Thief (2014) - Komplettlцsung.
Alle Kapitel und Nebenmissionen komplett, ungesehen bleiben, Diebesherausforderungen, Sammlerstьcke und Dokumente.
Meisterdieb Garrett schleicht wieder. Eidos Interactive und Square Enix lassen ihren 'Thief' auf eine Stadt an der Schwelle zur Industrialisierung los, in der nicht nur eine geheimnisvolle Seuche namens "Schwermut" grassiert, sondern auch jede Menge Sammlerstьcke darauf warten, gefunden zu werden. Nebenbei sollt ihr bitteschцn Dutzende Auftrдge fьr euren Hehler Basso und andere illustre Bьrger erledigen, das Verschwinden eurer hьbschen Diebesfreundin Erin aufklдren und die Stadt vor grцЯenwahnsinnigen Adeligen und Fanatikern retten. Da verliert selbst ein Meisterdieb schnell den Ьberblick.
Aber keine Sorge: Wir zeigen euch, wie ihr die acht Kapitel des Hauptspieles meistert, sдmtliche Kundenauftrдge fьr Vittori, Ector und Basso erfьllt und euch dabei die Taschen mit Gold fьllt. Wir fьhren euch zu allen Sammlerstьcken, von den angesteckten Castinets, Whiterdiges Pflichten und den Ewigen Blumen bis zu den Windungen des Todes, Montonessis Hof und den stдdtischen Denkmaltafeln. Die 208 Dokumente klappern wir natьrlich ebenfalls ab und enthьllen so manches Geheimnis, das die Entwickler im Spiel versteckt haben.
Thief (2014) Komplettlцsung Inhaltsverzeichnis.
Nebenmissionen Ector und Vittori.
Vor dem Start:
Im Optionsmenь kцnnt ihr den Schwierigkeitsgrad sehr umfangreich an eure Bedьrfnisse anpassen. Zum Beispiel kцnnt ihr das Ausschalten von Zivilisten verbieten, die Fokussicht deaktivieren oder euer HUD beschrдnken. Einmal begonnen, lдsst sich der Schwierigkeitsgrad allerdings nicht mehr дndern.
Wдhrend spдterer Kapitel kцnnt ihr ьber das Menь zur Stadt zurьckkehren. Abgeschlossene Story-Kapitel kцnnt ihr erneut spielen, indem ihr euch an deren Startpunkt in der Stadt begebt.
Allgemeine Tipps.
1. So offensichtlich es klingt: lasst keine Schublade und keinen Schrank aus. Dort lдsst sich reichlich Beute finden und so manches Dokument oder Sammlerstьck schlummert darin. Passt aber auf, dass ihr die Schrдnke und Tresore wieder schlieЯt: Wachen registrieren offene Tьren oder Mцbelstьcke.
2. Ihr kцnnt hinter einer Deckung hervorlugen und euch bei gedrьckter Richtungstaste per Aktionstaste hinter eine benachbarte Deckung wechseln. Praktisch, wenn eine Wache plцtzlich die Richtung дndert und euch entdecken kцnnte.
3. Schaut durch Schlьssellцcher, bevor ihr eine Tьr цffnet. Das erspart euch bцse Ьberraschungen. Sinnvoll ist es, beim Hдndler in ein Upgrade fьr eure Dietriche zu investieren, um Schlцsser schneller knacken zu kцnnen.
4. Auch wenn ihr geduckt schleicht, verursacht ihr auf verschiedenen Untergrьnden verrдterische Gerдusche (Glasscherben, Pfьtzen, Papier). Wenn ihr euch langsam vortastet (Bewegungstasten nicht konstant sondern kurz hintereinander drьcken), minimiert ihr die Gerдusche. Teppiche dдmpfen ebenfalls euren Schritt. Achtet auf das Rauschen und die Augen, die auf einen Gegner hinweisen, der auf euch aufmerksam zu werden droht. Spдter kцnnt ihr beim Hдndler das Upgrade "Lederцl" kaufen, durch die ihr weniger Gerдusche verursacht.
5. Nehmt euch vor Fallschaden in Acht. Wer vorwitzig von einem Sims springt oder sich verschдtzt, kommt dabei schnell ums Leben. Abhilfe schafft das Upgrade "Lederpolsterung" beim Hдndler, dass die sichere Fallhцhe erhцht.
6. Per Aktionstaste kцnnt ihr klettern, springen und - sehr nьtzlich - eine getarnte Rolle vorwдrts machen. So kцnnt ihr schnell von Schatten zu Schatten schlьpfen, ohne dass euch Gegner sehen. Mit entsprechenden Fokus-Upgrades wirkt der Tarneffekt des Schattens auch kurz in beleuchteten Arealen - so kцnnt ihr auch weitere Distanzen ungesehen ьberwinden.
7. Kauft euch so frьh wie mцglich Schraubenschlьssel, Drahtschneider und Rasierklinge beim Hдndler. Diese Werkzeuge werden sehr frьh unglaublich nьtzlich. Mit dem Schraubenschlьssel kцnnt ihr Zugдnge zu Belьftungssystemen und Durchgдnge цffnen, wodurch sich viele Wachen umgehen oder Geheimrдume finden lassen. AuЯerdem kцnnt ihr damit die Stдdtischen Denkmaltafeln sammeln. Der Drahtschneider entschдrft Fallen, indem ihr deren Schaltkasten manipuliert. Die Rasierklinge benцtigt ihr, um die Bilder aus der Serie "Montonessis Hof" zu stehlen.
8. Schaut immer nach oben! Die Entwickler lieben es, Balken zur Verankerung von Seilpfeilen zu verstecken. Oft seht ihr weiЯe Farbkleckse oder Kratzer, die auf eine Klettermцglichkein hinweisen. Fenster, durch die ihr in eine Wohnung gelangt, werden durch einen blauen Schimmer markiert.
9. Schaut nicht nur nach oben, sondern auch nach unten! Hier lauern oft Bodenplatten, die sich gut mit bloЯem Auge ausmachen lassen und feuerrot in der Fokussicht erstrahlen. Ein Tritt darauf lцst einen Pfeilhagel aus. Die Schlцsser vieler Kisten und Tresore sind дhnlich gesichert. Folgt ihr der Verkabelung per Fokussicht, findet ihr den Schaltkasten, der die Falle steuert. Per Drahtschneider kцnnt ihr das Ding entschдrfen.
Pfeile und Wurfgegenstдnde.
10. Habt immer einen Wurfgegenstand parat. Ihr findet Flaschen, Glдser und andere Dinge in der Umgebung und kцnnt damit Wachen ablenken. Werft die Gegenstдnde den Feinden aber nicht zu dicht vor die FьЯe, sonst rasten sie aus und werden euch viel wahrscheinlicher finden.
11. Schalter und Seilwinden lassen sich mit stumpfen Pfeilen betдtigen. So knipst ihr Lichter aus sicherer Distanz, lasst Leitern herunter oder zerstцrt Befestigungen von aufgehдngten Gegenstдnden, die als Tritt dienen kцnnen. Ebenfalls praktisch: Herumstehende Flaschen, Vasen und andere zerbrechlichen Gegenstдnde kцnnt ihr per Pfeil zerstцren, um Wachen abzulenken.
12. So merkwьrdig es klingt: Verzichtet auf den Mooskцcher, wenn ihr schleichen wollt. Dieser verhindert die Gerдusche eurer tцtlichen Pfeile. Damit beraubt ihr euch einer Mцglichkeit, Wachen abzulenken, indem ihr einen Pfeil gegen die Wand feuert.
13. Sorgt immer fьr einen maximalen Vorrat an Seilpfeilen - nichts ist дrgerlicher, als einen Ankerpunkt zu sehen, den man nicht erklimmen kann, weil euer Vorrat an Seilpfeilen erschцpft war. Wenn ihr gerade ein Kapitel spielt, lohnt es sich, die Umgebung abzusuchen - meist haben die Entwickler einen Seilpfeil in unmittelbarer Nдhe versteckt.
14. Wasserpfeile lцschen Fackeln. Soweit so klar. Dummerweise haben die Feinde die Angewohnheit, Fackeln wieder anzuzьnden. Beeilt euch also mit dem Schleichen, sobald das Licht aus ist. Fackeltrдger kцnnt ihr mit Wasserpfeilen die Fackel aus der Hand schieЯen. Diese bleibt dann erloschen liegen. Natьrlich ist der Gegner dann in hцchster Alarmbereitschaft.
15. Erstickungspfeile sind praktisch, um Feuer zu lцschen und verrдterische Tiere (Vцgel, Hunde) ins Land der Trдume zu schicken. Das weckt bei den Wachen keinen Verdacht, sofern sie beim Schuss weit genug vom Ziel entfernt waren. Tцtet ihr die Tiere per scharfer Munition, schцpfen die Wachen sofort verdacht, sobald sie den Kadaver sehen.
Wachen und Kampf.
16. Schleicht euch hinter eine Wache, um ihr den blitzenden Geldbeutel zu stehlen. Per Fokusupgrade kцnnt ihr sogar mehrere Taschen in einem Zug leeren.
17. Hat euch eine Wache nicht bemerkt und steht ihr hinter ihr, kцnnt ihr sie per Knopfdruck ausknocken. Danach solltet ihr euch allerdings die Mьhe machen und sie in eine dunkle Ecke tragen, um keine anderen Wachen aufmerksam zu machen.
18. Eine direkte Konfrontation mit Feinden ьberlebt ihr nur, wenn ihr beim Hдndler in die nцtigen Upgrades fьr euren Knьppel, Bogen und eure Panzerung investiert habt. Per Tastendruck kцnnt ihr einzelnen Hieben ausweichen, doch das Timing muss perfekt stimmen. Per Fokusupgrade kцnnt ihr euch im Kampf schneller bewegen oder Wachen mit einem Schlag ausschalten, solange ihr Fokus benutzt. Stьrzt eine Wache zu Boden, schlagt sie mit einem gezielten Treffer auf den Kopf vollends nieder. Kдmpft ihr mit Pfeilen, zielt auf den Kopf. Trдgt der Gegner einen Helm, sind aber Sдgezahnpfeile oder mehrere Treffer nцtig, um ihn auszuschalten.
