigadier@sprint.ca). The FAQ is now being written by "Taffer" (taffer@sprint.ca). These are the same person!
For those who previously had access to me via ICQ, the name changed there also. Before I was "Taffer" there, I was "Rahvin", and before that I was "The Master". Again, these are all the same person.
Did I just clear things up or muddy the waters more? Just remember that "The Brigadier" and "Taffer" are the same person, and you should be fine. :)
Section 2.3.4: Thief FAQ Mailing List
=====================================
I've decided to start a mailing list. If you want to receive (via a zipped email attachment) the latest version of this FAQ... AS IT COMES OUT ... send me an email stating so. When the new FAQ is produced, I will email everyone on the mailing list a copy FIRST, and then upload it to the regular carrier(s). This is so my faithful readers will not be in dark when help is already available. :)
Likewise, if you want to be removed from the mailing list, you'll need to send me an email stating so.
I have no intention of now or ever selling or giving out these email addresses to anyone, nor will they be used by me for advertising or "spamming". It is simply to get the FAQ out to those who are waiting for it.
2.4: Experimentation
====================
Occasionally, I will note an area where some more experimentation could be done. In some cases, circumstances did not permit further experimentation (for one reason or another), and some experiments were thought of in hindsight, long after I was past the point of no return for that area. If anyone cares to experiment in the noted areas, I would be interested in hearing the results.
EXAMPLE: In Lord Bafford's Manor, I used to take out a certain guard as a precaution against a future endeavor. However, I was not sure that this was actually necessary, and had not tried to complete the mission without doing so. Upon replaying the mission, I left that guard alone, and found it was unnecesarry to take him out, and was able to make the walkthrough for that mission that much better (and improve my best time for that mission by about a minute or more!).
2.5: Mission Objectives
=======================
Although each mission shows the objectives for Normal, Hard, and Expert levels, the walkthrough itself covers ONLY the Expert level.
The Simplified Objectives contain the mission objectives as viewed from within the mission. They are less verbose, and more to the point than the wordy objectives given before the mission begins. Although the only ones shown are from the Expert level, you should be able to pick out which ones apply to your game if you are playing on Normal or Hard instead.
2.5.1: Changing Objectives
==========================
During some missions which you will undertake, your mission objectives will deviate from thse which you started with as you progress through the mission. This can be due to changing situations, the gaining of further information, receiving new instructions, and perhaps other reasons as well. You are informed in the game when your mission objectives change, and this walkthrough also reflects this. When your objectives change, this walkthrough will give you a list of your changed objectives.
Note that when your objectives list is displayed inside a mission's walkthrough, it will also indicate which ones you have completed so far. If your list differs from the one given within, it means that you have not followed the walkthrough as it is laid out. For example, if you need 1500 in treasure to complete a mission objective, and the walkthrough says you have done so but your mission objectives do not, then you have not picked up all the treasures I have indicated up to that point.
2.6: Recommended Purchases
==========================
At the end of each "Before The Mission" section, I've listed the equipment that I personally use and/or recommend to complete that mission. In most cases, these purchases will NOT eat up all of your funds. Use whatever you have left over as you see fit.
Note that my recommended purchases are not always what is NECESSARY to complete the mission. In some cases, it will make the mission easier for you, in others it may simply be that there is NOTHING to buy to help you, but what I've recommended is (in my opinion) the best you can do.
2.7: Just What The Heck Is A Taffer Anyway?
===========================================
This is a question I am sure many Thief fans have asked countless times. I received a few emails regarding this, and here is what I've derived from them:
There is a Mother Goose nursery rhyme that contains the line(s), "Taffy was a Welshman, Taffy was a thief". "Taffy" is a slang name for a Welshman.
At least one other person has suggested to me that "Taffer" is a dilution of "Trickster", much like in modern English "Darn" is a dilution of "Damn", and "Heck" is a dilution of "Hell".
If anyone can clarify, expand, or suggest another meaning, please contact me! I seem to recall having once seen a definition online (on a message board somewhere) that made much more sense.
2.8: Victoria vs. Viktoria
==========================
This is only a very minor point, but I thought it deserved mention here.
The character known as "Victoria" in the game has had some (albeit minor) debate on the spelling of her name. Most often, I have seen people spelling it with a "k", and less commonly I see it spelled with a "c".
In your first mission (Lord Bafford's Manor), there is a scroll in the library where someone has reported to Lord Bafford that he has been unable to find any information regarding a woman named "Victoria". They spell it with a "c".
I was just fine with this, up until playing the new Mission Five in Thief Gold, "Thieves' Guild". In there you find a ledger belonging to one of the thieves, and there it is spelled with a "k".
So now we have conflict in the game. Damn. I was so sure it was "Victoria," thanks to Lord Bafford. Now it seems some upstart taffer has messed with my reasoning! However, to the best of my knowledge "Lord Bafford's Manor" predates "Thieves' Guild", so unless and until I get something more difinitive, I am going to stick with spelling it with a "c" throughout this walkthrough.
2.9: Personal Notes Regarding The Next Release
==============================================
To those waiting for more of this FAQ. I am currently playing Mission 9, "The Lost City". Alas, I still have my studies to keep up with (such as my Greek) so the work may be slow...but I intend to pick away at it as best I can when I can. I've also finally gotten custody of my son I have had a couple of emails asking if I plan to do a FAQ on Thief II when it is released. I've thought about this. Writing this FAQ for Thief (as far as it has gotten) has taken a lot of time, but I have thoroughly enjoyed the process. One of the reasons I started writing this FAQ, apart from the fact that I could not find anything else out there at the time, was that the game so thoroughly GRABBED me. Just sorta reached through the monitor and sucked me into it. I don't want to make any promises here, but if Thief II is anything at all like Thief, then I think it's safe to say that Yes, I fully intend to write a FAQ for Thief II as well.
Before you get all excited, a word of caution. I play games in a sort of funny way. If a sequel to a game comes out that I like, I will buy it. However, I won't actually play it until I've finished the previous game(s) first. This is why Tomb Raider III and IV are sitting on the shelf gathering dust while I play Tomb Raider II, and Might and Magic VII waits patiently for me to finish Might and Magic VI, and Lands of Lore II and III pine for attention while I merrily play the first game, and Zork Grand Inquisitor....well, you get the idea.
So if Thief II is released before I've finished Thief...well, there will be a wait before I start playing the game. Bottom line is this: even if the FAQ is coming...don't hold your breath. :(
Section 3: Game Notes
=====================
3.1: Patrols
============
Some areas have guards (of one sort or another) moving around in them, and sometimes moving from one area to another. This makes it difficult to say for sure when a certain task you may be told to perform should be done, as it is unlikely that you will arrive at the area at the exact same time during the mission that I did. In these areas, it's a good idea to save your game. (This will be noted at the proper areas.)
3.2: Bloodstains and Bodies
===========================
According to the manual, leaving bodies out in the open where they can be seen, or not cleaning up telltale bloodstains (by shooting a Water Arrow at them) is inviting discovery. While there are certain points in the game where just leaving your victims where they fall may be all right (and, in some cases, unavoidable), for the most part, you should tidy up after yourself. After telling you to take out someone, this FAQ is going to assume that you have the prudence to hide your handiwork.
3.3: Doors
==========
This FAQ also assumes that you will know enough to try to open doors before walking through them, and to close them behind you. (An open door can also be a telltale sign to patrols that something is amiss...namely, you.)
Note that in this walkthrough, most of the time when I refer to a door, there is an actual, physical door. If there is not, the opening is generally referred to as a doorway, or an archway.
3.4: Water
==========
Water is loud when you splash around in it. This occurs when you try to swim quickly, or jump into the water. Try not to do it too often. Swim slowly (using your WALK key). Also note that, while you can swim carrying someone you have to rescue (ie: Basso in Mission Two), on the missions where you are told not to kill anyone, you cannot dump bodies in the water to "hide" them. They drown, and that counts as you killing them.
An important note regarding your weapons and water: if the water is deep enough, even if you are simply wading (ie: walking, not swimming), you will still be unable to use most of your weapons.
3.5: Hard Surfaces
==================
Hard surfaces include any sort of surface that makes a very loud or noticeable noise when you're walking on it. Things like tile, metal, and even wood can fall into this category. While Moss Arrows will allow you to walk over the covered area silently, you never really have enough of them to go wantonly shooting them everywhere you want to walk.
SNEAKING is the key. You have three movements available to you...walking, running, and sneaking. The sneak key defaults to the SHIFT key, and makes you move slower, though quieter. In some areas, I have noted that when you move normally in the shadows, you are slightly more visible, but sneaking keeps you hidden.
There is another way to sneak...CROUCH SNEAKING. This is is walking when you are CROUCHED, either with the sneak key pressed or not. You make less noise (although it is sometimes still very audible). You can minimize this even further, however, by using the stop-and-go method. Move forward a SHORT distance, and stop. You will probably have made no noise whatsoever. Now, move forward another short distance, and stop. Keep this up until you get to quieter ground, and you should be able to get through just about any terrain silently.
3.6: Compass
============
You have a compass in your inventory. Most of the time in this FAQ, I will attempt to give you instructions without needing to resort to referring to the compass. For example, I will say something like "On your left, as you face the idol," or "Turn so the door is to your back." From time to time, however, it may be necessary for me to refer to compass directions.
