Thief 2: The Metal Age Walkthrough :
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Walkthrough - Thief 2: The Metal Age GuideThief II: The Metal Age (v1.18) FAQ v1.3 by Taffer (taffer@sprint.ca) May 30, 2000 "It is not a question about what the Law is, but rather what it is not. The Law is neither noble, nor an end in itself. It is not for the weak-minded or the squeamish. The Law is simply a means for those who control it, namely me, to acquire that which I want. One with your wealth and connections, who is prepared to sacrifice to have a troubling problem resolved, need only describe to me in detail the favor you are requesting." -- Gorman Truart, correspondence "The Master Builder came unto us. He built for us a new house, and the house was like His house. And he gifted us with knowledge, and we learned to use Boiler and Gear. That unto us would come His Paradise, and there would be no pain." -- from Mechanist Rote Texts for Novices "Twice moons face darks us showed Twice thems jackals singsie Thrice Him harvest failsy blights Thrice we weeps and chillsing..." -- Unattributed, Ink on Parchment "Our focus shifted to those who presented two faces: one manifest yet false, the other hidden yet true. To interfere directly would bring ruin, still, the glyph warnings were absolute." -- Keepers Annals "He poured his children's eyes from glass and from steel wrought their hands that none could escape his judgement." -- The New Scripture of the Master Builder Table of Contents ================= Section 1: The Latest From Taffer 1.1: Personal Notes Regarding The Next Release 1.2: The Demise of Looking Glass Studios Section 2: Updates Since Last Release Section 3: Opening Notes Regarding This FAQ 3.1: Patches Available 3.2: Reading This FAQ 3.3: Best Times 3.4: Mission Objectives 3.4.1: Changing Objectives 3.4.2: Bonus Objectives 3.5: Recommended Purchases 3.6: The Walkthroughs 3.7: Headers 3.8: Just What The Heck Is A Taffer Anyway? 3.8.1: The True Meaning Of "Taffer" 3.9: Contacting the Author 3.9.1: Contact Through Email 3.9.2: Contact Through ICQ 3.9.2.1: Unauthorized Adding On ICQ 3.9.3: Thief FAQ Mailing Lists 3.9.3.1: Bounced Emails 3.10: Other FAQs By The Author Section 4: Game Notes 4.1: Patrols 4.2: Bloodstains and Bodies 4.3: Doors 4.4: Hard Surfaces 4.5: Water 4.6: Food 4.7: Gas Lamps 4.8: Compass 4.9: Jumping and Mantling 4.10: Leaning 4.11: Zooming 4.12: Enemies 4.12.1: Human Guards 4.12.2: Non-Combatants 4.13: Arsenal 4.13.1: Sword 4.13.2: Blackjack 4.13.3: Broadhead Arrows 4.13.4: Water Arrows 4.13.5: Fire Arrows 4.13.6: Moss Arrows 4.13.7: Gas Arrows 4.13.8: Rope Arrows 4.13.9: Noisemaker Arrows 4.13.10: Flash Bombs 4.13.11: Flares 4.13.12: Explosive Mines 4.13.13: Gas Mines 4.13.14: Potions 4.14: Cheats Section 5: Running Interference (Mission 1) 5.1: Introduction 5.2: Objectives: Normal 5.3: Objectives: Hard 5.4: Objectives: Expert 5.5: Simplified Objectives 5.6: Before The Mission 5.7: Notes Regarding This Mission 5.8: Walkthrough Section 6: Input From Other Thieves Section 7: Thief II Sites On The Internet Section 8: Version History Section 9: Disclaimer Section 10: Endnotes And Copyright Notice Section 1: The Latest From Taffer ================================= I've got a lot to say this time, so please bear with me. Let's start with the worst first. I am afraid I bring you very sad news with this release. The "Thief" series of games was brought to us by a wonderful company known as Looking Glass Studios. They also produced the fantastic "System Shock" games, and others as well. As some of you may have heard by now, Looking Glass Studios has gone out of business. This is very unfortunate for everyone...not just those of us who have enjoyed and even loved their games, but for those in the company itself. They gave us great games and many many happy hours playing those games. I have heard that they were working simultaneously on both Thief II Gold and Thief III before they decided to close down. There is more information below in section 1.2. Well, leave it to me to screw up majorly. The last release of this FAQ was done under the erroneous impression that I had successfully patched the game. I had not. The patch file only went so far, then encountered errors and stopped. So the first mission's walkthrough was, for all intents and purposes, done while using the UNPATCHED mission. Fortunately, there is very little difference in the actual walkthrough between the two versions, just mostly notes to be changed. However, the patched version is MUCH more aesthetically pleasing. If you haven't patched the game, I highly recommend doing so. After several people have asked about this, I think I'm going to start a web page of my own for the Thief II FAQ. What I plan is to have the FAQ set up basically the same way it is here, except the table of contents and other