19. Spдter im Spiel stoЯt ihr auf Mutanten (Freaks). Diese sind blind und kцnnen euch nur sehen, wenn ihr eure Fokussicht benutzt. AuЯerdem hцren sie ausgezeichnet. Ihr kцnnt sie relativ einfach umgehen, indem ihr sie mit Pfeilen oder Wurfgegenstдnden ablenkt. Eine interessante Wendung fьr den Meisterdieb: Solange ihr im Licht steht, seid ihr relativ sicher vor den Monstern, da diese davon verbrannt werden. Haben sie euch aufgespьrt und fangen das Toben an, ьberleben sie leider lange genug, um euch doch noch zu tцten. In diesem Fall hilft euch die Blendgranate, die bei ihnen starken Schaden verursacht. Alternativ tun Feuerpfeile oder Explosionspfeile gute Dienste.
20. Achtet auf eure Umgebung, wenn ihr Wachen unter Gewalteinwirkung ausschalten wollt (Tschьss Phantom-Wertung)! Balken oder Kisten, die an Krдnen hдngen, kцnnt ihr durch einen gezielten Schuss mittels stumpfem Pfeil auf eure Gegner stьrzen lassen (zielt auf die Befestigungs-Seilwinde). Feuchte Flecken auf dem Boden, die in Fokussicht erstrahlen, verraten brennbare Flьssigkeiten. Mit einem Feuer- oder Explosionspfeil kцnnt ihr diese Areale kurzzeitig in Brand stecken und Wachen den Weg abschneiden oder sie rцsten.
In diesem Artikel genannte Spiele.
PlayStation 4, PC, Xbox One.
Folge den Spielen, die Dich interessieren und wir benachrichtigen Dich, sobald wir zu ihnen etwas Neues veröffentlicht haben.
Über Frank Erik Walter.
Tagsьber arbeitet Frank als freier Journalist. Nachts jagt er seit 2010 flьchtige MMOs fьr Eurogamer.de und die MMO PRO. Skittles und Tetris sind sein Kryptonit.
Die Kommentare sind nun geschlossen. Vielen Dank für deine Beiträge!
Thief Complete Walkthrough Chapter 5: The Forsaken - How to Kill the Freaks.
We show you the location of all six collectibles in Thief Chapter 5, including the Flowers Eternal Rose Brooch.
Remain Undetected - 400 G Take No Damage - 300 G 12 Kills or Knockouts - 275 G Lift All Loot Items - 350 G.
Before you begin this chapter, visit the Shady Merchant and purchase lots of arrows, reaching maximum capacity with your Fire Arrows. In addition, purchase the Bow Strength upgrade or the steps we provide will be difficult to follow.
Objective 1: Reach the Asylum Grounds.
Sprint forward and climb the wall to get on the asylum grounds. Move around to the left of the building and snag the City Heritage Plaques (9/16) - Moira Asylum. Move to the right of the building, prompting the front door to open up. After the door opens, visit the statue in front for some loot. Note that it's not there before the doors open.
Objective 2: Find Information about Erin.
Go inside and look through the peephole. When the doors open, loot the entire lobby, downstairs and upstairs. When you're finished looting, go through the south revolving doors to reach the Men's Ward. There is only one collectible here, but there's also a very important clue to progress the chapter.
Head east when you enter the Men's Ward and look for an office with a valve. Turn the valve to open a gate, allowing you to pass through more revolving doors. Go through those doors to enter the rooms the inmates were kept in.
There are a lot of rooms to search and plunder. You can go through them all and nothing will hurt you. Avoid rooms M02 and M12 until the end. When you've searched high and low, satisfied you have looted everything possible, enter M02 and look through the peephole on the south wall. Exit the room and use your Razor Tool to snag the painting, collecting The Court of Montonessi (10/12). If your collectible loot number is different than ours, check our walkthrough's earlier chapters or in The City itself.
Now move on to room M12. There's a key on the floor that will give you access to the Women's Ward. Pick it up to complete the objective.
Objective 3: Enter the Women's Ward.
Loot the room and exit to see a document on the wall. Take the document to learn the Night Warden is now on duty. He's not much fun if he catches you, but if you take the right path, it's fairly simple to get by him. From the letter, run left, then turn right and move down the hall. Take the first hall on your right and sprint to the end. The revolving doors should be on your left. Go through and leave the Night Warden safely behind you.
Pass through two sets of revolving doors to find yourself in part of the Women's Ward. Your objective should be close by. Use the key to open the door, enter the room and turn the valve. Leave the room, approaching the north stairs. Don't go down, but put a Rope Arrow in the anchor beam above. Descend the rope to land on top of an elevator. Drop further to land in a room that contains a Flowers Eternal (5/6) - Rose Brooch. If you can't find it, use Focus and look up.
Backtrack the way you came and head to your objective marker just outside the office where you turned the valve. Go through the revolving door to progress your objective. Note that there is a lot of loot to be had around the asylum, but we're sticking with collectibles and showing you how to beat the chapter. If you wish to explore, just return to this area when you're done and pick up where you left off.
Objective 4: Search for the Asylum Records.
There aren't any collectible loot items in the Women's Ward, but you have to get into the south office to complete your objective. Nothing will harm you here (not even the Night Warden), so explore all rooms except W07.
When the place is cleaned out, pick the lock and enter room W07. Crawl through the hole in the wall to enter W05. Climb into the window and leap to access the south office. Snag the three documents here, using Focus if you have a hard time finding them.
Objective 5: Move to the Treatment Wing.
Head toward your objective, pushing past the debris to complete your objective.
Objective 6: Descend to the Treatment Level.
Snag the note on the wall in front of you, go down the stairs and through the door. Jump to the beam and then the platform beyond. There's a gate blocking the path. Go upstairs, turn the wheel to raise the gate and then head down to the bottom level. Keep moving toward your objectives until they update.
Objective 7: Access Room 3F.
Move forward, looking into the various rooms if you want. Room 3F is to the south. Head that way to find that you can't get in without restoring the power.
Objective 8: Find and Start the Power Generator.
Loot the office and hallway first, watching out for a trap that can be disabled through the control box. Go as far to the west as you can, loot the room and flip the switch. This will turn the generator on.
Objective 9: Find a Way into Room 3F.
The lights are on but you're still safe. Consider saving the game at this point, using the cabinet by the generator. Go back to the office and hit the switch to open the various cells. There are crazy patients roaming about, but you're safe for now with the gate closed. Leave the office and go into the open door across the hall. Loot the room and then crawl through to room 3F.
Objective 10: Descend to the Asylum's Lowest Level.
Now you're in danger. Look out of your room to see a crazy patient. There are a total of three threats, and it is possible to sneak up on them all. Instead, we advise tossing a bottle into the hallway to make a bit of noise and get their attention. Then, either take the two patients out with headshots, or ignite the flammable liquid on the floor. It's much more comforting knowing they are down. There's a third in his cell, but we'll get to him in a moment.
When at least two of the patients are down, go to cell 3E. Loot the place, making sure to open the safe and snag the Serendi Stone Circles (5/7) - Ivory Circle. If you're looking for the combination, it's 7, 3, 1. Keep looting the rooms in succession. If you've followed our advice, room 3C is empty except for a poor guy strung up in a torture device. You'll find loot on top of and underneath the device. Use the lever to raise and lower it as need be.
Sneak through the crawl space to enter room 3B. There's a patient building a fire (sure, why not?), but you can sneak behind him and knock him out. We didn't throw his body in the fire, but why not give it a try and see what happens? Loot the room and go back to the previous room. Drop down the elevator shaft and use the vent to continue. Keep looting and moving until your objective updates.
Objective 11: Locate Erin's Holding Cell.
At this point, you've seen a couple of Freaks. That's the name for the monster like creatures that you keep catching a glimpse of. There are a total of eight in this area. If you followed our advice and stocked up on Fire Arrows, as well as Bow Strength, you can kill them all. If not, you'll have to sneak by them. Do not try to melee them, you'll lose that battle every time. A Fire Arrow to the head or Blast Arrow to the body is the best way to kill them. You could also set them on fire by shooting the flammable liquid they often walk through.
Loot the reception area and then sneak through the doorway to the north. There will be a Freak that is banging its head against the wall. Shoot it with a Fire Arrow. One down, seven to go. Keep moving up on this route. Two more Freaks are to your west, along the north wall of the room. Sneak forward, taking each of them out the same as you did the one before. Three down, five to go. Head to the northwest of the room where you will find a vase that you can smash. With no Freaks around, smash the vase and the Memories of the Dead (4/6) - Child's Memory is yours. If you aren't on number four of this collectible, check our walkthrough for one you've missed, or visit The City where many collectibles are found.
Backtrack all the way to the reception desk and approach the west railing behind it. Use Focus and you should see a couple of Freaks in front of you and to your left. Time to test your bow skills. Wait for one of the Freaks to walk into the southeast corner and take him down with a headshot. If you hit the target, nobody will be the wiser. If you miss, Freaks will start looking for you. Luckily, you're fairly safe from this vantage point. Kill all the Freaks you can here and then vault the railing. Sneak forward just a bit before climbing on some crates to the south. Put a Rope Arrow into the anchor beam above to go with the one already there. Jump from one rope to another, then to the walkway in the middle of the room. Up here, you will find the Unique Loot (6/9) - Mechanical Eye. If you aren't on number four of this particular collectible, check the previous chapters in our walkthrough, as well as The City. Many collectibles are in The City, not the actual story chapters.
With this loot, you can quietly drop down to the floor and sneak toward your objective. As long as you don't land on or walk through glass, you should be fine. Freaks can't actually see you, they can only hear you. If you do come close to one left alive, just sneak past it.