Your compass is in the shape of an eight-pointed star. The larger points indicate the major compass directions (North, East, South, and West), whereas the smaller points refer to the in-between directions (Northeast, Southeast, Southwest, Northwest). One of the larger points is red in colour. This point is your reference point. It will always be pointing towards the north. The direction which you are currently facing will be indicated by the point which is directed in (more or less) the direction you're facing. So if I tell you to face east, look at your compass, and orient it so that the red arrow is pointing (more or less) towards the left side of the screen.
An interesting note regarding your compass...if you spin around while it is open in your inventory, you can watch the star spin with you. However, if you change your vertical facing (ie: looking up and down), the star will also rotate on that axis with you!
3.7 Jumping
===========
While jumping should be pretty self-explanatory, there IS an additional feature to the game which bears mentioning.
Garrett's fastest mode of travel is not running...it's continuous jumping. Find a long stretch of ground, start running, and jump. As soon as Garrett hits the ground, jump again, so that the game doesn't register him walking. Continue this process, and you'll soon see a noticeable improvement in his speed. It takes a bit of timing to get right, and it only works in a relatively straight line, but if you get it right, Garrett can go VERY fast. Unfortunately, once you stop jumping, you're back to your regular speed.
After the sixth or seventh consecutive jump, assuming the timing is right for jumping, you can apparently kill Garrett by hitting a wall at that speed!
3.8: Enemies
============
You face off against a number of different types of enemies. Here's some basic information on the ones I've encountered so far. Note that the names I've given to some of them are NOT necessarily official. They are just what I've called them when I've had no official name to give them.
3.8.1: Human Guards
===================
First Appearance: Training Mission or Mission One (Lord Bafford's Manor)
This includes your standard Guard (such as in Lord Bafford's Manor), Captains, Hammerites, etc. These guys fall easily to your blackjack attacks, so long as 1) you hit their head area, and 2) they aren't expecting it. If they are looking around searching for you, you can sometimes manage to club them, but it doesn't always work. In these circumstances, aim is the most important factor (go for the head!), and light plays a close second. The more of you that can be seen (ie: check your light-indicator!), the harder it is to successfully put the guards to sleep.
Most of the time, these guys are armed with some sort of hand-to-hand weapon (a sword or hammer). Occasionally, one will have a bow instead (and don't think that they can only fire Broadheads at you!). The guys in red, however, are Priests and spell casters. Also, there is one type that doesn't seem to fight at all, he just calls for help. He is the one in gray.
Occasionally, these guys will have a key, purse, or other item on their belt that you can either lift off (ie: pick their pocket), or grab after you've knocked them out. I prefer the pickpocket method.
NOTE: One time, I knocked out a guard, and because another was coming, picked up the body and ran BEFORE getting the purse off him. After dropping the body, however, the purse was gone. :( This, however, was while playing the original Thief game. In Thief Gold, I have picked up bodies, then dropped them and been able to get the loot from their waistband.
3.8.2: Spiders
==============
First Appearance: Mission One (Lord Bafford's Manor)
Spiders are small and annoying, and that's about it. They can bite you for a bit of damage, but not much. They die easily too...a single Broadhead Arrow usually does the trick. These things are VERY difficult to kill using your sword. I suggest using Broadhead Arrows whenever possible. (It's not that they are particularly resistant to the sword...it's just that they are so small and move so fast that you usually can't HIT them!)
There are at least two sizes of spiders. There are the small ones that are very difficult to hit when they start moving, and the much larger version. The larger version seems to take two Broadheads to kill, but I've only encountered one that I killed in that manner, so it may be my first shot was a bad one. Anyone have any comments on this?
3.8.3: Zombies
==============
First Appearance: Mission Two (Break from Cragscleft Prison)
I hate Zombies. Don't ask why, I don't really have a rational explanation. But when I'm playing the game, and Zombies start getting involved, my interest level tends to drop dramatically. (I also can't play the game after dark when playing a Zombie level. Yeah, I know...I'm a wimp.)
"Sleeping" Zombies are pretty much indistinguishable from corpses, until you get close enough to one to awaken it. When you do, it makes a noise, and you have a brief amount of time (variable, sometimes maybe as much as 2 seconds) to react before it stands up and moves to attack. (Throughout this FAQ, a corpse that can "become" a Zombie is referred to as a Corpse-Zombie.)
Once awake, you can't kill them by conventional means. Hacking them with your sword will make them drop, only to stand right back up again. Arrows are a little better, as when you cause them to drop with arrows, the don't always stand up again unless you are close enough to "awaken" them. However, Zombies are very SLOW. You can run circles around them. If you run away from them, they will pursue, but not for long. (This will become evident when you do Mission 3, "Down in the Bonehoard".)
Note that ANY human corpse can be a Zombie, not just the gray, decaying ones. I believe that mission 3 ("Down in the Bonehoard") even has a headless Zombie, so don't ever assume that a corpse is just a corpse!
Weapons that are useful against Zombies include Fire Arrows, Holy Water Arrows (your Water Arrows dipped in Holy Water), Flash Bombs, and Explosive Mines. With regards to the Fire Arrows, I've noted that, if you shoot the Zombie from behind, it takes only one Fire Arrow to destroy it. If they see it coming though, it usually takes two...although I am told that a Fire Arrow to the "gut" will take them out whether they are aware of you or not.
3.8.4: Burricks
===============
First Appearance: Mission Three (Down in the Bonehoard)
These are big lizards with VERY bad morning breath. Best to avoid them if possible. Engaging in melee with them is NOT a good idea, especially if there is more than one around...while you cut into one, the other ones back off and breathe at you. If you want/need to take them out, your arrows are your best bet. How quickly they die seems to depend on where your arrows hit. The average seems to be about 5 or so arrows to fell one of these beasts, although I have managed to bring one down with only two arrows (once).
Melee CAN be done successfully with Burricks. First of all, it's best if there is only one around. Then you can get close enough so that the beast cannot breathe on you, and you can hack merrily away at it. (Although they do tend to run away once the damage starts to get serious. They whimper too. grin) The BEST way to deal with a lone Burrick is to take it by surprise...run right up behind it and slice downwards with your sword. If you do it right, you've just done a backstab, and killed the critter with one blow!
Note that Burricks HATE Zombies, and will attack them in preference to you. If you can get Zombies and Burricks engaged in combat together, you can sit back and watch as half your problems are taken care of. Since the Zombies cannot be killed by the Burricks though, you always know which side will come out the victor. (NOTE: A friend of mine told me about this hint...I have not tested it myself, so don't hold me to it!)
If you try to use Explosive Mines against Burricks, you should be aware that one is NOT enough to kill one!
Another interesting thing about Burricks...apparently, you can use your blackjack on them and knock them out!
3.8.5: Fly Swarms
=================
First Appearance: Mission Two (Break from Cragscleft Prison)
These are not really dangerous, just annoying. Fly swarms find a corpse (or sometimes a Corpse-Zombie) and hover over it. They don't move, they just swarm around the body. Occasionally, you may find a swarm where there is no body, but they still don't move. Moving through a swarm subjects yourself to their bites, which do not always strike. You take minimal damage from a swarm bite. (Note: When you find a Zombie with a Fly Swarm surrounding it, the swarm DOES move, but it sticks with the Zombie.)
To disperse a Fly Swarm, shoot a Fire Arrow into it (although personally I feel this is a waste of a good Fire Arrow). Note also that you can disperse a Swarm from around a Zombie simply by hitting it with a Water Arrow.
3.8.6: Flaming Spirits
======================
First Appearance: Mission Three (Down in the Bonehoard)
This creature is (as far as I know) new to Thief Gold. Undead spirits whose bodies are afire. They appear like Hammerite Priests, except that they are burning. My encounters with them so far indicate that they must close to melee with you...they don't appear to have a missile attack.
Fire Arrows are useless against these creatures, and it appears that Explosive Mines are equally useless, as is your sword (unless I just didn't hit it enough times). Water Arrows damage them...it seems that four Water Arrows will kill it. If you use Holy Water Arrows, then two seem to suffice (although one time it took three). Broadhead Arrows appear to damage and eventually "kill" them, although it took a lot of Arrows when I tried. (Under the circumstances though, I am not sure that all of my arrows struck home.) I have not tried Flash Bombs or any other weapon against them as of yet.
Once this creature is sufficiently damaged, it will run away, leaving behind a Fire Arrow. It runs and disappears, sometimes through a solid wall. However, he reappears again shortly to resume his patrol.
Point of Interest: One time, while experimenting against one of these creatures, I "killed" the same one three times. After waiting for a long time, he didn't return. I was all set to write in this entry "Must be killed three times" when the damned thing popped up again. If anyone has any information regarding these recurring nightmares, I would appreciate it if you would share it with me.
3.8.7: Hammer Spirits
=====================
First Appearance: Mission Seven (The Haunted Cathedral)
These creatures are the undead spirits of Hammerite spellcasters. They, too, look like the Hammerite Priests, except that they are semi-transparent. They hurl ghostly skulls at you, sometimes as many as three at a time. If you can catch one by surprise, I've found the quickest way to dispatch one is to sneak up behind them and deliver a downswing swordstroke. After that, a single sidestroke with your sword causes them to disappear in a puff of smoke. If you can't take them by surprise, however, they are difficult to kill. In one battle, I hit one with three downswings, and it still took a couple of sideswings to finish the job. In melee, constant side-to-side slashing seems to keep them from casting their spells at you.