points will be links to the appropriate sections. I also intend to include some screenshots as well. The internet provider I am getting at the beginning of July gives me 25 megs of space, so that should be enough to at least get started. Perhaps I can get some more free space from Geocities, Xoom, or some of the others. That being said, I have NO idea how to make a webpage. So, I'm putting the call out. Any web page designers out there that feel like donating their time to helping me get this up and running? In the last month or so of working on the Thief Gold FAQ, my computer had taken to crashing when I played the game while working on the walkthrough and, on three seperate occasions, spontaneously rebooting! Fortunately, there's been no rebooting this time. However, my computer still crashes while I try to work on the FAQ. It seems that it works fine up until I copy something to paste elsewhere, then some time after that it crashes. I'll need to look into this. On June 30th, I am getting a cable connection to the Internet, so the email address I am currently using will not be functioning anymore. I don't have a new one to give out yet, as some taffer has used my email name on the server I'm joining. :( While I may not be able to use "taffer", I will try to use something similar...like taffer_one, or taffer!, or something like that. As always, feedback is greatly appreciated, both positive and negative. And please let me know if there's some way you think I can improve this FAQ. I am always open to your suggestions, comments, criticisms, etc....after all, this is for you! 1.1: Personal Notes Regarding The Next Release ============================================== My plans to polish up the Thief Gold FAQ are going slowly, so I am working on both FAQs concurrently. Although I must admit, this one is getting a bit more attention that the one for Thief Gold. The next release will have the walkthrough for mission two, as well as a few more items added to the Arsenal section. Also, since all of the television shows that I watch (The Practice, Ally McBeal, and Star Trek: Voyager) have all had their season finales, I have nothing to distract me from continuing working on these FAQs! (Except I seem to have somehow become addicted to "The Sims" and "Pharaoh", and I really should do some more work on my chain mail armour...and then of course, there is the move....) 1.2: The Demise of Looking Glass Studios ======================================== As I mentioned above, Looking Glass Studios has closed down. After the initial shock of it, the first obvious question is "Why?". Here is the text from a few emails people have sent me. Thanks go out to everyone who's helped supply me with information on what happened. (Please note: The opinions and views expressed below are not mine...I am simply quoting relevant material from emails I was sent.) "Game Spin: What Went Wrong at Looking Glass By Mark Asher May 26, 2000, 04:00 PM Why should a dog, a rat, a flea, Daikatana, and Panty Raider have life, and thou have none? The news of longtime game development studio Looking Glass closing seemed a theme worthy of Shakespearean tragedy and comedy. The tragedy is that we're losing one of the most innovative game development companies on the PC scene. Games such as Thief, Ultima Underworld, and Terra Nova elevated the studio to the loftiest status among the hard-core gaming crowd. The comedy elements were served up by the timing of the announcement; Looking Glass closed within a day of the release of both John Romero's slapstick game Daikatana and Simon and Schuster Interactive's epic paean to adolescent male angst, Panty Raider. It could signify a sea change in the industry--out with the old and in with the schlock--but it's probably just coincidence. So what happened to Looking Glass? Short answer: they ran out of money and were in debt. A lot of angry fists are being pointed at Eidos and Ion Storm. Eidos was Looking Glass's last hope. Eidos was seriously considering buying the developer, but then Eidos itself began to experience financial difficulties as some of its games underperformed and Ion Storm failed to deliver Daikatana or anything else. So Eidos backed out, and Looking Glass, which was starved for cash and quickly running out of short-term capital, decided to fold. The problem is that Looking Glass got itself into the position of needing someone to bail it out. Sure, Ion Storm seems like the proverbial rabbit hole that Eidos keeps trying to fill with money; it's understandable that gamers are playing "what if" scenarios over and over in their minds, wondering if Eidos would have had the cash if it hadn't squandered it on Ion Storm. We'll probably never know. Looking Glass had an interesting business philosophy. The company was a bit on the large side for a development house, with about 