Continue forward, following the markers until your objective is updated.
Objective 12: Leave the Asylum.
This is fairly straightforward. just walk outside. That's it, one of the creepiest chapters in the game is now complete.
By completing this chapter, players will unlock The Forsaken trophy or achievement, depending on what platform you play the game on.
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From the Web.
More from Prima Games.
Thief: Getting Started.
Check out these early strategies for surviving and thriving in the dark world of Thief.
Extra Life Charity Live Stream.
Friend of Prima, Scoot Flannigan, to host a 24-hour live stream event on May 3!
Thief: How to Complete All of Basso's Side Jobs.
We show to you how to get through all of Basso's side jobs.
Thief: How to Find Every Merchant.
We've listed every merchant in the game in order of apperance and provided the items they sell.
Thief: How to Find All the Free Focus Points.
Use this checklist to find the free Focus points in the adventure.
Thief Safe Combos List.
This list reveals the proper combos to every combination safe in the game.
Walkthrough.
The Costume Quest 2 Walkthrough is the place to find everything needed to progress through the Main Story as well as Side Quests, and find all the secrets hidden throughout the game!
Main Story (Required) Quests.
A Favor for Everett and Lucy.
© 1996-2018 Ziff Davis, LLC.
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Witch Hunt.
Witch Hunt is the second quest in the game, beginning automatically after completing the A Favor for Everett & Lucy quest.
After jumping back into the time portal in Everett & Lucy's house, Wren and Reynold find themselves in The Bayou in the the past. Approach the hooded figures (Kronys) near the portal, launching a battle against them.
After the battle, notice the fountain near the portal and head over to it to replenish Wren & Reynolds' health. Look for these fountains throughout the game to keep everyone's health full.
Head over the bridge to find a kid named Monty wrasslin' a gator. Speaking to him initiates the Gator Wrasslin quest. Complete the quest. (See the Gator Wrasslin' walkthrough page for details).
After completing the Gator Wrasslin' quest, head back to the left in front of the gator pen, to find a gator blocking the way. Monty suggests using the Clown's Squeaky Horn to move the gator. Switch into the Clown Costume and use the horn to move the gator.
EditTrick or Treating.
After the gator moves, a kid named Li'l Bones will appear and offer the use of his boat, if the group will supply him with loads of Halloween candy. The kids must now trick-or-treat all eighteen available houses in the Lower Bayou and the French Quarter. Approach each lit doorway and knock on the door. Some doors will reveal a human ready to give the kids candy, while others will reveal a Krony that they must battle.
There are twelve houses in the Lower Bayou to trick-or-treat, and six in the French Quarter. Maps showing the locations can be purchased from Shady's Secret Shop.
EditFollow That Kid!
After trick-or-treating all eighteen houses, the dental appliance wearing kid runs by and steals it. Follow him off towards the French Quarter until a cut scene launches.
After the cut scene the Pterodactyl Costume will be needed in order to progress. Complete the Duelo del Diablo quest to get the pattern. See the Pterodactyl page for locations of the materials.
Use the Pterodactyl's "flap" ability to clear the pile of leaves, then approach the house and knock on the door. Another cut scene will launch.
EditFix the Boat.
After Orel returns the candy, find Li'l Bones at the boat launch in the French Quarter (on the right side, just past the healing fountain area). He's happy to get the candy, but unfortunately the boat doesn't actually run.
Find the boat repairman at the far right end of the French Quarter. He's willing to fix the boat, for $50.
Getting the $50 involves completing the Music Cred and Jazz Money quests. Make sure to speak to the boat repairman a second time, so that he recommends checking out the jazz club.
Speak to the band in the square to start the Music Cred Quest, and find them an audience by speaking to people around the square.
Once the Music Cred quest is complete, switch Wren into the Clown Costume and enter Mink's Place, the jazz club near the boat repairman. Speak to the musician on stage and get ready to jam some more on the Squeaky Horn. Perform adequately and collect the $50.
Return to the boat repairman who will "fix" the boat - actually he just gives Wren an oar.
Return to Li'l Bones and get on the boat!
EditThe Witches' Bog (Boss Battle)
After docking the Witches' Bog, find the witch family getting ready for a BBQ. Speak to each member of the family until the Dentist arrives and a boss battle ensues.
For this battle make sure you have the clown for healing, some good Creepy Treat Cards equipped, and, unless you're going for the "Hard Corn" Achievement/Trophy, don't bring Candy Corn into this one.
Kronoculus' main strengths are is his "Time Freeze" power, which will stun characters, and his ability to completely heal himself.
The key to defeating Kronoculus is attacking his clock. Deplete his health until he eventually calls in some back-up, then notice that the clock is now available as a target. Ignore the others and go after the clock. The clock will disappear before it's health is completely depleted, then it's on to another round of depleting Kronoculus' health before it reappears again (thankfully the clock's health will be where it was when it disappeared.) Get rid of the clock completely, then finish off Kronoculus.
EditReturn to Everett & Lucy.
After defeating Kronoculus, head back to the timehole location in the Lower Bayou. Whoops, where did the timehole go? Luckily Wren is smarter than the space-time-continuum - let her execute her plan, and head forward in time back to Everett & Lucy's house.
Turns out going back there wasn't such a great idea. See Escape! for the next section of walkthrough.
A Favor for Everett and Lucy.
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We have updated our PRIVACY POLICY and encourage you to read it by clicking here.
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Thief — an All Difficulty Level complete-loot walkthrough (Original Thief and Thief Gold)
The Spoiler Centre has exclusive rights for this guide: do not copy or replicate this guide to any other site.
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Thief III released.
Have a look at the official web site: Thief Deadly Shadows. It was developed by Ion Storm and published by Eidos. Ion Storm closed down in February 2005.
After so many years, it is a shock that a developer of so many excellent games could have gone bankrupt. In the commercial world, companies have to struggle to continue to exist. While we call it “survival of the fittest”, the “fittest” is very often not the one who is good. At least not in the normal sense of the word. The fittest is good at only one thing — survival.
Similar things happen to genes and memes. Evolution does not make progress to produce “better” animals. Your genes care nothing about your well-being, other than your ability to survive and produce offspring carrying copies of your genes. The world is full of memes spread by mind viruses, all competing for a share of your mind, your perception, your attention. They care nothing for your well-being, but instead add to your confusion and subtract from your fulfillment. To learn more about genes and memes, go read Virus of the Mind . The first chapter (Introduction) is available on-line, free .
Thief II: The Metal Age has been released in April 2000. It uses the same Enhanced Dark Engine like System Shock II, with better graphics than Thief I. Read about it at its Eidos home site (the original home site is long dead) and get a demo there.
I have started writing the walkthrough for Thief II: The Metal Age. Again, it will be exclusive for the The Spoiler Centre, and is posted at this URL.
Version History.
New Rooftop Excursion in mission 12 (Strange Bedfellows).
Better Spider handling in mission 2 (Lord Bafford’s Manor).
mission 15 (Thieves’ Guild), mission 16 (Mage Towers) and Mission 18 (Blooper Reel) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. Finally, a total loot/pick is shown at the end of the mission. Now, all missions are using the new script.
Reader Andrew Shaffer pointed out an effective way to kill the Zombies in the Halls of Echoing Repose of mission 4 (Down in the Bonehoard). A better method to enter the Keeper’s Library in mission 7 (The Haunted Cathedral) Reader Roman suggested a very good method to get inside the Upper City of Mission 9 (The Lost City) Reader Roman added an easier way to handle the Hammerites in the barracks of Mission 10 (Undercover). Mission 11 (Return to the Cathedral) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. Finally, a total loot is shown at the end of the mission. Mission 12 (Escape!) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. You can select the difficulty level, and the cumulative loot figures will adjust automatically. Finally, a total loot/pick is shown at the end of the mission. Mission 13 (Strange Bedfellows) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. A total loot is also shown at the end of the mission. Reader Roman pointed out an error in the pick count in mission 17 (Song of the Caverns), now fixed. Readers Roman and David Lawrence showed two superior ways to enter the Guard Room of mission 17 (Song of the Caverns)
Mission 1 (A Keeper’s Training) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. The total loot is also shown at the end of the mission. Mission 7 (The Haunted Cathedral) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. You can select the difficulty level, and the cumulative pick and loot figures will adjust automatically. Finally, a total loot is shown at the end of the mission. Mission 9 (The Lost City) uses the new script to show loot count in three components (gold;gem;goods) for easier tracking. You can select the game version (TDP or TG) and the cumulative loot figures will adjust automatically. Finally, a total loot is shown at the end of the mission. Reader Chris Proctor also presented a quick way to leave the Tower. Mission 10 (Undercover) use the new script to show loot count in three components (gold;gem;goods) for easier tracking. A total loot is also shown at the end of the mission.