Flash Bombs and Explosive Mines are also useful against them. While I have not tried the Flash Bombs myself, I have seen a Hammer Spirit live through TWO Mine explosions. Using Fire Arrows, I have not been able to kill one with less than three Arrows. I have not killed one with Holy Water Arrows yet, but they survive at least two shots of them. An interesting note is that they do NOT appear to be very good shots when they are not at close range.
3.8.8: Restless Dead
====================
First Appearance: Mission Three (Down in the Bonehoard)
These undead are the animated remains of Hammerite Guards, and they retain their swordsmanship skills beyond the grave. They are VERY good swordsmen, and they are also extremely fast runners...impossible to outrun. As with Hammer Spirits, Flash Bombs and Explosive Mines work well with them (two Flash Bombs take one out, and one Mine will do the same). I have not yet tried the Holy Water Arrows or Fire Arrows against them.
3.8.9: Craymen
==============
First Appearance: Mission Seven (The Haunted Cathedral)
Picture a humanoid Crayfish, and that's pretty much what a Crayman looks like. If you catch them by surprise, a single Broadhead will fell one of these crustacean monstrosities. Otherwise, it takes about five Broadheads. Two Fire Arrows also seem to do the trick against these guys.
Melee with a Crayman can be interesting. They can survive at least two downswings, and their claws can be used to parry your attacks just like you use your sword to block. Note that Flash Bombs will blind them, and that you can knock them out with your Blackjack.
3.8.10: Mages of the Hand Brotherhood
=====================================
First Appearance: Mission Eight (The Mage Towers)
The Mages of the Hand Brotherhood are, as their name implies, magic-wielding foes. There are four different types of Mages, one for each element: Air, Earth, Fire, and Water.
Each type of Mage has a spell attack they use on you, and each one is relevant to that Mage's area of study:
Fire Mages: These shoot fire at you, much like the Hammerite Priest does. Nothing special about this.
Air Mages: They wield some sort of a hard-hitting air-attack. It comes at you like a missile, which you can try to dodge. The only problem with that is that, if it misses you, it starts looking for you, and keeps going until it hits you! (I am assuming these are small Air Elementals which the Air Mages are summoning attack you.)
Earth Mages: A curious attack, but effective. They cast a spell that surrounds you with vines, which constrict until you die. This can be devastating, as the spell does not wear off. However, every time you "attack" (press the left mouse button) while covered by the capricious creepers, it weakens them, until they are gone.
Water Mages: While you don't encounter any of these inside the Water Tower itself, there are some Mages wandering around which wield an attack that makes me believe they are Water Mages. Their attack is a piercing bolt of ice projected at you.
It is also prudent to note that each Mage is immune to the element that they study. Fire Mages cannot be harmed by Fire Arrows. Air Mages are immune to the effects of Gas Arrows. I'm not sure how an Earth Mage would be made immune to Moss Arrows, or a Water Mage to Water Arrows, though.
Something else I noticed, though at the time I was being attacked by both a Fire Mage and an Earth Mage, so I'm not entirely sure which one did it...but I'm pretty sure it was the Fire Mage. When I failed to club one of the Mages in the darkness, one of the Mages turned to the hedge and "planted" some sort of a light device, which illuminated a small area around it!
Aside from the above, they are just like any other human foes: easy to blackjack, and subject to the same attacks and damage from you as the others.
3.8.11: Sleepers
================
First Appearance: Mission One (Lord Bafford's Manor)
Sleepers are what I call the people who are asleep when you find them. They are not dangerous while asleep, and if killing is allowed on the level, a single Broadhead Arrow deals with them. Don't get too close to one of them, however, or else they will wake up and either attack you (if the are capable of doing so), or run away screaming (if they are non-combatants). In the latter case, there is a chance that the alarm will be raised. Unless there is a good reason to get near them (such as a chest at the foot of their bed), I suggest you just steer clear of them altogether.
3.8.12: Non-Combatants
======================
First Appearance: Mission One (Lord Bafford's Manor)
This category includes anyone that doesn't fight against you in the game: Servants, Civilians, Prisoners, etc. They are weak, falling easily to just about any attack.
In most cases with other human opponents, once they are alert to you, they are difficult to blackjack. This is not necessarily true of the Non-Combatants. In some cases, they can be running right towards you, screaming for help, with you in bright light, and you can knock them senseless.
3.9: Weapons
============
While your chosen lifestyle usually involves you hiding from foes rather than fighting, it is sometimes necessary to make use of some of your weapons...and some have more uses than the obvious.
Note that you are more easily seen if you have a weapon drawn than if you are empty-handed (except for the blackjack and, after mission six, your sword). Also, having a weapon out (except the blackjack) can slow you down. So if you are in a hurry, put your weapons away!
3.9.1: Sword
============
Your basic hack-n-slash weapon. Your sword does either a left cut, a right cut, or an overhead smashing blow. To get the smashing blow, you need to hold your attack button without releasing it for a short time. While it takes longer to deliver, it does more damage than the simple cuts. Also, if your enemy is not expecting an attack (ie: he doesn't know you're there), the sword delivers more damage than standard (usually killing with one blow).
Your sword is also good for cutting down banners that may hide secret areas behind them.
If you are trying to hide in the shadows, having your sword drawn will make you easier to spot. However, if you put your weapon in the Block position, it seems to lessen your visibility somewhat.
NOTE: After Mission 6 (The Sword), your regular sword is replaced with Constantine's Sword. I've noticed that you can have this weapon drawn and still remain fully hidden in darkness, without needed to "block".
3.9.2: Blackjack
================
There's not much about the blackjack that isn't obvious. It's got a short reach, so you have to be pretty close to use it effectively. Also, hitting a creature anywhere but the head with this weapon just tends to draw attention to yourself. Interestingly enough, when you knock out your victims, if you examine their faces, their eyes are wide open. Curious that...
While most other weapons make you more visible, having this one at the ready does not affect your visibility.
Two things worth noting about this weapon. First, it IS possible to kill someone with it. If they know you're there and are attacking you, a few solid clouts with this does send them to The Builder. Also, sometimes non-guards (ie: Servants, Prisoners, etc.) are so weak that a single blow from this weapon kills them, even if you were just going for a knock-out.
Another interesting thing. If you knock someone out while you are in the middle of a jump, when you look at your stats screen later, you will have an additional entry for the number of "airborne" knockouts. :)
One final word, which should be obvious: Don't try to knock out the undead.
3.9.3: Broadhead Arrows
=======================
Their use as a weapon is obvious. These weapons, like the sword, do much more damage to your enemies when they are not expecting your attack (usually killing human enemies with one shot).
You may think these arrows are useless on missions where you can't kill anyone, but that's not entirely true. They are great "distractions". Fire one off against a nearby wall, and you attract the attention of nearby enemies. And if you're hiding in shadows, instead of raising the alarm, they (usually) look around for you. Lead your enemies into an ambush, and blackjack them. :)
Note that if you fire your Broadhead Arrows into soft surfaces, you can sometimes retrieve them!
3.9.4: Water Arrows
===================
Very useful for putting out unwanted torches, and also for cleaning up any bloodstains you leave behind. If you find a Holy Water font, or use a vial of Holy Water, you turn your mundane Water Arrows into Holy Water Arrows...very useful against Zombies and other undead monsters. When trying to kill Zombies with these, it takes a minimum of two arrows to kill one. In groups however, nearby Zombies take "splash damage". Note that it only takes one Holy Water Arrow to dispatch a Corpse-Zombie (while it's still "feigning death").
As an interesting side note, Water Arrows are ignored by human enemies when fired at them. I've fired a water arrow right in the face of a Hammerite, and he didn't even flinch!
NOTE: When extinguishing torches, it is not necessary to hit the torch dead-on...or in some cases, even to hit it! A close hit will still put the torch out. I am assuming this is some sort of "splash damage".
3.9.5: Fire Arrows
==================
These little beauties are devastating. They can kill a Zombie with a single shot (and he DOESN'T come back to life), although sometimes it takes two. Some human guards which normally take several arrows to bring down will sometimes fall with a single Fire Arrow. They can also be shot into a cloud of flies, dispersing them (burning them?). They are also useful for relighting torches, should you decide you need a little more light in your life.
If your Fire Arrow detonates too close to you, you will take some damage, so be careful!
A word about trajectory: When you fire most arrows, you need to take into account gravity. That is, once the arrow leaves your bow, it starts to fall, losing altitude. You need to aim high if you're aiming at a target that's a long way off. This is NOT true with the Fire Arrows. It's like a mini-rocket. Aim, fire, and it keeps going IN A STRAIGHT LINE, until it strikes something. Keep this in mind when using them.
It is interesting to note that, while a Fire Arrow will continue on in a straight line until it hits something, how far back you pull the bowstring will determine how fast it flies. Try it out for yourself...it's like watching its flight in slow motion.
3.9.6: Moss Arrows
==================
You fire a Moss Arrow at some loud sound-generating ground (tile, grating,etc.), and it gets covered with moss. When you walk on it, you no longer make any noise at all. So far, that's the only use I've found for them.