50 employees. That means there was constant pressure to make payroll. The reason Looking Glass was this size is that its business plan was predicated on the company developing several games at once to guard against the disastrous effects of having a single game bomb. The idea was that at least one game would be a hit and generate the needed revenue. Indeed, Looking Glass was working on four titles: Thief II Gold, Thief III, Jane's Attack Squadron, and a modern-day stealth game code-named Deep Cover. Looking Glass also got some of the highest royalties in the industry, due to its excellent reputation. Where this plan went a bit south is in the very nature of what it means to be an independent developer. Independent developers tend to live hand to mouth on the whim of the publisher. Publishers pay advances against royalties, and that's what a development company often survives on. In the case of Looking Glass, they knowingly underbid on some games just to get a contract in hand, and, rather than adjust their development plan to compensate for underbidding, they went ahead and just made the game they wanted to make. The result is that they incurred debt because the advances weren't enough to cover costs. Then, if your short-term revenue stream dries up, you've got problems, which is what happened to Looking Glass. Irrational Games was working on Deep Cover for Looking Glass, but Irrational pulled out to work on a PS2 game instead. This gave Deep Cover's publisher, Microsoft, an opening to get out of the contract, and MS did so. The result was that Looking Glass was left with no short-term revenue. Where was the Thief money? Although Thief did very well for Looking Glass, most of the profit was used to pay down debt. So, Eidos was Looking Glass's last hope, and when Eidos had to bag the deal due to its own problems, that was it. Maybe Romero and company sucked up money that could have saved Looking Glass, but you can also blame the consoles. Irrational Games made a decision that the PS2 market was more lucrative than the PC market. And, of course, if Looking Glass had managed to not get into debt, the Thief Gold royalties might have tided it over until the Thief II royalties began to kick in. Blame everyone. Blame no one. Blame the state of the games industry. I don't know--it's just depressing. Looking Glass deserved better, and there were employees there who had put their whole adulthood into making the company what it was--one of the best and most innovative game companies out there." "Looking Glass Closes Doors By Jason Ocampo May 25, 2000, 04:00 PM Wednesday afternoon, the employees of Cambridge, Massachusetts-based Looking Glass Studios were told that the company was closing down due to financial difficulties. On Thursday, employees were given the day to pack up, and then the doors were closed for good on one of the most renowned development houses in the gaming industry. The closure affects between 80 to 100 employees who were working on projects such as Thief III and a World War II-based combat flight simulator. The ramifications, though, will ripple through the industry and fan base alike. Looking Glass had a reputation for delivering some of the most revolutionary games ever made. For instance, the company developed the revolutionary Ultima Underworld for Origin, beating id Software's Doom for the first game to feature a seamless 3D-like environment. Other landmark Looking Glass titles include the genre-shattering System Shock (its sequel, which was codeveloped by Looking Glass, was named Gamecenter's 1999 PC Game of the Year), and Terra Nova, considered a precursor to Sierra On-Line's Tribes. There's also the Flight Unlimited series, which delivered a visually superior experience to the dominant Microsoft Flight Simulator, as well as the critically adored Thief games. According to Emil Pagliarulo, former lead designer of Thief II Gold, Looking Glass was in dire financial straits approximately three years ago, but managed to pull itself back from the brink. But it didn't help that what should have been the company's financial triumph, System Shock 2, did dismally at retail. System Shock 2, which was published by Electronic Arts, was released to critical acclaim, but didn't generate momentum with the mainstream audience. Looking Glass then looked for help from publisher Eidos Interactive, but a partnership deal fell through due to Eidos's financial difficulties. Still, Pagliarulo isn't too worried about his future, as he explained that Looking Glass employees are already getting offers from other software houses. "Nobody is really worried," Pagliarulo said, "But we're all stunned that we're not going to be working at Looking Glass." Looking Glass designer Randy Smith wrote in an open letter to fans, "I'm going to deeply miss Looking Glass and my brilliant, fun coworkers. I