The Potted Plant discovered a truely amazing way to kill Archers. Added notes about things you can read inside the game. Added notes about Saving Saved Games. Added notes about Guards and Doors. Added full walkthrough for mission 2 (Lord Bafford’s Manor). Fixed loot value error in mission 4 (Down in the Bonehoard). Added notes about the extra guards appearing near the end of mission 5 (Assassins). Fixed “getting out” part of mission 5 (Assassins) since it only applies to Hard and Expert Difficulties. Added way to handle guards in the Sitting Room (with Burrick Trophies) in mission 5 (Assassins). Added way to enter Constantine’s Mansion in Mission 6 (Sword) via the Front Gate. Idea to use the Fly Swarm Room to trap guards in Constantine’s Mansion in Mission 6 (Sword). Added notes in Mission 6 (Sword) on where your old Sword has gone. Mission 2 (Lord Bafford’s Manor), mission 3 (Break From Cragscleft Prison), mission 4 (Down in the Bonehoard), mission 5 (Assassins), Mission 6 (Sword) and mission 17 (Song of the Caverns) use a new script so that the loot count now shows in three components (gold;gem;goods) for easier tracking. You can select the difficulty level and game version (TDP or TG) and the cumulative pick and loot figures will adjust automatically. Finally, a total loot/pick is shown at the end of the mission. Alternate way to handled the armed Land Mine in mission 7 (Haunted Cathedral). New section (Afterwards) added at the end of mission 7 (Haunted Cathedral) to answer to age old question: what if I killed the guards inside the Cathedral ?. Shortcut method to complete mission 9 (Lost City) in 15 minutes. Reader Wesley West explains why the Keeper said but one thing before expiring… burning water in mission 9 (Lost City). Ways to handle the three guards in the barracks (at the Foyer ) and the two guards in the Main Church of mission 10 (Undercover). Fixed Murus task lists for Normal and Hard difficulty levels in mission 11 (Return to Cathedral). Added facts and hypotheses about the Cathedral at the end of mission 11 (Return to Cathedral). Alternative way to handle two guards at Overlord Fancy in mission 15 (Thieves’ Guild). A better way to handle the guards in the Reuben’s Mini Casino in mission 15 (Thieves’ Guild) and showed some interesting properties between guards and doors. Included the prophecies of the Statues in mission 16 (Mage Towers). Added transcipt of the Mages converstaion in the Talisman Chamber in mission 16 (Mage Towers). Solution to the Eight Old Men riddle in mission 16 (Mage Towers). Added full walkthrough for mission 17 (Song of the Caverns). Added notes about how to start mission 18 (Blooper Reel). Actually the information is already there inside the mission 18 walkthrough. It is at “Before you start” → “Starting the mission”. I added it here because so many people are asking how. Added way to handle the inhabitants of 2/f bedroom in mission 18 (Blooper Reel).
Enhanced walkthrough of mission 14 (Into the Maw of Chaos) to include a better way to handle the Eye Included reader feedback on a (commercial) Thief II Game Guide. Fixed link error: previously the link to mission 7 (Haunted Cathedral) was not there and only supplementary information was avaialble. Updated walkthrough for mission 7 (Haunted Cathedral) with a better way to get inside the Keeper’s Library and additional information about the traps there. Added full walkthrough for mission 3 (Break From Cragscleft Prison). Added full walkthrough for mission 16 (The Mage Towers).
Added full walkthrough for mission 7 (Haunted Cathedral) (thus the version name 0.15.7). Added channel files so that you can easily download a copy of the walkthrough for offline reading. Enhanced walkthrough of mission 4 (Down in the Bonehoard) for a better way to cater for Normal and Hard Difficulty Levels. Enhanced walkthrough of missions 4, 11..14 to include loots and powerups specific to Normal and Hard Difficulty Levels. Enhanced walkthrough of mission 4 (Down in the Bonehoard) for a better way to handle the Fire Shadow. Adding a link (under By The Same Author) to “Games that I like and Games that I don’t”. The outline script (the click-expand, click-disappear code) has been modified. In the past, you click a paragraph and it will collapse (disappear). It is a bit annoying because if you try to drag your mouse to select a few words, the paragraph collapses when you release the mouse button. Now you can select/highlight words safely. Note that you still (single) click the section headings to expand/collapse the section. This part stays unchanged. Another script enhancement is use to the new attachEvent method when the browser supports it (IE5 or above). This bypasses my daisy chain logic and results in even faster event handling. One minor change is now the tooltips appears at the mouse pointer instead of the text element you points to. Seems much more natural this way. Also you can click the text to make the tip stay (does not disappear even if you move the mouse away). Click again to unstick, or double click the tip itself to hide. Or you can just move the mouse to another element (with tips), in this case the sticked tips will go away and the new tip appears at the new element as usual.
Added full walkthrough for mission 15 (Thieves’ Guild). Enhanced walkthrough for mission 5 (Assassins) to include the initial “follow the guards”, a city excursion tour, and the final “get back home”. Modified full walkthrough for mission 11 (Return to Cathedral) to include Thief Gold information. Modified full walkthrough for mission 12 (Escape!) to include Thief Gold information. Modified full walkthrough for mission 13 (Strange Bedfellows) to include Thief Gold information. Modified full walkthrough for mission 14 (Into the Maw of Chaos) to include Thief Gold information. Modified full walkthrough for mission 18 (Blooper Reel) to include information on the city streets.
Added Copyright Notice and the Licence Agreement (please read). Added full walkthrough for mission 1 (A Keeper’s Training). Added full walkthrough for mission 14 (Into The Maw of Chaos). Added full walkthrough for secret mission 18 (Blooper Reel). Modified full walkthrough for mission 9 (Lost City) and mission 10 (Undercover) to include Thief Gold information. Bug information for mission 16 (The Mage Towers).
Added full walkthrough for mission 13 (Strange Bedfellows). Added full walkthrough for mission 5 (Assassins). Added description on Mages (new AI in Thief Gold).
Added full walkthrough for mission 12 (Escape!). Guidelines for mission 4 (Down in the Bonehoard) completely rewritten and is now a full walkthrough for both Thief and Thief Gold. Added description on Fire Shadow (new AI in Thief Gold). Mission 6 (Sword) is heavily modified to walkthrough the new area available in Thief Gold, to add pick statistics and to fix errors.
Added full walkthrough for mission 11 (Return to the Cathedral). Fixed errors in missions 3 (Cragscleft Prison) and mission 4 (Down in the Bonehoard)
Modified all walkthroughs to use internal mission numbers Additional information on enemies Added full walkthrough for mission 10 Undercover.
Information on new enemies, weapons and background story Added full walkthrough for mission 7, now called mission 9 (Lost City)
Added additional notes on enemies behaviour Added notes on missions 4 and 6, now called 5 (Assassins) and 7 (The Haunted Cathedral) Added full walkthrough for mission 5, now called 6 (Sword)
Initial release with general notes and notes on missions 1 through 3 Included maps for part of Mission 3 (for the Halls of Echoing Repose), now called mission 4.
About the Guide.
Copying this guide.
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Browser Compatibility.
If you look view this guide with lesser browers, then you would lose lots of things: The hierarchical expansion/contraction would not work and all the sections are visible to you at once. Tool tips showing additional information are not visible. Cumulative loot count cannot be computed. Cumulative pick count is not available. Offline reading is not possible. Get a better browser now!
Historical Note.
At that time, it was originally meant to be a supplement to the FAQ of The Brigadier, which contained walkthroughs for mission 2 (Bafford) through 7 (Haunted Cathedral). For the other missions, it is a regular walkthrough (since they were not covered in the FAQ). Later, I start writing complete walkthroughs for the missing missions. Before I can finish, Thief Gold is available so I keep revising the walkthrough to incorporate Gold information. As of today, it is a complete walkthrough covering Thief Dark Project (TDP, usually referred to as Original Thief in this walkthrough) and Thief Gold (TG).
Difficulty Levels.
At The Spoilers you can find a walkthrough by Brian Smith. His walkthrough is for the normal level (and does not cover all loots). If you want to play the expert level, you simply cannot follow him: you are asked to kill people, and you would not have sufficient loot to complete the game, and you would not be able to collect items or perform actions required by the expert level,
At lower difficulty, you have in general more powerup items to pick up. Note also that the location of some loots are different at different difficulty levels. Finally, the number of pockets to pick varies with difficulty level as well.
Excursions.
Mission Numbering.
However, this is not how the Thief missions are internally numbered. Looking Glass starts their numbering from A Keeper’s Training so the Lord Bafford’s Manor is Mission 2 for them. Moreover, there is no Mission 8, and ends up with the last mission numbered 14. During the development of Thief, three missions had been removed, which reappeared in the form of Thief Gold. Mission 8 is the last one removed, and Looking Glass just left a hole in the mission numbering.
As time goes and I notice the problem of using relative mission numbering. Thief Gold is released, and has three new missions in the middle of the old twelve missions. When Brigadier released his FAQ v7.5, he used Gold mission numbers, so what he called mission 5 (Thieves' Guild) doesn’s appear in Thief, and what he called mission 6 (Sword) is mission #5 in Thief. I found this very confusing. Therefore I painfully switched to use the internal mission numbers. So Original Thief (not Gold) missions will be called 2. 7, 9..14. Using internal mission numbers, mission 7 is Haunted Cathedral, and mission 9 is Lost City, and it is how I can going to call them. Note that the starting_mission cheat uses relative mission numbers (starting from 1 for Lord Bafford’s Manor).
In Thief Gold, there are FOUR new missions internally, although only three is announced. The four new missions are numbered 15, 16, 17 and 18. Mission 15 is after Assassins, it is the Thieves’ Guild. Mission 16 is after The Haunted Cathedral, it is The Mage Towers, where you get the Earth Talisman from the new enemy type. Mission 17 is after the Lost City, called Song of the Caverns, where you go for the Water Talisman. Mission 18 is a secret mission Blooper Reel.
Each mission is described in a separate HTML file because of its size. These sub-documents use separate version numbers. They start with 1.0 and are indenpendent of the verison number of this page.
Because of the change in mission numbering, the file name of these subdocuments are also renamed. For example, Lost City is renamed from thief07.htm to thief09.htm.
Mission 18 is a secret mission. You couldn’t start it simply by finishing all other missions. Instead, you should first complete all other missions, and then modify the dark.cfg to start it. For details refer to the mission 18 (Blooper Reel) walkthrough. The information is at “Before you start” → “Starting the mission”.
Game Play and Tips.
Moving Around.
Despite your conceived running speed you can actually outrun everything — if you have to place to run to. And if you are not running fast enough, the following should help: stand up! I frequently run and forget I am still crouching. put away your weapon: they are the chief reason why you move slowly jump while running — you can outrun Hammer Haunts and even the flying skulls from Apparitions!
When you run, keep turning corners and they will lose sight of you. And avoid doors because opening doors takes too much time. Soon after you have shaken them loose, they stop chasing and look around for you.