Firing Moss Arrows at items, people, or even the walls or ceiling, will cause the initial clump of moss to fall to the ground at that point, and then the remaining moss will shoot out.
3.9.7: Gas Arrows
=================
These are very nice to have on those levels where you can't kill anyone. It allows you to knock out someone (or sometimes a few someones) at a distance. If you use one of these in a crowd, there is a radius effect which knocks out the primary target as well as those in the immediate vicinity.
While you won't be knocked unconscious if your Gas Arrow "detonates" too close to you, you will take some damage from the shattering glass.
Trajectory with Gas Arrows is the same as with Fire Arrows: they keep going in a straight line, never falling, until they hit something.
3.9.8: Rope Arrows
==================
Very handy items, if you happen to have no way into or out of an area, and there is a wooden (or similarly "soft") surface overhead somewhere. Fire one of these, and you have instant access.
A word of caution: While these arrows are very useful to you in many situations, it should be pointed out that there is a maximum length to the rope. You could shoot a Rope Arrow at a ceiling very high up, and watch with dismay as the rope tumbles down to stop several feet higher than your highest jump.
Note that these arrows are re-usable. Once you've finished with the rope, retrieve the arrow.
3.9.9: Noisemaker Arrows
========================
An arrow that makes a noise as it flies. When it strikes a surface, it emits a "cricket" sound for a short while. In most cases, I've found this completely useless, although I have made use of it successfully in "Thieves' Guild". I'm sure there are other instances that I am just not seeing where these devices would prove useful.
These weapons are also retrieveable, like the Rope Arrows.
3.9.10: Flash Bombs
===================
Yes, Flash Bombs. These devices are quite useful against undead monsters. A Zombie takes about two of these to take him out permanently. They are useful against other types of undead as well. Note that they work best against groups...one Flash Bomb damages all nearby undead!
A word of caution: If you use these against Zombies, sometimes they explode, and sometimes they just fall to the ground. If one falls, it is not out of action, it's just a Corpse-Zombie now. Approaching it will wake it up again. (In cases like this, another Flash Bomb usually dismembers the fiend...although you are free to use other methods to permanently disable these guys.)
3.9.11: Explosive Mines
=======================
These mines are small, and sometimes hard to see when they are lying around waiting to be picked up (or set off). These items are also useful against undead creatures.
A note about setting mines: You set a mine just like you "use" most items in Thief...you call it up in your inventory, and right click. Unfortunately, when you set the mine, you tend to "throw" it a distance from yourself, and it bounces and slides around for a short time before finally stopping and arming itself. Unless you are VERY good at predicting where it will land, your best bet for setting a mine precisely is this: Look down until you are looking STRAIGHT down, as far as you can, then right click. The mine falls at your feet, and stays there. A word of caution: Once you've set a mine, you CAN trigger it yourself. BE CAREFUL!
Another interesting point about these items. If there is one set, you can trigger them without going near. I've fired Broadhead Arrows at them and had them go off, although you have to actually HIT the mine...the motion of the arrow flying by is not sufficient to alert the Mine's motion detectors.
3.9.12: Gas Mines
=================
My best time on Expert: 2 minutes, 46 seconds Maximum Possible Treasure: 50
Note: I have played this particular "mission" on all three difficulties, and the only difference I know of is the Secret Area: It is only available on the Expert setting. Also, my best time here is actually the same best time for the original Thief game. I managed a tie, but haven't beaten it yet. :(
4.1: Introduction
=================
"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."
-- Mayar, Third Keeper
I was a kid. No parents, no home. Running messages and picking pockets to keep my ribs from meeting my spine. One night I saw a man...folks just passed him by like he wasn't there. I thought he must have something valuable, so I snuck up on him and made a grab. I caught up with him just before he vanished into the crowd. It was the beginning of a very long education....
4.2: Objectives
===============
Your objectives for this mission do not change based on your difficulty level.
1. Follow the directions of your instructor in order to pass the
training tests.
NOTE: The in-mission objectives appear identical to the pre-mission objectives. There is no simplified version.
4.3: Before The Mission
=======================
What You'll Encounter: Human Guard (Swordsman).
You start this mission with nothing but your shadowy clothing, and no opportunity to purchase anything.
4.4: Walkthrough
================
A walkthrough is not really necessary for this mission. Instead, I will point out a few things of interest.
"Ugh!"
"That's not for you."
"Please, sir, I'm hungry. Don't tell the Hammers, I promise..."
"What is your name, boy?"
"Garrett."
"You have talent, lad."
"Let go of me, old man!"
"To see a Keeper is not an easy thing. Especially one who does not wish to be seen. We have a need for those as gifted as yourself. If you've grown tired of how you live, then follow me, and we will show you a different way."
"Leave me alone!"
"As you wish."
Game Bug: You are supposed to start the next (first) mission with 300 gold, or 350 if you picked up the vase. HOWEVER, if you do this little trick, you can start with more. Save your game just before the end of the training mission. Now, finish the mission, but instead of continuing, reload and finish again. Each time you do this, the game apparently adds 300 (or 350, if you grabbed the vase) to the total amount you had PREVIOUSLY. So, go in, grab the vase, and you start with 350. Reload, go in, grab the vase, and instead of starting with 350, you get 350 ADDED to the previous 350...700. Reload again, you start with 1,050. Keep doing this as much as you feel like it. (Note that once you have 1,200 or more, you can buy everything available for the next mission.)
Section 5: Lord Bafford's Manor (Mission 1)
===========================================
My best time on expert: 13 minutes, 25 seconds
Maximum Possible Treasure: 1429
5.1: Introduction
=================
"The most promising acolyte left us, not out of the lesser folly of sentiment, but the greater folly of anger. His heart was clouded, and his balance was lost, but his abilities were unmatched. Even then, we knew to watch him most carefully."
-- Keeper Annals
I have a simple job planned for this evening. Break into a guarded mansion, steal another fat nobleman's priceless trinket, and leave quietly. Lord Bafford is out of town, and rumour has it that the captain of his house guard went with him, as a bodyguard. The time is ripe for a bit of burglary.
The front gate of Lord Bafford's manor is always guarded, and the main street is far too exposed. But Cutty tells me there's a better way in....around to the side, more out of the way. One guard, and likely no witnesses to...complicate matters.
The piece Cutty wants is a scepter...silver, jewels, the usual adornments. It should command a high price. Bafford, like most of his kind, probably keeps his treasures on the top floor of the place. Close to his heart...and far from his servants.
No point in waiting. I have Cutty's old sketches of the place, and everyone who's going to be asleep inside already is. It's time to begin....
5.2: Objectives: Normal
=======================
What You'll Encounter: Human Guards (Swordsmen and Archers), Spiders.
Starting Funds: 300, or 350 if you grabbed the vase at the end of the training mission. (Also, see the note at the end of Section 4.3.) If you did not do the training mission, your starting funds are 300.
Starting Gear:
1 Sword
1 Blackjack
36 Broadhead Arrows
8 Water Arrows
1 Healing Potion
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
4 Water Arrows (Cost: 50 each)
2 Healing Potions (Cost: 250 each)
Since it is entirely possible to finish this mission using nothing but your blackjack and a Flash Bomb (or your blackjack and four or five Water Arrows), you can get away with buying NOTHING. You start with everything you need (except Flash Bombs, which you find inside the Manor). Since you can't kill anyone, you will not be getting into any fights, so buying Healing Potions is useless, unless you plan to submerge yourself for too long under water, or stick around when the Spiders are biting you. (Also, you find one almost immediately after entering the Manor.) However, if you wish to spend your money (remember, it doesn't carry over to the next mission), you may want to spend it on Water Arrows, to maximize your chances of hiding in certain areas.
Recommended Purchases: 4 Water Arrows. Total Cost: 200
5.7: Notes Regarding This Mission
=================================
While this mission is pretty straightforward, there are some things worth mentioning. Most notably, in the beginning section, unless you have a weapon bared, everyone seems to ignore you. You can run all the way to where you want to go, and not worry about hiding in shadows. This includes the drunk guard outside the wellhouse. You can run right up behind him and no one seems to care.
At the top level of the Manor, there are two entrances into a garden area, with stairs up to some stone walkways. On this upper level, there are banners hanging in the corners. If you follow this walkthrough, then you want to enter the garden from the entrance on the OPPOSITE side from where you come into this level (ie: you climb the stairs after clubbing a guard, enter the hallway, and turn left...on your right is a garden entrance...you want the other one). Climb the stairs, and there should be a banner facing you. Ignore it, turn right around, and move to the banner at the far end. Whip out your sword and cut this banner down to reveal a secret passage. Follow it to the end, and you will find yourself in the room just outside the throne room, with the lone guard standing there. From here, you can jump down and club him with your blackjack (a difficult procedure). I do NOT recommend this method however, as doing so can attract the patrolling guards outside this room, unless you've dealt with them already. And without Rope Arrows, you will have to leave the room into the hallway where the guards patrol, with them still moving about!
When playing Thief Gold, I discovered that using the secret entrance mentioned above, I could take out all the torches in the room below, then fall down onto the carpet and not be noticed. I do not know if this also works in the original Thief game or not.