don't think the industry will ever be quite the same." " Well, there's the "why"...I don't know how much of this is fact and how much is supposition, but that is what I was told. The next question I asked is "What now?". Well, there's the possibility of a small ray of hope. "Through The Looking Glass", the friends of taffers everywhere, has a petition online to try to get one of Looking Glass Studios' nearly-finished projects finished. "Jane's Attack Squadron" has had about 2-and-a-half years work put into it and is nearly finished. My theory is this...if enough people sign, perhaps they will get to be able to finish it. And if they can finish it, then who knows what else may be possible. Other projects that got shelved may be able to be finished. I realize its a very small chance, but I believe in miracles. I signed the petition earlier today (May 29th). When I went back to get the address to include in this section, the count had already gone up by over 700 signatures. To sign the petition, go to: http://www.ttlg.com/jas/default.asp Section 2: Updates Since Last Release ===================================== 1.2 -- Updated the first missions walkthrough to coincide with the patched version of the game. 1.3 -- Updated information on Flares (section 4.13.11); fixed a lot of spelling errors; added Section 1.2: The Demise of Looking Glass Studios; updated "cheats" section (4.14). For a complete version history, see Section 8. Section 3: Opening Notes Regarding This FAQ =========================================== This is my second 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. It only covers the first mission, "Running Interference". Other missions will be added every now and then, at irregular intervals. This game is the sequel to both Thief: The Dark Project, and Thief: The Dark Project Gold (hereafter referred to as Thief Gold...this is an "enhanced" version of the first game). Despite this, most of the FAQ will assume you have NOT played either of the previous games. I will, however, point out items of interest for those who HAVE played one or both of them. (For example, in the first mission, you are helping Basso...whom you rescued from prison in the previous games.) This FAQ/Walkthrough is based on the PC version of the game. Does another version exist? I don't know. 3.1: Patches Available ====================== There are a couple of patches available for this wonderful game. Not all of them are necessary however. There is a large (30+ megs) patch called "thf2v118" which patches your Thief II game to v1.18, the version which this FAQ is based on. There is a much smaller (3 meg) patch for the Thief II mission editor DromED, which you WILL need if you want to make your own missions and have patched the game to v1.18. This file is called "dromed118". Finally, since the game patch to v1.18 makes a LOT of changes throughout many of the missions, you can download the v1.18 versions of these missions for DromED, either seperately or all together in one big file. All together, the fifteen files total about 50 megs when compressed together. The first patch (the game patch) is available from the Eidos website. I will have to do some exploring online to find the location of the other two. 3.2: Reading This FAQ ===================== I have had a few people email me saying that they had trouble reading the Thief Gold FAQ through certain programs (such as Internet Explorer). They say they can't read it through their standard viewing programs, as the lines run off the screen. This has so far only come from people who are on my mailing list. When I type up the FAQ, I use the WordPad program which came with Windows 98. I have the View/Options set to "Wrap to ruler". Then I type merrily away, without having to worry about hitting the "Enter" key. Unfortunately, when the document is later viewed in certain other programs, it prints the entire line of text until the end, sometimes continuing off the screen (as described above). If you are having this problem viewing the FAQ, then I suggest you do one of two things: 1) Use WordPad to view it, with the View/Options set to "Wrap to ruler", 2) Go to www.gamefaqs.com and download the FAQ from there. Apparently (and I don't know how), when the webmaster puts the FAQ up on his site, this problem of lines not wrapping disappears. I'm afraid that's all I can suggest at this time. 3.3: Best Times =============== For those missions that have been completed, I have also included my best time for 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, I may take a more risky path, or I may run on metal grating...or I may not bother hiding bodies, closing doors, cleaning up bloodstains, etc.. Each mission was finished, however, with both the maximum possible loot and all secrets found, unless otherwise noted. For those who may be interested, I've