When you run, you can choose where to run to. You are not forced to run out . In some missions, you can run inward . For example, in mission 2, you can run from the factory to the prison to get away from the guards. It does not always work because some guards will pull the alarm and seals your fate.
Climbing. I always find climbing ladders and ropes very difficult. Do not stand too close to the object: walk towards it and press jump when it is getting near. If you have a better method to climb, let me know. System Shock 2, which uses an enhanced version of the Dark Engine, has much improved on this aspect. Walk up to a ladder, look up, continue to walk and find yourself alreayd climbing up the ladder. But in Thief, we have to continue to negotiate with the jump key.
Mantling. Just as difficult at times. I found that it is easier to mantle up when you are looking downwards. Just press and hold the jump key. Most important, do not press the forward key.
To jump down quietly, find something to jump upon: almost anything other than the floor will do. Dropping on a wooden box is also noisy, but if you drop to the edge of the box, you slip down to the floor noiselessly. Or crouch and then jump, which also reduces the damage you take.
Note that all your enemies are not capable of mantling (they walk up stairs, but cannot mantle up higher obstacles like Garrett does) or jumping (they only jump when attacking, not as a means to overcome obstacles). They are not capable of riding elevators, nor use the Rope Arrows you left dangling around. They cannot really swim, but they can walk under water, and some of them can hold their breath for quite some time.
Note that the same applies to you as well. If you are caught unaware, or attacked from behind, you received a deeper damage than otherwise.
Most AIs are idle until you approach their room. You wake them up by arriving at a certain area (not by being seen by one of them). Once you wake them up, they will start wandering around or picking up their patrol path or start talking to each other.
Therefore, it pays to act fast (quick but not run): especially for Zombie-infested areas. If you get into a place and move fast, you may be able to roam around unhindered.
They will be doing their routine patrol. They can have more than one patrol path depending on whether certain triggers have been fired. For example, many guards idly wait till you arrive and start talking and patrolling. Some patrol paths have difficult corners or obstacles that Guards and Zombies are especially prone to getting stuck. They end up staying there for a very long time, giving you more freedom elsewhere. But this means that there’s a high densitydensity of enemies at certain spots. For example, some narrow corridors in the Halls of Echoing Repose are clogged with Zombies as the game progresses. Think you may be there.
They change their behaviour visibly and some (especially the Hammer Haunts) make new types of noises. For many AIs, you can listen to what they are talking to determine their state. They are aroused but you are safe. You can stay or move quietly away, just do not make new noises. Seen or heard something.
They will search for you so you had better stay in deep shadow and stop moving. Many enemies show a different behaviour pattern than in the previous state. They give up after variable lengths of time. Spotted you.
You are in deep trouble. Some will scream and run away, others will search real hard. They will become impossible to pickpocket. They will forget about the patrol path and search everywhere. They will find you even if you are in good shadows. However, there are corners that they will never find you — if in deep trouble, press yourself into a corner, crouch and hope for the best.
The other alternative is to get away. Do not try to hide before they lose sight of you. When you lost them, they will start searching and so you have to hide somewhere still further away.
The third way is to knock them down. Do not knock the forehead, several blows and you may kill him. Keep running behind the guard and knock from behind. If a maid is running away screaming, you had better run after her and knock her down. Probably others have not yet noticed her.
Warning! This is quite a spoiler. I suggest you do not look up an AI until you have met him in the game.
Human. Starting from the first mission, you see them frequently. Contrary to popular belief, they are seldom bothered by opening of doors, or doors left opened. However if you stand behind an openned door, it is a separate matter — so do not stand behind a door you are trying to open. Moreover, openned doors transmit sounds better, so the noise beyond the door can attract the attention of the guards to investigate.
The standard weapon against them is, of course, the Blackjack . In the later missions, you can also use Gas Arrows or Gas Mines since they are not lethal.
There are several subtypes of Human:
Hammerites: including guards, noives, priests, and corpses. Priests can throw purple projectiles from their arms, so watch out. Guards (not Hammerite Guards) have swordsman and bowman, with obvious differences.
Believe it or not, Bowman carry one single arrow only. You must have seen him shooting one arrow after another, but it is actually the same arrow reused time after time. When you shoot a Broadhead Arrow and hit a soft surface, you will find a Broadhead Arrow standing there. When a Bowman shoots you and missed, you never find any arrow standing anywhere. Because he magically draws the same arrow and shoot again.
If you are close to a Bowman when he shoots (if you crouch at a corner and he finds you, very often he stands right next to you), you can pick his arrow. That is fun but exhausting. You can only do it after he start pulling the bow. His arrow will disappear, and your inventory will get one more Broadhead Arrow .
After you picked his arrow, he draws his bow again. Since he is always drawing the same arrow, you will find that your inventory mystically loses one Broadhead Arrow . Keep picking each arrow he pulls and you keep gaining and losing Broadhead Arrows . And you will get shot when your finger get numb from repeated clicking. Mage is new in Thief Gold. There are four types of Mages: Fire Mage, Water Mager, Air Mage and Earth Mage.
Each has its own type of attack. Water Mages, Fire Mages and Air Mages have different projectiles shooting at you. Earth Mages are more outstanding. They wrap you in vines, somewhat like the Spider Beasts. You will be continuously losing health until you can mouse click five times to disentangle yourself. They are persistent in their attacks so they are even more dangerous the Spider Beasts.
Other than their attack, Mages are just like the priests and guards, waiting for you to knock. Other subtypes include thief, keeper agent, and bystander.
When you are allowed to kill human beings, you can try to shoot a Broadhead Arrow at their lower neck. Reader Monette found out that you can kill them this way using a single arrow. However, The Potted Plant believes that the location of hit does not matter. I tend to believe in Josh. I have b Blackjack a guard on his lower leg (I was crouching under a table) and he falls down as if I hit his head. Also, I have once tried to shoot at the leg of a Hammerite with the intention to arouse him, but he drop dead. However, remember that what you think to be a body part may not really be real. You can shoot at Spiders and find that many arrows pass directly through his body as if it is thin air. Just another Dark Engine curiosity. Spider. There are Spiders (black) Sewer Spiders (grey), and comes in different sizes. They are annoying because big Spiders like to jump on your head: if they do that, immediately run forward and then turn around to face it. By the way, Jumping Spider in our world can even leap 10 to 40 times their body length. If they are unaware, you can kill them with a single Broadhead Arrow or a single sidestroke of your Sword . They do not have very good eye sights. More interesting is you can reduce your visibility by crouching, even though that means you are at their eye level. Since they like to spin around, move towards them when they are not looking and strike fast.
If they have found you, your best bet is to run away. Best is to jump into water, you either lose them, or they follow you and get drown.
If you need to kill it, use your Sword . Let it walk towards you. Turn yourself slightly so it is coming at about 30 degrees. Melee like against any other enemy: its front right patte works like a sword (it never strikes with its other pattes). At the right distance, lean and give it a side stroke (I find it more effective than an overhead one) Retreat immediately to evade its counterattacks. If the room is wide, keep strafing to keep yourself on its left: so that you can hit its abdomen but he cannot hit you. Four strikes and it turns over. Burrick. Start to appear in the Bonehoard (mission 4). Like all other living creatures, can be handled with the Blackjack . That is, when it has not sensed your presence. Otherwise it takes aweful lots of Broadhead Arrows to kill.
Another way to deal with them is to use your Sword . Keep on its side so that it cannot breath at you. Continue to hack at its back until it yields.
Note that the green breath of the Burricks penetrates the walls a bit. It may be just a program bug, but just as deadly. Crayman. The first one appears in the walled city containing the Haunted Cathedral (mission 7). While they can deliver hard brows, they are noisy and slow. To hit Crayman, sneak behind and use a Blackjack . Much cleaner (figurative and physical), and saves you a handful of Broadhead Arrows .
I have a hard time telling which side of a Crayman is the front. Both the front and the back look pretty much the same to me. Seems they bent their head a bit forward, and usually spread the left arm leftward, and most important, lifts the right hand up a bit. Just remember that they move like they are holding a sword and you can remember how to tell which side is which.
It is not possible to carry an unconscious Crayman around. Therefore choose the location before you attack, once he is down, he stays there for others to see.
Zombie. You probably did not expect to meet them in the mines under the Cragscleft Prison. The noise they make are hair raising. Glad to know that Thief II has less Zombies.
The most troublesome aspect of Zombies is that they are difficult to kill. You can only kill a Zombie by Holy Water Arrows (usually two) or a Fire Arrow , or several Flash Bombs (two or three). Remember undeads cannot be knocked down by your Blackjack , or be killed by any other conventional weapons. When you finished them, they explode into corpse parts that you can pick up and throw around.
To my surprise, reader Matthias Benkmann told me that one can kill Zombies with Land Mines , and easily so. One Land Mine is sufficient for a Zombie, and it works even if the Zombie is alert (on the other hand, an alerted Hammer Haunts cannot be killed by a single Land Mine ).
Some Zombies looks dead on the ground, but among these dead-looking Zombies some rise up if you get too near. They are Zombie Possums. Much more rare are the Hammerite Possums who wake up and attack you like a normal Hammerite.
Warning: when you attack a Zombie and he drops down immobilized, don’t assume it is over. If he does not explode, he has very likely become a Zombie Possum and will rise up again if you get near him.
Zombie do not have very good eye sight for distant objects, but at close quarters they can sense you even if you are in complete darkness. Do not stay less than a meter from any of them! If you have really to, crouch and stay as far away as you can. Hammer Haunt. You first meet one when you are getting the Mystic’s Heart in mission 3. They are those sword-carrying skull-faced guards who make noises as if they were dragging a metal chain behind them. And when you aroused their suspicion they keep saying join us, join us, join us NOW!
They are actually just called the Haunts, but the mission objectives call them Hammer Haunts so I stick with the more visible version. The Haunts ranked top at gamespot as the Scariest Monster in Gaming History. The description says you meet it in Return to Cathedral, which is of course incorrect. However, it is there where Haunts are the scariest.