5.8: Walkthrough
================
My best time on expert: 45 minutes, 44 seconds
Maximum Possible Treasure: 1688
6.1: Introduction
=================
"Before death came, the liars were made to feast upon the hands of the thieves, and the thieves were made to ingest the tongues of their liar brothers, and we praised the Master Builder for his judgements."
-- The Hammer Book of Tenets
I went to Cutty's place to deliver the scepter, but Cutty wasn't there. He'd been arrested by the Hammerites. Apparently they didn't approve of his occupation, and I doubt they approve of mine. So hopefully they'll never catch sight of me when I break him out of their prison. Which is what I'm going to do.
Their holding Cutty in a mining complex carved out of a quarry. The quarry's flooded, but the Hammers still work the top level mines, and have converted part of the complex into a penitentiary for those who..."violate" their tenets.
An associate of mine was confined there, and has provided me with a map. It would be difficult to get in by way of the main gate, but there is another option. The mines break the surface of a hill south of the quarry. I'll drop into the mines and head for the prison, which will be found somewhere uphill and to the north. The Hammers don't venture into these lower mine levels because they're reputed to be haunted.
I'd rather not have to do this job, but Cutty's a reliable fence, and I don't appreciate the Hammerites abducting him. And he owes me money for the Bafford job....
6.2: Objectives: Normal
=======================
What You'll Encounter: Zombies, Fly Swarms, Spiders, Hammerite Guards (including Swordsmen, Hammer-Wielders, and Priests).
Starting Funds: Whatever you managed to steal from Lord Bafford's Manor. (Maximum possible: 1429.)
Starting Gear:
20 Broadhead Arrows
5 Water Arrows
1 Noisemaker Arrow
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
15 Water Arrows (Cost: 50 each)
2 Moss Arrows (Cost: 125 each)
2 Healing Potions (Cost: 250 each)
2 Speed Potions (Cost: 500 each)
1 Tip (Cost: 100)
1 Hot Tip (Cost: 300)
NOTE: I do not know why your sword and blackjack are not shown under the "Starting Gear" for this mission. Fear not, you DO have them both.
The Hot Tip is useless...it gives you information that you will eventually find on your own during the mission. The Tip, while nice to know, is also useless to you, because I'm going to tell you what BOTH of them say anyways! :)
Tip: Word on the street is that the Hammers are eager to take back the top level of the haunted mines, because there's a specially-blessed holy water font there.
Hot Tip: According to Dikket, a "heretic" who was recently let out of Cragscleft, Cutty's being held in cell block four.
For this mission, you will almost certainly want at least one Moss Arrow (although you can find some in the mines). Depending on how you handle the Zombies on this mission, you may also want to buy more Water Arrows. If, instead of destroying the Zombies, you plan to run past them, perhaps a Speed Potion or two would be in order.
Recommended Purchases: 2 Moss Arrows, 15 Water Arrows. Total Cost: 1000
6.7: Notes Regarding This Mission
=================================
The walkthrough for this mission has been redone, for two reasons: 1) The original walkthrough contained some areas which were rather difficult to do, and were taken out and replaced with easier methods; 2) There were a few changes made to this mission in Thief Gold.
The final pickpocket-able guard has been found! Someone wrote to me and told me that one of the two guards near an alternate entrance (a staircase which connected to both the mines and the pools of water) has a Healing Potion which can be lifted. Thank you for pointing this out!
A note regarding your stats at the end of the mission: When I completed the mission, I had the following confusing stats shown:
"Innocents Killed: None, and Others Killed: 1"
After some experimentation, I concluded that the one enemy it says I "killed" was the rotating sensor in one of the guardrooms!
6.8: Walkthrough
================
My best time on expert: 22 minutes, 44 seconds
Maximum Possible Treasure: 2450
7.1: Introduction
=================
"...And the manfools piled rocks on rocks and raised a treesie roof, hammers saws tear the skin of goodsie wood... ...and laughs at the Woodsie Lord. ...And when learns the Lord of this, He sends His beastesses to the manfools... ...who attacks and hammers saws their useless fleshes, and build him a house of they rotting skins."
-- Unattributed Trickster song
I was pissed at Cutty for a good while after the...prison debacle. But hey, you can't blame him for what the Hammers did to him. So I decided to go after that horn Felix talked about. Not like I had a whole lot of choice, really...the rent is due...and my landlord's even tougher than the Hammers.
The map's pretty specific about where the entrance is. Too bad it's not as clear about where the HORN is. Felix did some scrounging before he left, and his notes say the horn is in the tomb of some nobles...the Quintus family. Guess I'll just have to explore.
Felix, always helpful, also said that the catacombs are supposed to be haunted. Think I'll go make some inquiries about where a "heretic" like me can get some holy water. Always go prepared....
7.2: Objectives: Normal
=======================
What You'll Encounter: Zombies, Burricks, Flaming Spirit, Restless Dead.
Starting Funds: Whatever you managed to steal from Cragscleft Prison. (Maximum: 1688.)
Starting Gear:
1 Sword
1 Blackjack
50 Broadhead Arrows
12 Water Arrows
8 Rope Arrows
3 Healing Potions
3 Holy Water
Items for Sale:
12 Water Arrows (Cost: 50 each)
6 Rope Arrows (Cost: 200 each)
6 Noisemaker Arrows (Cost: 250 each)
3 Healing Potions (Cost: 250 each)
3 Holy Waters (Cost: 200 each)
It is unnecessary to purchase any Rope Arrows, as your eight will be more than enough to finish this mission. (Likewise, I didn't need to use any Noisemaker Arrows either.) If you plan on destroying the undead that you come across (as opposed to running around them), then buy up the Holy Waters and the Water Arrows. Although you start with three already, an extra Healing Potion or two may not be a bad idea either.
Recommended Purchases: 12 Water Arrows, 3 Holy Waters. Total Cost: 1200
7.7: Notes Regarding This Mission
=================================
This mission introduces you to a new aspect of Thief: Traps.
While most of the "puzzles" on this mission are no real problem, there is one that is VERY unforgiving. To obtain the Mystic's Soul, you need to have at least FIVE Fire Arrows. If you have less than five, then you've either missed some along the way, or expended too many already. You'll have to reload at an earlier (usually a MUCH earlier) part of the mission. If you are playing Thief Gold, you will also need a few Water Arrows and/or some Holy Water. Note that in Thief Gold, defeating the Guardian for this puzzle gives you another Fire Arrow, so you can come here with only four and acquire the fifth that you need.
There are a few areas of this mission where you can find the remains of the members of Felix's doomed expedition. Beside each is a notebook which you can read. These are interesting, but most of the time you will not find them if you follow this walkthrough...they are scattered about in other areas. If you want to find them, you'll have to do some exploring on your own.
There is a secondary objective in this mission that you can perform, if you choose to. Scattered throughout the Halls of Echoing Repose will be some golden bones you can find. While they don't count towards treasure, if you find them all and place them all in a specific coffin, you are rewarded with more Holy Water, Fire Arrows, etc. While this walkthrough will not attempt to complete this (as it is unnecessary to complete the mission), it will be noted where these bones can be found and where to bury them. [NOTE: I have not tried this objective in Thief Gold yet...I do not know if the effect is different or not.]
Once I completed this mission, my stats screen showed: "Innocents Killed: None, and Others Killed: 1". I presume that the one it thinks I killed was the Flaming Spirit, as the only other things I "killed" were Zombies.
7.8: Walkthrough
================
My best time on expert: 15 minutes, 20 seconds
Maximum Possible Treasure: 2705
8.1: Introduction
=================
"The ancient corruption was again contained. To do more would have upset the balance, but we knew to remain ever vigilant lest it resurface. Neither the Hammers nor the pagans could be trusted not to meddle."
-- Keeper Annals
I had some money to spare after disposing of the Horn, so it seemed time to invest in some new..."tools". Farkus is one of the few merchants willing to risk selling to an idependent like me, and his prices are steep...but the other choice is to let one of the so-called "City Wardens" give me orders...AND take a cut of my profits. They'd been after me for years to join one of their stables, but I'm not interested. Maybe they'll get the idea and give up. More likely they'll just ramp up the threats. Nothing I can't handle if I'm careful. AND lucky. And my luck seems to have finally turned for the better....
8.2: Objectives: Normal and Hard
================================
What You'll Encounter: Human Guards (including Archers and Swordsmen), Burricks.
Starting Funds: Whatever you managed to acquire in the Bonehoard. (Maximum: 2450.)
Starting Gear:
40 Broadhead Arrows
4 Water Arrows
2 Moss Arrows
1 Set of Lock Picks
1 Lockpicking Instructions
Items for Sale:
20 Broadhead Arrows (Cost: 25 each)
11 Water Arrows (Cost: 50 each)
2 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
3 Healing Potions (Cost: 250 each)
NOTE: Once again, your sword and blackjack are not shown under the "Starting Gear" for this mission. However, you DO have them both.
Fire Arrows and Broadhead Arrows are pretty much useless in this mission, since you can't kill anyone. Since your supply of Water Arrows starts so small, you should buy a few more, to take care of any torches that will reveal your presence inside. Also, at the start of your mission you will have an opportunity to pick up a few items (see below)...so check what you will be getting and decide what you'll need then.
REMEMBER: Despite what your mission objectives tell you at the start of the mission, you will NOT be entering the Hammer Temple, but home of a man named Ramirez. Prepare for THAT.