collected all my best times here: Mission 1: Running Interference -- 6 minutes, 50 seconds Mission 2: Shipping... And Receiving -- (Haven't played it yet) Mission 3: Framed -- (Haven't played it yet) Mission 4: Ambush! -- (Haven't played it yet) Mission 5: Eavesdropping -- (Haven't played it yet) Mission 6: First City Bank And Trust -- (Haven't played it yet) Mission 7: Blackmail -- (Haven't played it yet) Mission 8: Trace The Courier -- (Haven't played it yet) Mission 9: Blood Trail -- (Haven't played it yet) Mission 10: Life Of The Party -- (Haven't played it yet) Mission 11: Precious Cargo -- (Haven't played it yet) Mission 12: Kidnap -- (Haven't played it yet) Mission 13: Casing The Joint -- (Haven't played it yet) Mission 14: Masks -- (Haven't played it yet) Mission 15: Sabotage At Soul Forge -- (Haven't played it yet) 3.4: Mission Objectives ======================= Although each mission walkthrough 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. 3.4.1: Changing Objectives ========================== During some missions which you will undertake, your mission objectives will deviate from those 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 the mission's walkthrough also reflects this. When your objectives change, the walkthrough will give you a list of your new 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 indicated up to that point. 3.4.2: Bonus Objectives ======================= Some missions also have Bonus Objectives. These are mission objectives that you don't find out about until AFTER you've completed them. Your very first mission, "Running Interference", has one of these. When you receive a Bonus Objective, if you have Goal Notification turned on, you will be informed just as if you had completed a normal objective. If you look at your objectives however, you will see one has been added, and that it is already checked. Just as with changing objectives, whenever you receive a bonus objective the walkthrough will give you a list of what your current objectives are, including the new, Bonus Objective. Note: You don't find out about the bonus objectives until AFTER you've found them. That being the case, each mission walkthrough documents the bonus objectives which I have FOUND. I will do my best to find them all, but I can't guarantee there are no more than the ones shown. If anyone finds others I miss, please let me know. 3.5: 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. 3.6: The Walkthroughs ===================== This FAQ 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 missions on the lower difficulty levels. Each mission walkthrough is presented in the following manner: 1) it allows you to find all the treasure that is available; 2) it points you to all the secrets you can find; 3) it attempts to give you the most expedient path through the mission, with a minimal amount of backtracking, thus giving you a better finishing time; 4) it attempts to present the SAFEST method of doing things. A few words regarding numbers three and four: The most expedient path means the fastest way through the mission while still keeping the other three goals in mind. Most missions have several "sidetrek" areas, where there is nothing for you to do or to acquire. However, a lot of these areas are just plain interesting...the designers have put a lot of time, effort, and planning into some of these, and it would be a shame for you to miss it all. So I suggest that when you are using the walkthrough, if you come across a "sidetrek" area, save your game, and go and investigate it. A lot of times, it is well worth it. [A good example of these sidetreks: In Mission 3 of Thief Gold, "Down in the Bonehoard", there are several places where you can find members of a lost expedition and read their journals. But since you need to go out of your way to get to them, they are not mentioned in that FAQ.] The SAFEST method of doing something is not always the fastest way. There are some areas where there is a more risky way of doing something, but doing so is faster. Sometimes it's not just a matter of risk, but of timing as well, since a lot of the guards patrol. So if you've been wondering why you can't beat my best times no matter HOW closely you follow the walkthroughs...well, that's your answer. (See Section 3.3: Best Times, for more details.) 