They are spirits of the Trickster who have inhabited the dead bodies of Hammerite warriors. They retained their swordsmanship and can slice you quickly. Like the Zombies, Hammer Haunts can be killed with a single Fire Arrow or two Water Arrows . Rather unexpectedly you can also kill one via more mundane means: backstab them with your Sword , a single Land Mine , a score or two of Broadhead Arrows , or even melee with him. When it dies, it leaves a normal corpse behind that you can carry around. Apparition. You first saw them in the sealed Haunted Cathedral (two of them at the Cathedral entrance, two roaming around the city). They are spirits of the Trickster who took the form of dead Hammerite priests. They have a human face, but are translucent. They walk with loud, solid footsteps. They like to suddenly start saying "What?" and then keep babbling. When they die, they disappear in a puff of smoke.
They are much toucher and requires about twice as much ammunition to kill than a Hammer Haunt. They survives backstabs, even if it is an overhead stroke of your Sword . You need to add another side stroke to reduce him to smoke. Brother Murus. Although he doesn’t try to attack you, nor can you hurt him, he is more annoying than anybody else. Meet him when you Return to Cathedral (mission 11). Fire Shadow. Fire Shadow only appears in Thief Gold (Bonehoard and Lost City). The most effective weapon against them is, of course, a Water Arrow . When is badly hurt, he run away like Superman (stand in his way and he is fun to look at). You will find a Fire Arrow at the place where you hit him. But he never dies, and insists in coming back after a while. It is interesting to note that each time he runs away, your statistics have one more “others killed”.
Ape Beast. First appearing in Escape! (mission 12), it is a a big noisy animal standing on its hind legs with a long up-pointing tail (when did apes have tails?), and carries a sword around. They look more like a standing rat who loves to chat. And Eidos (and many walkthroughs) actually call them ratman.
For those who have missed their biology lessons, the most noticeable difference between monkeys and apes is that monkeys have tails, while apes do not. Also, “New World” monkeys have prehensile tails (they can hang from trees by their tails) while “Old World” monkeys do not.
Talking about their round, thick and hairly tail, notice that it is an optical illusion, sort of. You can’t step on it, you can’t cut it, shoot at it and nothing happens, and they can move into walls and rocks, and into Garrett as well!
When they are down and if you look them closely, they are unmistakably apes. The best way to handle them is with the Blackjack , or a Broadhead Arrow before it notices you. Insect Beast. Also starting to appear in Escape!, and they look like a big mantis. They are internally called BugBeast (and at Eidos also and by most writers), but mission 13 refer to them as Insect Beasts so I stick with this name. They walk very slowly. You can club him if he doesn’t see you. On the other hand, they cannot be killed by a single Broadhead Arrow under any situations.
I usually reserve my Gas Arrows for them because of their most annoying feature — ranged attack. Once it sees you (or when you find out that your Broadhead Arrow didn’t kill it), it can send a projectile of Fly Swarm at you. The Fly Swarm sort of explodes on impact and it hurts a lot. Sometimes they left behind a Fly Swarm that operates like a mine. Get close and the Fly Swarm explodes. Frog Beast. Again starting to appear in Escape!, so you know what that mission will look like. Frog Beasts are annoying frogs. They are small like frogs and are difficult to see. But they are noizy like frogs so you can hear them early on.
Once they are awaken, they leap around. If they find you, they leap at you like the Kamikase troops in the Second World War. And works similarly because they explode when they make a hit, taking away half your health.
You should kill it with a Broadhead Arrow before it starts leaping. When it first sights you, it stands still for a few seconds — long enough to draw to arrow to full tension and give it a clear shot. If you miss, you do not have a second chance. Since they are leaping rapidly, they are difficult targets. Just keep running and shake them loose.
Actually they can be knocked out by Blackjack . Normally it is near impossible to hit them unless you have pitch dark room, but you have a chance for this in the secret mission (Blooper Reel). Spider Beast. Starting to appear in Strange Bedfellows (mission 13). They look like big Spiders but have a red body. They are harder the kill so refrain from fighting it with the Sword . A single Broadhead Arrow from behind is sufficient when they are not aroused.
When they see you, they can two different projectiles at you. A greyish one fly fast, and when it makes a hit, you got webbed: you lose the ability to attack, and moving around become very difficult. Right click ten times to disentangle yourself from the web (watch the web count on the screen: clicking too rapidly doesn’t work). For Thief Gold players, you should recognize that the Spider Beast’s web-throwing attack resembles the crushing vine attack of an Earth Mage.
They also spit a brightly colored projectile at you. This one flies slowly so you can easily evade the it. But when it hits, it hurts badly. Fortunately they are not very keen in chasing down you for a kill. So when you are webbed, keep moving around and hide back in shadows. Cray Beast. Appears only in Into the Maw of Chaos (mission 14). They are nearly identical to the Craymen except for some bright red patches on their body. Tougher, more difficult to kill, better avoid them. No new attacks, but their strike are even stronger than before. Trickster. Appears only in Into the Maw of Chaos (mission 14). When you meet him you will know who he is. You can never kill him with your weapons so don’t bother trying. However he has a large bag of tricks so save your game and fiddle with him to see the show. He throws webs at you like the Spider Beast, and it takes twenty right clicks to disentangle. He can also cast a spell that hurts you continuously no matter where you are. So if he sees you, you are doomed.
Elementals.
Fire Elemental. While Fire Elementals do not seem to have eyes, they still only see in the forward direction. So you can sneak behind them just like with other enemies.
The most effective weapon against them is, of course, a Water Arrow . It is also possible to kill it with Broadhead Arrows or Blackjack from the behind, but it is not easy. Note that Burricks are capable for “blowing out” a Fire Elemental, and so does your Gas Arrows , but both are very difficult.
Note that their flame are harmful even past walls. So if you are hiding in a hut and Fire Elemental is chasing you, do not stand near the outer wall. Otherwise, it can still kill you from outside a wall!
I have been changing this name several times. Internally it is called Fire Element. However some papyrus in the game refer to them as Fire Elementals. As always, I side with the more visible name in the walkthrough and therefore call them Fire Elementals as well. Air Elemental. There are plans for an Air Elemental in Thief Gold but it never appeared. Probably belongs to Thief 2.
Security Camera 2, aka Eye of the Builder. Why is it called "2"? I don’t know. Appearing only in the Cragscleft Prison, it is an AI of its own. Treat it like any other AI: when it looks at you, hide in the shadows and do not move.
You can kill it too! Shoot a Broadhead Arrow at it and it stops spinning around. The game statistics will show you an "others killed:1".
Many types of equipment are weapons. Whichever weapon you use, remember that it doesn’t matter which part of the body it hits. Blackjack on the lower leg is just as effective as on the neck. However, due to many problems of the game engine, some parts of the body are not considered targets. For example, you can shoot arrows through hands or heads, and they may pass through unhindered. You will also notice that guards can frequently stuck their head or their sword into a wall, or through doors. Just remember which parts of the body are ignored in the collision detection. The center (eg the belly) is generally a good target.
Your most important weapon is of course the Blackjack : you are using it more than anything else. It is also your most powerful weapon: beats nearly everything (except small stuff like Spiders, which I have difficult to reach them) — when they are not aware of your presence. And better still it never runs out of ammunition. One useful technique is lean and knock: so that you do not have to catch up that close to your target.
Remember that your ordinary Sword increases your luminosity and gives you away, while the Constantine’s Sword does’t. In case you need to strike at Spiders or Frog Beasts, ready your Sword , release and crouch. You can also use your sword to break (unlock) wooden doors.
You have quite some types of arrows. You need to left click to pull an arrow. Wait for the arrow to zoom in, so that the hit is more effective. You can also use the arrows as a telescope, zooming at places too difficult to see clearly. If you have pulled an arrow and decide not to shoot, press the put-weapon-away key.
Notice that drawing an arrow makes you more visible. Reader Kronic Knight confirmed that pointing an arrow at an AI does not make you more visible.
The first major class of arrows are regular arrows the Hammerites made: Broadhead Arrow is just an arrow. But you can use Broadhead Arrows as noisemakers. They are much cheaper. Actually you can usually find something to throw: plates, bottles, or skulls (but corpses do not make much noise). Rope Arrows are cute, allowing you to climb up places you otherwise can’t. Sometimes you cannot retrieve the Rope Arrow after you have jumped down. Instead, jump from the rope and right click it when you are in mid air. Noisemaker Arrows are seldom useful, since there are plenty substitutes. These three types of arrows look very similar to each other. At least I cannot tell one from another. Reader Stefan Dietz pointed out to me that you can tell by looking at the marking at the feathers (the end of the arrow). Noisemaker Arrows have a blue marking, the Rope Arrows have some kind of brown stripes and the Broadhead Arrows are just unicolored. Yet sometimes the engine gave them the wrong color.
The second major class of arrows are the elemental arrows. The four elemental arrows (earth [moss], water, fire, wind [gas]) are actually crystals. Supposedly they are the crystal of the elemental forces, fitted to arrows for specific purposes. And that is why they look like crsytal rods before you pick them up. And they look like crystals in some drawings of Garrett. And are referred to as crystal in the books and scrolls you read in various missions. Supposedly you should attach the crystal to some arrows and shoot them, but it is too troublesome and ends up the way it is. Moss Arrows can always be substituted by slow motion, but when you need speed to catch up and backstab your target, Moss Arrow comes in handle. Water Arrows are of course useful. You need plenty of them to douse torches and make Holy Water arrows. Yet living things do not mind being showered by Water Arrows .