Recommended Purchases: 11 Water Arrows. Total Cost: 550
8.6: Notes Regarding This Mission
=================================
This is another mission that introduces a new aspect to Thief, and this time it's one that I enjoy far more than the traps: Lockpicking. [Note: A few times in this walkthrough I will tell you to pick a lock. You are carrying a set of lockpicking instructions. Read them.]
The beginning of this mission is a follow-the-leader type of mission. Unfortunately, the ones you are following sometimes take a different route back. I have only personally witnessed one, which is the one detailed below. If anyone knows of any additional features that should be noted on other routes, I would appreciate knowing about them.
While you are working through this mission, there are a lot of guards you may encounter. While the walkthrough does not specify when to take any out, feel free to do so at your discretion. In some cases (such as leaping onto the roof), you may want to make sure no nearby patrols can hear you by removing the patrol. Inside, many of the guards (and at least one servant) have keys you can pickpocket.
If the guards become aware of you during your mission, then you get another mission objective: Get back to your own area of the city. I have seen this once, and when you leave the mansion area, the streets are crawling with Ramirez' men. Basically, all you need to do is retrace your steps back to the area where you started, Farkus' shop (I think...I haven't actually made it back successfully yet, but this is what I've been told). Anyone who cares to clarify this, I would appreciate it.
The first time I went through this mission, it took me over an hour. Why? Because I like to be thorough the first time through...I took out every guard I could outside the house, so I could have free run if I needed to. But when I came back OUT of the house, there were new guards posted (they looked something like thieves), in slightly different areas. Since no alarm was raised, I can only assume that at some point in the game there is a "changing of the guard". Also, one of these new guards was positioned in a spot as to make the exit from the manor that I propose very difficult. As noted above, my best time is under half an hour...I assume that this "changing of the guard" takes place at a specified time like half an hour or one hour into the mission. (As an interesting tidbit, while exploring the grounds with the new guards in position, I noted that one of them was practically standing on the body of a guard I had hidden in shadows!) (All of this was noted while playing the original Thief game.)
There seem to be several differences between the original Thief and Thief Gold with this mission's guards...both in number, location, and where and when they patrol. For this reason, most references in this walkthrough to such things are either left out, or refer to Thief Gold if they are mentioned.
8.7: Walkthrough
================
My best time on expert: 36 minutes, 35 seconds
Maximum Possible Treasure: 2716
9.1: Introduction
=================
"In the beginning we lived as thieves, Stealing fur and fang of beasts for survival. Then came the Builder who brought us the Hammer, And with it we forged a new way of life. To reject the Hammer is to denounce the Builder."
-- The Hammer Book of Tenets
I was going to pay Lord Randall and his vase collection a visit, but the Downwind Thieves' Guild beat me to the score. Word is that they haven't divvied the booty yet. Apparently their leaders...Donal and Rueben...are arguing over the prized sapphire vase. Sounds like they could use a third party to settle their disagreement. Since I'm no mediator, I'll just steal the vase from them. They'll be so busy blaming each other no one will suspect an outsider.
The Downwinders run a gambling den called the "Overlord's Fancy," which operates under a nearby restaurant. The guild's hideout is beneath the casino. I have a rough map of the complex I got from..."sources" from the inside. Once I'm in the "Overlord's Fancy" I'll have to search for the secret entrance to the hideout. Have to be careful...the Downwinder's know me all too well. If they catch sight of me they'll KNOW who took the vase. Assuming they don't just kill me for trespassing.
Finding the vase may prove difficult, since I have no idea where it is. Should be a hot topic of conversation among the Downwinders. Maybe I'll be lucky enough to overhear where they're stashing it. Time to make a living....
9.2: Objectives on Normal level
===============================
9.4: Objectives on Expert level
===============================
9.5: Simplified Objectives
==========================
9.6: Before The Mission
=======================
What You'll Encounter: Thieves (Archers and Swordsmen), Spiders
Starting Funds: Whatever you managed to acquire from Ramirez. (Maximum: 2705.)
Starting Gear:
1 Sword
1 Blackjack
30 Broadhead Arrows
7 Water Arrows
2 Moss Arrows
3 Rope Arrows
1 Set of Lockpicks
Items for Sale:
30 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
5 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
10 Noisemaker Arrows (Cost: 250 each)
3 Flash Bombs (Cost: 200 each)
6 Mines (Cost: 350 each)
4 Healing Potions (Cost: 250 each)
3 Speed Potions (Cost: 500 each)
Once again, this mission requires that you kill no one, so Broadhead and Fire Arrows are useless to you on this level, as are Mines. You also start with enough Rope Arrows to complete the mission successfully (I can only recall using a single one!), so purchasing more are unnecessary. And with Healing Potions scattered about all over the place, your money is best spent elsewhere. You will be dousing a LOT of torches, so buy up all the Water Arrows. A Flash Bomb or two might also prove useful. A Noisemaker Arrow will definitely come in handy later. Speed Potions...I've yet to find a real use for them. A couple of extra Moss Arrows may prove useful to you, but I found I didn't require any.
Recommended Purchases: 20 Water Arrows, 1 Noisemaker Arrow, 3 Flash Bombs. Total Cost: 1850
9.7: Notes Regarding This Mission
=================================
One of my favourite pieces of science fiction humour is a masterpiece called "The Hitchhiker's Guide to the Galaxy," by Douglas Adams. In one portion of the radio series, the following quotation is given about just how large space is:
"Space is BIG. I mean, REALLY BIG! You just won't believe how vastly, hugely, mind-bogglingly big it is! I mean, you may think it's a long way down the street to the chemist, but that's just PEANUTS to space!"
That's how I feel about this mission. Big. Huge. Sometimes confusing, and sometimes DEFINITELY frustrating. And a LOT of FUN!
The treasures on this level are, for the most part, very small in value, so there are a LOT of them, and sometimes hidden quite well. (I suppose that that can be said for ANY mission in Thief, but for some reason I particularly noticed it here.) Be aware that a few of the treasures you find are purses which you have to take off of someone's belt.
There are a LOT of people in this level which you need to knock out. (My first time through, when I finished I had a total of 69 knockouts!) In some areas, I have found people stationed close together, nearly side by side, but which you are able to knock out one by one without alerting the others. I do not know why this works, but it does. It shocked the heck out of me at first. Other areas are patrolled with such frequency that you sometimes have very little time to do much with the guards. You have to time it so that you can take one out and have enough time to hide the evidence before the next one approaches. I've been spotted on more than one occassion. Thank the Builder for saved games! There are so many people moving between areas that you can pretty much consider this entire level a Patrol Area, so save your game often. There are also a lot of pockets to pick...18 in total.
There are machines scattered about the sewer/waterway areas, with level attachments. Some of these open portals and doorways that I've been able to find. Some, I have not found the correspondingly numbered panels that they (presumably) operate. #48 has me especially baffled...if it exists, I want to find that portal! :)
The most difficult part of this mission I had was finding Lord Randall's bracelet. I eventually had to contact Looking Glass themselves and ask them where they had put it! :(
9.8: Walkthrough
================
Section 10: The Sword (Mission 6)
=================================
My best time on expert: 22 minutes, 29 seconds
Maximum Possible Treasure: 2656 or 2636
Note: In the original game, the Maximum Possible Treasure on this level was only 2636. Treasures which are unique to Thief Gold are indicated as such.
10.1: Introduction
==================
"Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams of dead thoughts. Comes crying laughing singing back to life, takes what you steal, and pulls the skins from your dead bones shrieking."
-- Clay tablet in an abandoned Trickster temple
I was contacted by a woman named Victoria. She claims to represent a client who was impressed by the way I took care of Ramirez, and now wants me to steal something for him. The target is a magical sword, owned by a nobleman and collector named Constantine. Little is known about Constantine except that he is an eccentric new face in this city, and mostly keeps to himself. Victoria says the sword will probably be on display, but it will be well protected by guards and security systems. She also mentioned that the guards are tough and organized, and the mansion is confusing to navigate in.
The house was constructed recently, so I've had to piece together my own map, from observation and hearsay. Sounds like the place is a bit of a maze. I guess if you're rich enough you can build any sort of madhouse to live in.
This is going to be a challenging job, but it will pay better than the last few I've taken. As usual, the front entrance is heavily guarded, but I've managed to find another way in. 'Course once I've picked up the sword I'll still have to worry about getting back out....
10.2: Objectives: Normal and Hard
=================================
10.3: Objectives: Expert
========================
10.4: Simplified Objectives
===========================
10.5: Before The Mission
========================
What You'll Encounter: Human Guards (Swordsmen), Fly Swarms.
Starting Funds: Whatever you managed to acquire from the Downwinders. (Maximum: 2716.)
Starting Gear:
25 Broadhead Arrows
4 Water Arrows
4 Fire Arrows
2 Moss Arrows
3 Rope Arrows
3 Noisemaker Arrows
2 Flash Bombs
1 Set of Lockpicks
Items for Sale:
30 Broadhead Arrows (Cost: 25 each)
20 Water Arrows (Cost: 50 each)
8 Fire Arrows (Cost: 300 each)
8 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
8 Noisemaker Arrows (Cost: 250 each)
5 Flash Bombs (Cost: 200 each)
7 Mines (Cost: 350 each)
3 Healing Potions (Cost: 250 each)
NOTE: I do not know why your sword and blackjack are not shown under the "Starting Gear" for this mission, but you DO start with them.