3.7: Headers ============ The mission headers were a late addition to the Thief Gold FAQ. They were included when a few people wrote in to say that they had trouble finding a specific area of a mission that they were looking for when they needed help in a single area. Since their inclusion, no one has written in with this problem. The beginning of each mission's walkthrough will have a list of "headers". These are distributed throughout each walkthrough, in an effort to make it easier for people to find a certain section that they are looking for. Note that these headers are NOT always entirely accurate. A section may change before the header does, or one section may contain a brief "side trip" into another section. The walkthrough may move you through a bit of a new section before changing the header. An example of this is in the first mission (Running Interference). There is a brief sidestrip from the basement kitchen up into the entry hall, and then you're brought right back down into the kitchen again. I hope you all like the headers and find them useful! Enjoy! :) 3.8: Just What The Heck Is A Taffer Anyway? =========================================== This is a question that 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". Someone wrote in to suggest that "Taffer" was merely a censoring word, that could be replaced with any appropriate expletive. (Or perhaps more likely, a sort of "medieval cuss-word", as he put it.) I've been informed that in Suffolk, England, there is a verb, "to taff", which means "to spit". So a Taffer would be a Spitter. Apparently there is some point in the game (which I have either missed or not yet gotten to), where a Hammerite makes reference to the fact that "Taffer" and "Trickster" are synonymous. 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. 3.8.1: The True Meaning Of "Taffer" =================================== Lastly, someone sent me an email with the following information: "I got this one from PC Accelerator. They interviewed Steve Pearsall, project designer of Thief. The question, "What is a Taffer and where did it come from?" The Answer, "One of our level designers, Laura Baldwin, made it up. Taffer was meant to be a slang word that meant a common criminal, but has evolved into meaning any sort of low life." So basically it is a fictitious word. Hey, maybe it will become real if we use it enough." So there you have it. I'll bet the people over at Looking Glass Studios have been having a nice chuckle watching everyone go crazy and coming up with these (admittedly inventive) possible meanings/origins of a word they made up! :) Be sure you all use this word everyday! I want to see it in the next edition of Webster's Dictionary! :) 3.9: Contacting the Author ========================== You can contact me either through email, or through ICQ. 3.9.1 Contact Through Email =========================== My email address is: taffer@sprint.ca Please note...I am going to be getting a cable connection for the Internet. When I do, the above email address will cease to exist. This is PLANNED to occur on June 30th. I will try to let you know what the new email address will be before then. I do read all your emails (except for a few...see the next paragraph for details), and I try to reply to every one of them. Sometimes I am unable to reply, simply due to the great number I receive, time constraints, and any number of other reasons. However, any questions sent to me that are already answered in this FAQ will be ignored. NOTE: DO NOT SEND ANY QUESTIONS REGARDING MISSIONS NOT COVERED IN THIS FAQ!!! There is a very simply reason why I ignore these emails. I don't read them. These missions are not included in the FAQ yet because I have not PLAYED them yet. And a lot of the emails I used to get like this would say things like "How do I do X on Mission Y? I've done A, B, C and D, and found that J and K are hidden here, but X is still eluding me!" Congratulations, you've just ruined some surprises for me on that mission. Because of this, I now delete a message as soon as I see it is heading in that direction. I hate having something ruined for me...I like playing the game and finding things out for myself. So do not waste your time or mine by sending in questions for missions not yet covered...they will not even be read. 3.9.2 Contact Through ICQ ========================= If you want to contact me through ICQ (all single ladies welcome! ), my ICQ number is: 19232955. My handle is "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. 3.9.2.1: Unauthorized Adding On ICQ =================================== This refers to people who add me to their contact list using some sort of a hack or crack program, without receiving my authorization first. WARNING! Do not, I repeat, DO NOT add me to your contact list WITHOUT receiving my authorization first! Several people appear to think it's a real laugh to do this. Well, the first time someone did that to me, they erased my hard drive. So consider this your first and only warning: Do NOT add me in this manner...request authorization like everyone else. ANYONE who adds me without requesting my authorization will IMMEDIATELY get placed on my ignore list. I will not even bother reading any messages that person may have sent. (This may seem harsh...but if you had had YOUR hard drive erased, I'm sure you would understand completely.) 