While Flash Bomb can be used to kill the undeads (especially useful when lots of them crawls around you), you can also use it like the SWAT teams. Dropping a Flash Bomb immobilises and blinds your enemy for a few seconds. I used to tell people to throw Flash Bombs , but reader The Potted Plant informed me that you should drop it or else the target may not see it. Therefore, drop for human and throw for undeads. Now you may run away, or run behind them to knock them with a blackjack. In the earlier patch levels, Flash Bomb blinds Garrett as well, but this feature seems to get lost in 1.33 and Thief Gold. In Thief 2, the self-blinding effect comes back and you will need to turn your head when using Flash Bombs in Thief 2.
When using Land Mines , remember that they are noisy to deploy. If the AI is close, he will be disturbed by the sound, and an alerted Hammer Haunt may survive a Land Mine . Gas Mines are a cross between Gas Arrows and Land Mines and so inherit the benefits of both. It is not after I have written walkthroughs for 14 misssions that it occurred to me there is a better way to use the mines. Instead of using the right mouse button, use the keyboard key you assigned to drop. It makes the same amount of noise (alerting most AIs), but the mine will not fly as far away. Look down and drop, and you can control exactly where to plant the mine (remember not to step on it yourself). To make mine planting (on hard surface) noiseless, use a Moss Arrow .
Hammers! It is a great weapon. Available in many places, although difficult to carry around. Just throw it at AIs (or even locked doors) and they are sometimes more effective than your Sword ! Run towards the target when throwing to make an even greater impact. Better still, they are not counted as kills (it is more like a bug than a feature)! That is, you can do it even when the mission requires you not to kill anybody. On the other hand, the boulders are useless. I keep throwing boulders but it seems nobody can be harmed by them.
AIs, why not? AIs fall into groups, and those within the same group won’t fight against one another. However, AIs of different groups go into battle when they meet. It is often not easy to bring them together, but you have a good chance in mission 9 (Lost City) (the in-game tips and the walkthrough will suggest ways). Even among human beings, guards and thieves are against each other; for example, in mission 15 (Thieves’ Guild).
A particular kind of AI weapon came as a big surprise. The Potted Plant taught me an interesting way to kill Archers. A method that works at all Difficulty Levels, even if you are forbidden to kill human beings — you can make an Archer kill himself! First you have to understand how an Archer normally behaves when he attacks. First he walks away from you to a distance, stop and turn towards you. Then he draws his bow. Since that point of time, he would stop turning around. If you think that you can side step to evade his arrow, you are deadly wrong (probably you have been killed many times for this). His arrow is not shooting in his forward direction — his arrow shoots towards you! Now this is the method: you need to let an Archer notice you, wait till he start pulling the arrow, then you run to behind him. If you arrive there fast enough, then his arrow will shoot backwards, into his own body. Astonishing, isn’t it?
Potions are not weapons, but are part of your equipment. In particular, notice that Healing Potion takes time to be effective. After swallowing, it takes a few seconds for your health to increase a few points, one point at a time. Wait till its effect is over before deciding to use another vial.
Sound card and speakers — are not for Garrett, but for you! Sound is the most important sense Garrett needs. In fact, Thief is probably the first game where sound plays an utmost important role. Many missions (especially Return to Cathedral) are impossible without careful listening. And Thief is the game where you should not play without 3D sound card and 4 point surround speakers (better with 5.1 speakers, like the Creative SB DE5.1 and DTT3500 I recently upgraded to). After you installed sound card and speakers, remember to turn on Thief audio hardware support and EAX support from the option menu. BTW notice that 3D sound is actually 2D: the vertical distance seems not to matter at all. So when somebody is above you, you can hear him clearly; and so can he you.
The following is a list of important terms used in the game. Knowing them makes it easier to understand the mission briefings and the storyline. Master Builder . Deity worshipped by the Order of the Hammer. God of law, construction, industry and vigilance. The believers build factories and machines. And they uphold the law and despise thiefs. Order of the Hammer . Religious order worshipping the Master Builder headed by a High Priest. Under the High Priest are Master Forgers. Hammerites . Members of the Order of Hammer, believers of Master Builder. Wallbuilder . A term used in the prayers of the Hammerites to express the wish to leave something good behind. Trickster . Also called Woodsie Lord, Honey Maker, and Leafman. God of chaos, nature and fear. The arch enemy of the Master Builder. Order of the Vine . Obscure organization devoted to magic, opposing the Order of the Hammer. Magic . Energies other than those the mechanical ones understood by the Hammerites. Does not necessarily implies it is science or sorcery. Keepers . The strange guys who raised Garrett. They are devoted to uphold the balance between rigid laws and forces of chaos through active non-intervention (they should come and rule Hong Kong). They maintain extensive libraries to gather information and knowledge. Taffer . A thief. Hammerites used it as pejoritive, but among thieves it is an honorable name. Manfool . Name Trickster and his followers used to call (normal) human beings.
Key Bindings.
Until recently, I thought it is not documented anywhere. I now found that they are printed in the small booklet in the CD jewel box (I shelf the booklet as soon as I insert the CD, and forgot about it). Your PF9..PF12 is mapped without your being told. Unless overridden, PF9 is the Compass. PF10 takes a screen shot (saves as a PCX file in the Thief directory). PF11 does a quick save, PF12 does a quick load (can be dangerous!). Use them wisely.
Mission Timing.
Usually I do not pay attention to the reported time for completing my mission, because I always take more time than most people. The Potted Plant pointed out that on slow machine the reported mission time is shorter than the real time. His machine is very slow, and a mission that took 6 hours was reported to complete in 2!
Game Guides.
Read Alastair Gebbie has an unhappy incident with Thief II game guides. He bought a book called “Thief II: Prima’s Official Strategy Guide” from Prima Games. It has the logo of Eidos and Looking Glass, and is called Official Guide. On the front cover the book says “loot locations revealed” leading him to believe it was a complete loot walkthrough. On the back cover it also says “all mission secretes revealed”.
To his utter disappointment, not all loots are listed, and he found secrets not mentioned in the guide. When I go to Prima Games online, I found that they say “Information on getting all the necessary loot”. I suppose that means the book only lists enough loots for you to fulfil the mission objectives. And for the secrets, it says “Secrets for every mission”, no more mentioning of “all”. I haven’t seen the book myself, but from what we can see and learn, it obviously is not a guide comparable to the depth of my walkthrough. So beware when spending money on game guides.
Saving Saved Games.
When you save a game, a file is written to the "saves" subdirectory under the Thief directory. If you want to keep more than 15 saved games, just copy them away. One tidy way is to create subdirectories under the saves directory, naming by mission number or mission name (or both). Since saved games are huge (2MB each!), you should consider ZIPping them, reducing the size of a saved game to about 1/5 of its original size.
Notice that saved games are version specific. Games saved by TDP cannot be read by TG — TG will only bring you to the start of the saved mission, not where you are saved.
AIs and Doors.
In many missions, some of the doors are locked. You need to unlock it with a key, or pick it using a lockpick (available starting from Mission 5: Assassins). Either way, you unlock the doors after which you can open the door normally. Once unlocked, you are not capable of locking it back.
If a door is locked, even AIs cannot open it. However, many AIs carry keys with them to unlock doors. Some of their keys are placed on their belt. In those cases, you can steal the key from them (and add towards your total pick count). AIs can also carry their key “inside” them, and you won’t be able to steal (or even see) these keys.
When an AI need to move through a locked door, he first uses his key to unlock the door (you can hear a click sound). Then he opens the door (curiously, they just need to waive their hand and doors will open for them) and walk (another craziness in the game engine: if the door is blocked, you can often see them walk through a partially opened door). Once he is past the doorway, he locks it back (another click sound) and slam shut the door (actually the door will shut itself behind him, from what you can see).
From the above, you can arrive at many important conclusions: You can pass through locked doors by tail-gating an AI. Wait till the door is closing behind him, and use the door again to reopen it before it is shut. If a door is locked, not all AI can pass through it. By unlocking a door yourself, you are giving the AIs additional scope of movement, allowing them to go to places that they may not be able to arrive before. Since AIs can lock back doors you unlocked, you can repeat this process and get an infinite “locks picked” count. If you steal a key from the belt of an AI, he may stop being able to open some doors. A good demonstration is at Reuben’s Mini Casino in mission 15 (Thieves’ Guild). There, the guards may stop walking, or they may get trapped within an area where all doors around him are locked.
Readable Material.
Many stuff in the game can be read by Garrett. It may be a scroll, a papyrus, a book or a plate. Besides the actual physical form, they also differs by the way they react to you.
Most of the readable material are grabbables. That is, you pick it up and take it into your inventory. You have to select it from your inventory, and use it in order to read it. Then you see a full screen of the paper or book. Sometimes there are more than one pages, and you need to click to paper corner or edge to flip pages.
In particular, two of the grabble books are more interesting. When you first get it, you and read it like a normal book. When you get to the right place, use it again and Garrett will read it alone. Both of the books are prayer books.
The second type is of course the ungrabbables. They behave like the grabbables when reading, except that you cannot take them into your inventory. For example, many of the poster scrolls will stick on the wall or desk. That means you have to read it at where ever it happens to be. If you want to read it again at a later time, you have to come back to the same place (if you still remember where it was).
A third type is what I called HUDs (Head Up Displays). Instead of a full screen of paper, you remain in the 3D space of Garrett, and the words just appear on your screen for a few seconds. This usually happens with plates (for example showing the name of the hall). Notice that unlike the other two types, the world keep on spinning while you read. If you are absorbed in reading, you may be seen or even attacked by AIs around you.
Thief Useful links.
Developer: Looking Glass, now out of business.
While Thief Dark Project and Thief 2 are still available, it seems Eidos is not longer selling Thief Gold. If you want to buy Thief Gold, contact me directly.
Game review available at Adrenaline Vault.
Home page at Eidos. Demo version is available for download. Home page for Thief Gold is at Eidos Interactive, demo also available.
Publisher technical support links: Eidos Thief support on may common hardware problems.
Thief Gold wins position 7 at the Sharky Extreme 1999 First Person Shooter Shootout.