Ignore the Broadheads, the Fire Arrows, and the Mines...you can't kill anyone, so they are all but useless. On the other hand, you will find plenty of torches to douse, and you'll need to, so stock up on Water Arrows. Likewise, Moss Arrows will be a great asset in this mission. Recall that your Rope Arrows are RE-USABLE! One you've finished using one, collect it so you can use it again. There are no areas where you will NOT be able to collect your spent arrow, so you don't need to waste your money there. Flash Bombs are noisy, and unnecessary in this mission. Finally, healing potions won't be needed unless you fall prey to some of the traps in Constantine's mansion...and this walkthrough is to help you AVOID those traps! However, there is nothing else to spend your money on, and you never know what might happen, so go ahead and buy one or two.
Recommended Purchases: 20 Water Arrows, 8 Moss Arrows. Total Cost: 2000
10.6: Notes Regarding This Mission
==================================
This is a VERY difficult mission. It is nearly impossible to move around on the first level of the mansion due to the heavy traffic of guards and the tile flooring. Consider the entire first level a patrol area. Take out ANY guard, ANY chance you get. (Note that, on tile flooring, you are the most quiet when you walk while crouching.)
Be aware that some of the treasures you find are purses on guards belts. There are four in total...three worth 100 each, and a fourth worth 50.
Also, the place can be somewhat disorienting...some areas of the house look like a cross between Alice in Wonderland and Winchester Mansion. (For those unfamiliar with Winchester Mansion, check out http://www.ghosts.org/faq/3-8.html and http://www.ghosts.org/haunted/haunted.html)
Take note that there are some strange, mystical traps on this level. You may notice some sort of protrusion coming out of a wall with a strange symbol on it. If you examine it too closely, the symbol will "fly out at you", and the trap will be set off.
Also note that the locations of the guards as noted in this walkthrough may very well be dependent on timing. For example, in one instance, I opened a door and there was a guard RIGHT THERE. I was able to pick his pocket and club him immediately, and it was just luck I was in the right place at the right time. If something doesn't work for you, and you find an alternate method, I would very much appreciate hearing about it.
This mission is the first time you really have to deal with a lot of unavoidable hard surfaces. For help on getting through those areas, look at Section 3.5 above.
10.7: Walkthrough
=================
ORIGINAL THIEF PLAYERS START AGAIN HERE!
Section 11: Cutscene - Victoria
===============================
[Note: Anything placed between square brackets is my addition.]
[Scene: Garrett's apartment. Soft knocking on the door. When no reply comes, knocking repeats.]
"Garrett? It's Victoria. I trust you made it back alive? You've done well, Garrett. Come with me, and bring the sword. There is someone you have to meet. It's time for the payment you've been promised."
[Garrett opens the door.]
"Yes."
[Scene changes. Garrett, lounging in a chair before a fireplace, Victoria and another man standing in front of him.]
"A refreshment, Mister Garrett? I'm in the possession of a superior brandy, that has the most...restorative...effect."
"I prefer my payment in CASH...not liquor, Mister...ahh..."
"My apologies. I've been watching you, Mister Garrett. So closely, in fact, that I'm afraid I'd forgotten we haven't actually met yet. I am...Constantine."
"All this time I thought you were going to pay me. You've brought me here to kill me?"
"But you have it all wrong, Mister Garrett. Would it surprise you to know that it was I who hired you to steal my own sword. Yes. You see, Victoria and I are..."
[Victoria interrupts.]
"Old associates."
"Yes. You were being tested. Do you understand? And I must say, you more than live up to your reputation. You are quite an extraordinary Thief."
"Testing me? What is it you want from me, Constantine?"
"I am a collector, Mister Garrett. But there are some...items, that are not available for purchase. They must be acquired using other means. In this case the item in question would be best acquired by thieving. Not simple thieving...no. I need an artist. Like yourself."
"What exactly IS this...item?"
"It is the gemstone called The Eye, for it's unusual..."
[Victoria interrupts again.]
"Appearance."
"Yes. Kept hidden in the sealed cathedral deep inside the halls of the scum Hammerites. Oh, but forgive me. You are, possibly...friendly...with the Order of the Hammer?"
"No. Fanatics make unreliable friends."
"Excellent. I am prepared to offer you quite a sum. A hundred thousand, upon receipt of The Eye."
"I don't see how I can refuse such an offer."
"Marvelous. Victoria can fill you in on all the particulars. And Mister Garrett...the sword. Keep it. You have earned it. But also...I believe you'll find it useful in your quest...."
Section 12: The Haunted Cathedral (Mission 7)
=============================================
My best time on expert: 36 minutes, 10 seconds
Maximum Possible Treasure: 2635
12.6: Before The Mission
========================
What You'll Encounter: Zombies, Burricks, Restless Dead, Hammer Spirits, Craymen, Spiders, Flaming Spirit.
Starting Funds: Whatever you managed to acquire from Constantine's. (Maximum: 2656 or 2636...see the note at the start of Section 10 for the explanation.)
Starting Gear:
1 Constantine's Sword
50 Broadhead Arrows
5 Water Arrows
4 Fire Arrows
5 Rope Arrows
5 Noisemaker Arrows
3 Flash Bombs
2 Holy Waters
1 Set of Lock Picks
1 Pair of Coins
Items for Sale:
6 Water Arrows (Cost: 50 each)
4 Fire Arrows (Cost: 300 each)
5 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
5 Noisemaker Arrows (Cost: 250 each)
6 Flash Bombs (Cost: 200 each)
8 Explosive Mines (Cost: 350 each)
2 Healing Potions (Cost: 250 each)
2 Holy Waters (Cost: 200 each)
1 Tip (Cost: 200)
NOTE: Once again, your blackjack is not shown under the "Starting Gear" for this mission. However, you DO have it in your possession.
Save your money...don't buy the tip. Here is what it says:
"Those who fight undead fall into two groups -- the resourceful, and the slain. The well-prepared knight will arm himself well with holy water. However, a more convenient tactic, as well as one much less taxing on the purse, is to take advantage of the zombie's antipathy for all living creatures, and look for other convenient targets to divert a pursuer.
-- excerpt from the Journals of Morgan, declared anathema by the
Smith-in-Exile."
You start with 5 Rope Arrows, and there is no place on this level you will be using one where you cannot retrieve it, so don't bother buying anymore. Moss Arrows and Noisemaker Arrows are likewise (in my opinion) a waste of money here. Concentrate on buying undead-harming equipment: Water Arrows, Fire Arrows, Flash Bombs, Mines, and Holy Water. Flash Bombs are scattered about on this level, as are a few Holy Waters and Explosive Mines. While Fire Arrows are also plentiful, they are also very NICE! Try to buy all you can. Also, be sure to pick up a few more Water Arrows...you ARE going against Zombies, and the five you start with won't go far.
Recommended Purchases: 6 Water Arrows, 4 Fire Arrows, 3 Flash Bombs, 1 Holy Water. Total Cost: 2300
12.7: Notes Regarding This Mission
==================================
Instead of introducing a new element to the game, this mission brings you new monsters to fight: the Hammer Spirits and the Restless Dead. Although you have already met a Restless Dead in the Bonehoard, he was a wimp compared to the ones you'll meet here!
While the undead can be annoying, they are fortunately few and far between (except for one area, noted in the walkthrough). Basically, any time you come across one, kill him. (Aren't they dead already? Apparently not....) While this is a must when dealing with Restless Dead and Hammer Spirits, with Zombies it just makes your travels a little easier when you don't have to watch out for these shuffling creatures. When you do take them out though, try not to use your Flash Bombs unless there's a group of them...they are wonderful little multi-target weapons! This walkthrough ignores (for the most part) patrolling monsters that will get in your way, assuming you will take care of them as you see fit.
It should be noted that this walkthrough is done in a manner so that you can get as much ammunition to use against your undead adversaries as possible. Whereas in other missions I have stated something like: "For those who like completeness, if you go this way you'll find these things...", this mission's walkthrough does not do it that way. If you are doing this mission without killing every Zombie that crosses your path (ie: running from them), then many of these areas could be bypassed. Read ahead a bit to find these areas that you might want to skip. However, do be sure to pick up at least two Explosive Mines on your travels.
This mission reinforces a very important lesson for any thief...LOOK EVERYWHERE! And that doesn't mean open every chest and check the floor wherever you go...it means that if there is a way...ANY WAY...to get to an area, then do so! This level puts items in obscure, unlikely, and in a few cases insidious places!
Due to the nature of the undead on this level, until you've cleaned an area out, consider EVERY area a patrol area! Aside from Zombies, there are also at least two Hammer Spirits that are walking around the level and, in some areas, Burricks, so be careful! I suggest saving your game whenever you've made some progress.
Near the end of the mission, there are two Hammer Spirits you'll need to deal with. I find the easiest way is with Fire Arrows. Try to save about six for this.
NOTE: This mission contains a lot of areas in darkness. This can be alleviated by operating the various generators scattered on the level. When you are in a darkened area, this walkthrough will take you to the generator as soon as possible, to make the area easier to deal with. (For example, in one area, you need to shoot a Rope Arrow into some beams overhead, which are nearly impossible to see with the lights off.)