3.9.3: Thief II FAQ Mailing Lists ================================= There are TWO mailing lists for those who wish to be notified of updates: a "Zipped" list, and a "Notify" list. Anyone who wishes to be put on a mailing list will have to tell me which one they wish to be on. One list of people will receive a zipped email attachment of the FAQ (the "Zipped" list). The other list of people (the "Notify" list) will only be receiving an email stating that the FAQ has been sent up to www.gamefaqs.com (and ONLY to www.gamefaqs.com ...anyone else posting the FAQ does not necessarily have the most up to date version, but I always send the latest release to the address given above!). Anyone requesting to be put on a mailing list without stating which one will default to the "Notify" list. Please note that this does not mean that the FAQ has been POSTED there yet...only that I have sent it up to BE posted. There may sometimes be a delay in the posting. Emails will be sent out AS THE FAQ IS UPDATED AND RELEASED. Anyone who is on a mailing list that would like to be switched over to the other list will have to send me an email stating so. Likewise, if you want to be removed from either mailing list, you'll need to send me an email stating so. Anyone who is on the "Zipped" list for this FAQ automatically receives, at no extra cost, the Thief II Companion Guide that I am attempting to create. Anyone who was put on one of my mailing lists for my Thief Gold FAQ has automatically been put on a similar mailing list (either "Zipped" or "Notify") for this FAQ, unless they requested otherwise. PLEASE NOTE: Since I now have more than one mailing list (Thief Gold and Thief II), if you wish to be removed, please tell me WHICH mailing list you wish to be removed from when you make your request. Simply saying "Take me off your mailing list" will result in me asking myself "Which one does (s)he mean?", and the result will be nothing being done. Even simply putting the game's title in the subject heading is sufficient. I have no intention, now or ever, of distributing 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. 3.9.3.1: Bounced Emails ======================= Once when I sent out a FAQ to those on the mailing list, one of the emails bounced back. Apparently, someone changed their email address and didn't inform me. This is not good. I have a slow internet connection, and every email that bounces back I have to download with the attachment. If more than one person does it, well, that would be a long wait. Fortunately, it was only one person. What's my point? Oh yes...from this point on, anyone who's email account bounces back to me will be removed from the mailing list. Seems fair, since they aren't getting the attachment anyway. 3.10: Other FAQs By The Author ============================== This is my second FAQ. I have two others at present, one of which is being written concurrently with this one. The Thief Gold FAQ, which is now nearly complete, and covers all the missions in the game. Thief Gold is the precursor to Thief II, and I highly recommend it to anyone who hasn't played it yet. The other FAQ I am working on is a Companion Guide to this one, which will contain (should I keep it up) the text of every document, scroll, parchment, plaque, letter, report, announcement and palimpsest that I have been able to find in the game. It is not necessary for either playing Thief II or for using this FAQ, it is simply included as a "bonus supplement". All of these documents, including this one, can be found at www.gamefaqs.com Section 4: Game Notes ===================== 4.1: 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.) 4.2: Bloodstains and Bodies =========================== 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. Any bloodstains you leave behind that you don't clean up yourself seem to disappear over time. I guess they "soak" into the carpet, stone, ground, etc.. A note of macabre interest, regarding the various corpses of people you will find and/or create. If you pick them up, then drop them again, their heads will be at unnatural angles (probably indicating that their necks are broken), or sometimes their heads just disappear! 4.3: 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, opening, or an archway. 4.4: 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 seems to keep you hidden. There is another way to sneak...CROUCH SNEAKING. This 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 a "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. 4.5: 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 on your shoulder, 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. (If they follow you into the water and drown however, that does not count against you...that's just idiots trying to swim while wearing armour.) 