For Thief Dark Project, you need the 1.33 patch to get rid of several bugs and to get EAX/A3D support (there is no patch for Thief Gold). Strangely, the v1.33 patch is not available at the home page (which is sort of abandoned). Get it from Eidos, choose Thief at the drop down list and then click Customer Support. You may also be able to download the v1.33 patch from The Patch Scrolls.
A few cheats are available at The Adrenaline Vault. Notice that the trainers there do not work with v1.33.
My games pages available at My Home. Look under My Favorite Games .
Walkthrough.
Mission 1: A Keeper’s Training v1.1, March 2002.
Mission 2: Lord Bafford’s Manor v1.4, February 2004.
Mission 3: Break From Cragscleft Prison v1.3, October 2001.
Mission 4: Down in the Bonehoard v1.8, December 2009.
Mission 5: Assassins v1.5, November 2001.
Mission 15: Thieves’ Guild (mission available in Thief Gold only) v1.3, March 2003.
Mission 6: The Sword v1.7, September 2001.
Mission 7: The Haunted Cathedral v1.4, November 2001.
Mission 16: The Mage Towers (mission available in Thief Gold only) v1.5, July 2010.
Mission 9: The Lost City v1.7, December 2002.
Mission 17: Song of the Caverns (mission available in Thief Gold only) v1.3, September 2003.
Mission 10: Undercover v1.4, December 2002.
Mission 11: Return to the Cathedral v1.6, March 2006.
Mission 12: Escape! v1.3, November 2002.
Mission 13: Strange Bedfellows v1.4, April 2005.
Mission 14: Into The Maw of Chaos v1.3, August 2000.
Mission 18: Blooper Reel (secret mission of Thief Gold) v1.4, March 2003.
Acknowledgements.
First of all, of course, is to Taffer formerly known as Brigadier. I would have been dead at the Bonehoard without his help. And his FAQ led me to writing this very game guide.
Reader Stefan Dietz helped me distinguish between Broadhead Arrow , Noisemaker Arrow and Rope Arrow .
Reader Michele L. Worley and I independently located Felix and Marcus. She also helped me to understand the dealings between Bafford and Ramirez where the English used in those correspondences are beyond me. Finally she wrote the walkthrough for mission 16 (The Mage Towers) and 17 (Song of the Caverns).
Tels helped me a lot to confirmed the non-existence of many scrolls and tips.
There are also a number of readers who chose to stay anonymous (or semi-anonynous like MSB), but the contribution is just as important (and in some cases, more). One of the most outstanding contribution is to settle the question asked by nearly everybody in mission 7 (Haunted Cathedral): what if I kill the Hammer Haunts inside the Cathedral ? Read the walkthrough to find out the answer!
Reader Roman helped in hunting down broken links, spelling mistakes and grammetically errors. He also contributed many ideas to various missions, where I'll separately acknowledge when presenting his idea.
By the same author.
Which other games do I like? Find out here.
See also my other game guides available at my home page [under My Favorite Games] and The Spoiler Centre: Deus Ex — Sector 4 Walkthrough under Action Games, EIDOS (at this URL) . Hexen II: Game Guide for Assassins under Action Games, Raven Software (at this URL) . Resident Evil Complete Walkthrough under Action Games, CAPCOM (at this URL) . Resident Evil II — editing saved games under Action Games, CAPCOM (at this URL) . Thief II Walkthrough — Getting all Loots and Secrets under Action Games, Looking Glass (at this URL) .
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Dying Light review.
Hello darkness, my old friend.
By Dan Whitehead Published 30/01/2015 Version tested Xbox One.
Good news for everyone who fell for the scruffy charms of Techland's Dead Island back in 2011. The developer is back with a new open-world zombie game that is almost exactly the same, but more polished and with added parkour.
Price and availability.
PC: Ј39.99 PS4 and Xbox One: Ј49.99.
Dying Light doesn't just resemble Dead Island in its setting or style, it repeats entire gameplay features. The focus on melee weapons is the same. The kick you use to keep the undead at bay is the same. Even the stamina bar, which depletes every time you swing a pipe or wrench, is the same. The crafting is identical, in function if not form, allowing you to add elemental damage to your weapons through blueprints and upgrades. And the co-op gameplay is the same, as up to three others can join you as you leg it around the quarantined South American city of Harran, performing fetch quests, looting crates and earning XP.
One major difference is parkour, that once-zeitgeisty method of locomotion that sees you mantling up ledges and leaping from rooftops like an excitable flea. This is a one-button affair, mapped to the jump command. Hold that shoulder button down when sprinting or leaping, and you'll grab whatever ledge you're looking at. It's never particularly elegant - this is more frantic scramble than effortless grace - but it gets the job done.
That job, of course, is keeping you out of the clutches of the undead which congregate in Harran's streets and shanties. Your common or garden walking corpse can't climb, so providing you stick to higher ground, you'll be unmolested as you chase quest markers across the averagely sized map.
There's a definite Ubisoft influence in the icon-spattered map, but also in the missions that have you ascending Far Cry-styled radio towers before ziplining back down again.
The other notable addition to the Dead Island formula is a day and night cycle which dramatically alters your chances of survival. Once the sun goes down, deadlier mutated creatures are on the prowl, and they are both more tenacious and agile than the basic shambling ghouls. You're advised to take shelter in one of the many unlockable safe houses dotted around the city and speed the arrival of the dawn by sleeping through the carnage outside.
Both are solid ideas, if hardly original. Parkour has long since lost its novelty, both in real life and in games, and the nocturnal race for safety feels like a grungier, bloodier riff on Minecraft - or any of the dozens of other zombie survival games around at the moment.
The game certainly looks and performs better than Dead Island, which was always a diamond in the rough. There are still some creaky bits - textures pop in, sometimes zombies flicker in or out of existence, and while the environment has had some attention lavished on it, the zombies themselves are fairly crude up close. It's not uncommon to see these "biters" lodged in scenery, or getting themselves in a right mess as the AI pathfinding struggles to pick a route through the rubble.
But the game is capable of moments of beauty, and the character models are a vast improvement over Dead Island's balloon-limbed marionettes. The script, sadly, hasn't seen similar evolution, but the predictable tale of government malfeasance and despotic survivor cults does what it needs to do, and gets you up to speed on how to play and keeps you moving around the map.
There are human enemies in the game, and they'll put up a lot more of a fight than the undead.
It's just hard to muster much enthusiasm for the end result. Dead Island was a shambolic mongrel, but it had a cartoonish verve that made it surprisingly likeable. It knew that what players really wanted was to carve the limbs of zombies using an electrified machete, and it made sure that opportunities to do so were never far away.
With its emphasis shifted to avoiding zombie confrontations rather than revelling in them, Dying Light can't help but lack the sort of energy needed to keep your attention throughout a prolonged but repetitive campaign. Weapons feel nerfed, even once you've advanced beyond the basic starter arsenal, and zombies too quickly become damage sponges.
There are three upgrade trees - one for general survival skills, one for agility, and one for attack power. XP for each is earned ambiently - so for every leap and climb, you add a few points to the Agility total, while the same is true of Power and every point of damage dealt. It's a nice way to handle progression, ensuring even the most aimless jaunt serves a purpose, but you have to play for a very long time to unlock the really fun abilities.
Also holding you back from taking a proactive approach to undead clearance is the heavily punitive weapon damage system. Even the hardiest wrench will break after just a few skull cracks, and must be repaired with metal parts scavenged from the scenery. That, in itself, is nothing new but each weapon now also has a limit to how many times it can be fixed. There's no point getting too attached to a specific weapon that you've upgraded and customised, because eventually it will break completely and need to be trashed.
Clearly, if carving your way through the horde was cathartic entertainment from the off, rather than a lethal slog, there'd be no reason to make use of the parkour stuff, so all of these features feel designed to keep the really fun stuff at arm's length. For fans weaned on Dead Island's blood-stained excess, it can be a frustrating twist.
Loud noises attract faster, hungrier zombies - another way the game deters you from getting carried away with toys like exploding throwing stars.
That's not to say there aren't flashes of grisly emergent brilliance along the way. Pools of gasoline explode, downed power lines offer impromptu electrocution spots and some kind soul has left useful spikes all over the place. Kicking zombies into these is almost always an instant kill, and the pleasure of these minor improvisations makes for a welcome respite from the drudgery that getting from A to B soon becomes.
As with Dead Island, multiplayer is what makes the difference. Whereas in Techland's previous games, you were simply bundled together into one game and left to make your own amusement, Dying Light displays a more curated eye for co-operative mayhem.
While playing with others, the game will serve up miniature challenges which both encourage co-operation and competition. There may be a survivor in need of rescue, and the player who deals the most damage to the zombies threatening them will earn bonuses. It may be a race to the next objective, or a fight to take down one of the larger club-wielding brutes. You can choose whether or not accept these bonus objectives, but they keep the world feeling fresh and reactive even once you've cleared the story and are just roaming around looking for reasons to get your hands dirty.
Similarly, there's also Be The Zombie, a free bonus DLC mode which allows you to invade other player's games as an advanced hunter mutant. In this form you can use tentacles to propel you through the air, Spidey-style, as well as using your blood-curdling scream to reveal the locations of human players. They, meanwhile, can use UV flashlights to sap your powers, leaving you vulnerable to retaliation. In other words, success comes from sneaking up on enemies, rather than chasing after them. With enough players, all flanking, distracting and pouncing on each other, it can be a real blast. With small lobbies, it's less appealing.
As a follow up to Dead Island, Dying Light represents an improvement on the technical front, but has lost some of its knockabout charm in the process. It shares its predecessors pace and shape, as things start on a relative high as you explore into the game's systems, but then tail off the hours tick by. Dying Light mixes up Techland's own recipe to enjoyable effect, but can't fully disguise its regurgitated flavour.
Read the Eurogamer.net reviews policy Dying Light review Dan Whitehead Hello darkness, my old friend. 2015-01-30T08:00:00+00:00 7 10.
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