12.8: Walkthrough
=================
Section 13: The Mage Towers (Mission 8)
=======================================
My best time on expert: 47 minutes, 54 seconds.
Maximum Possible Treasure: 2812
13.6: Before The Mission
========================
What You'll Encounter: Mages, Human Guards (Archers, Swordsmen).
Starting Funds: Whatever you managed to find in the area around the Cathedral. (Maximum: 2635.)
Starting Gear:
50 Broadhead Arrows
8 Water Arrows
1 Fire Arrow
4 Moss Arrows
1 Healing Potion
1 Set of Lock Picks
Items for Sale:
40 Broadhead Arrows (Cost: 25 each)
25 Water Arrows (Cost: 50 each)
4 Fire Arrows (Cost: 300 each)
15 Moss Arrows (Cost: 125 each)
5 Rope Arrows (Cost: 200 each)
1 Noisemaker Arrow (Cost: 250 each)
2 Flash Bombs (Cost: 200 each)
4 Explosive Mines (Cost: 350 each)
3 Breath Potions (Cost: 125 each)
2 Healing Potions (Cost: 250 each)
NOTE: Inexplicably, your blackjack and your sword are both absent once again from your Starting Gear. You do have them during the mission, however.
Broadheads and Fire Arrows are useless to you, as you can't kill anyone. Likewise for the Mines. The Breath Potions are unnecessary, as you never swim underwater for a great length of time. While you might want to grab an extra Healing Potion or two, there are a few scattered throughout the mission. You will want at least one Rope Arrow, possibly more, although one is all that is really "required".
Your money is best spent here on Moss Arrows and some Water Arrows. There are several places to pick up Moss Arrows, but also lots of places to use them. Likewise with the Water Arrows.
Recommended Purchases: 10 Water Arrows, 10 Moss Arrows, 3 Rope Arrows. Total Cost: 2350
13.7: Notes Regarding This Mission
==================================
This is another large mission, with lots of enemies to deal with. One of these enemies is new: the Mages of the Hand Brotherhood. (These are fully detailed in the appropriate section of the Monsters list.)
This is also another mission where there are a great many Patrol areas.
There is a room in this mission (which is not detailed in the walkthrough) which I refer to as the Oracle Room. It's a small room with four statues inside it. When you activate the statues, each one gives Garrett some advice. While interesting and eerie, it does not seem important to the game at all.
There is another new element to the game introduced here: puzzles. While not abundant (I believe there are only really two), they make the game a little more interesting.
A note regarding the Talisman of Earth puzzle: I found it to be slightly obscure (yes, I know it's a riddle!) and also to be erroneous:
Eight old men up in a tower There are several Healing Potions scattered about. I suggest that you grab every one that you can. There are several places within the Tower of Fire where you can get seriously hurt!
There is one cryptic point at the end of the mission. When you find the exit after completing all of your objectives, Garrett will say "Hmmm...This looks like the way out. That'll come in useful later." What later is he referring to? Does he plan to return here some day? Or did the programmers just miss something? (My vote is the latter.)
A final note regarding this mission: It appears that some things change in this mission each time you play it. For instance, the first time I played it, there were two Fire Mages wandering around the lava pit in the upper level of the Fire Tower...the third time, they were patrolling outside the lava. The first time through, I found two Mages wandering around the lower level of the Air Tower, the second time, only one...and the third time the second was back again. The final guard in the mission was stationary the first time I played, and on patrol the third. And one time while playing, there was an elevator in the Air Tower that simply was not there the next time! Whether all of these discrepencies are due to programming bugs or something else, you should note that there may be times when you will encounter something different from what this walkthrough says should be. This "bug" is probably the reason for it.
13.8: Walkthrough
=================
"Eight old men up in a tower Section 14: Input from Other Thieves
====================================
Since the first posting, I have received some emails from readers of this FAQ. Some offering encouragement for continuation, others with questions, and the occassional one with advice or further information. This is the spot where I will be acknowledging their input (sort of a "Contributors" section).
Anyone who has seen previous versions of this FAQ will note that this section has undergone a change. Previously, I was listing each individual's advice seperately here, and giving them the credit immediately following. There have been many who have contributed so much, however, that it would be impossible to continue maintaining this section in that manner.
Instead, each person's information is incorporated directly into the FAQ, in the relevant position. That person will be credited here, and a BRIEF note (as opposed to the entire email) on what they contributed will be listed.
If you send me any information that you feel might be included in this FAQ, to save time please include the following information with your tidbit of knowledge:
Section 15: Thief Sites on the Internet
=======================================
The following sites are what I have found on the Internet for Thief: The Dark Project. If your site is included here and you want it removed, simply contact me via email stating your wish to have the site removed, and WHICH site it is you are referring to. If you would like your Thief site mentioned here, please email me (at taffer@sprint.ca) with the pertinent information.
NOTE: This information is sorely out of date and needs adding to. I have not had the time to search the net for more sites, so if anyone out there can send me any addresses they have, it would be greatly appreciated.
Looking Glass Studios' Home Page: One of the companies to bring us this amazing piece of software. (Note: They have asked me to make it clear that they do NOT do tech support for Thief...that is being handled by EIDOS. Unfortunately, EIDOS has not gotten back to me about putting their web address in my FAQ.)
http://www.lglass.com/
Thief-DarkProject.com: This is THE place to go for anything Thief related. News, desktop themes, wallpaper, fanworks, and more!
http://www.thief-darkproject.com/
The Mission Log: This is the place I go to when I'm having trouble. It's got a very nice format for what treasures you need to find, and where they are located. VERY useful!
http://www.sundial.net/~ghostboy/walkthru.html
Game Forum: Contains several message boards regarding Thief, and a very large one for Thief 2 as well! (Follow the links to get to the message board you want.)
http://www.gameforum.com
Thief 2 Facts and Rumours Page: Need I say more? :)
http://www.thief-darkproject.com/thief2/index.html
Complete-loot Walkthrough for Thief: The Dark Project: This site was put up by a "fan" of my walkthrough, and described it to me as a sort of "companion guide" for my walkthrough. I looked it over and I think it's great!
http://www.gamesdomain.com/spoiler/ACTION/Looking.glass/thief.3/thief.htm
Section 16: Thief 2 News
========================
Yes, there WILL be a Thief 2! Whenever I hear some news about it, I will share it with you in this section. Note that most of the time, these rumours are just that: rumours. Do NOT take anything I say here as canon!
According to a magazine I read recently, Thief 2 is not due out until the last quarter of 2000. Bugger. :( On the bright side, I guess this long wait means they will be doing a lot of work to make it bigger and better than Thief. (The magazine I read was the PC version of Incite Magazine, February issue. It has some nice screen shots in it as well!)
Aside from the fact that there is a Thief 2 on the way, the happiest news I've heard is that there will be few, if any, Zombies or Zombie-type creatures in the game. Apparently, I am not the only one that dislikes our anti-social, asthmatic friends. :)
For more, try the Thief 2 Facts and Rumours page!
http://www.thief-darkproject.com/thief2/index.html
There is now a downloadable demo online! I have not tried it myself yet, as the demo is about 136 megs in size! The demo can be downloaded from this site:
http://www.3dfiles.com/games/thiefiithemetalage.shtml
The site has a couple of mirrors linked to it. (Note that, from what I hear, this demo isn't even a beta...it's an alpha! Might be quite a few problems with it.)
There is also, apparently, some sort of Thief II movie available for download from the following site:
http://www.gamecenter.com/News/Item/0,3,0-3738,00.html
Again, I haven't tried it myself, but it is apparently QuickTime, and it is about 11 megs long.
Note that I am sorely out of touch with things regarding Thief II lately. Any information that you can provide me with would be greatly appreciated. :)
That's all until next time. Ignore what the guards and Hammers tell you, and keep taffing!
5.3: Objectives: Hard
=====================
5.4: Objectives: Expert
=======================
5.5: Simplified Objectives
==========================
5.6: Before The Mission
=======================
Cutty still owes you for the Bafford job. Break him out, and you'll
get your cash.
6.5: Simplified Objectives
==========================
6.6: Before The Mission
=======================
7.3: Objectives: Hard
=====================
7.4: Objectives: Expert
=======================
7.5: Simplified Objectives
==========================
7.6: Before The Mission
=======================
You start facing the entrance into the Bonehoard. There is a Corpse-Zombie lying on the ground in front of the entrance. Above it and to the left, you should see a faint light (not the light from the lantern...above and to the left of that). You want to get up there. Turn left to face the hill, and RUN (walking won't work) to climb the hill, and make your way over to the dimly lit area. It's a crypt. On the floor to the right of the bier is a goblet (15, Treasure Count: 15). Now turn, leave this room, and make your way onto the stone "roof" you can see ahead. Once you're on top, turn right (facing the Corpse-Zombie), and let yourself drop down, turn 180 degrees, and move forward into the Bonehoard.
8.3: Objectives: Expert
=======================
8.4: Simplified Objectives
==========================
9.3: Objectives on Hard level
=============================
12.3: Objectives: Hard
======================
Eight old men, only one with power
Turn away from the hand with the sword
count seven and find your reward
1 Mage (has a gold key to pickpocket)
Eight old men, only one with power
Turn away from the hand with the sword
count seven and find your reward"
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