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. When the water is deep enough, you can dive underwater. This is useful for finding underwater passages, searching the bottom of a lake for treasures, and possibly even for hiding from enemies. You do have a limited supply of air however (represented by a "bubble bar" in the lower right of the screen), and when that runs out, you'll start to take damage. You'll take three hit points of damage, get a small reprieve (you get a few bubbles added to your bubble bar), and then take another three hits. This will continue until you surface, take a Breath Potion, or die. On a final note: Whatever you do, do NOT try to swim in lava. It's not water. You'll die. Instantly. 4.6: Food ========= Throughout the various missions, you will come across a variety of different sorts of food. While in the previous games this was basically just to make the game more realistic and to provide some atmosphere, food plays a bigger role in Thief II. Occasionally when you eat something, it will restore a single point of health to you. This seems to be a random occurence, but I have seen it happen while eating a slice of cheese. So if you're running low on health, start collecting food items. You may be lucky enough to restore enough health points to finish the mission (or find a Healing Potion!). 4.7: Gas Lamps ============== When you find a light source in the game, it is most likely to be either a torch or a gas lamp. While torches are pretty straightforward, gas lamps are a little more tricky. Gas lamps can be extinguished with a Water Arrow, just like a torch can. However, once it is out, you may notice sometimes that they "highlight" just like items you can take or use. If you try to "use" a gas lamp while it's highlighted, you can turn them on again, and it will operate just as if you had never doused it. Unfortunately, you cannot turn them OFF as easily...you must douse it just like you would a torch. When you stand close to a gas lamp, you will hear a slight hissing noise. This is, I presume, the gas used to fuel the lamp. It can be quite distracting if you're trying to listen to or for something in particular. Until I figured out what this noise was, I thought the game had been made to include snakes! (I hate snakes.) 4.8: 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! 4.9: Jumping and Mantling ========================= For those who remember Garrett's "continuous jumping" trick from the previous games, it appears to have been removed from Thief II. Either that, or I'm incredibly inept at the procedure. I prefer to think the former. :) Mantling is pulling yourself up onto a ledge of some sort, be it a railing, fireplace mantle, or just a block of stone. To mantle, you press up against the object you wish to climb, and jump. You will grab the object in question, pull yourself up, and stand up on top of it. It is important to note that some objects are just a touch too high to mantle up onto in this manner. In these cases, you have to do a running jump/mantle manouevre. Basically, you step back from the object, then run towards it and jump before you reach it. Do not release the jump button, and when Garrett strikes the object, he will grab onto it and mantle up. 4.10: Leaning ============= Leaning is a very important part of your pilfering profession. Leaning around a corner will allow you, for example, to look into a brightly lit room while still remaining unseen. In some cases, it will allow you to knock out a patrolling guard when he walks by, when you can't move up behind him because of the hard floor surface. There are three types of leanings you can do. There is the left lean, the right lean, and the forward lean. The forward lean can be very useful for picking pockets or knocking out guards when there's an obstruction in the way, such as a small wall. Also, leaning forward will allow you to knock out a guard who is approaching you in the dark before he gets close enough to notice you. 4.11: Zooming ============= In the game, you play Garrett, a master thief who has a mechanical eye. And that's not a clever play on words, or a cute name for a device. He literally has a mechanical eye in place of a real one. (To find out how this happened, play the previous game.) One of the benefits of this device is that you have a sort of "telescopic view" that you can access. You use your Zoom In and Zoom Out keys (defaults are ] and [, respectively) to increase or decrease your view's range. You can increase your view to the same sort you get when you are pulling back on an arrow (if you have Bow Zoom turned on). That is your maximum. Your MINIMUM view is the one you default to. You cannot "Zoom Back" to a smaller view than this. The benefits of this Zoom mode is that, unlike the Bow Zoom, you can hold your Zoom In view indefinitely. The Bow Zoom only lasts as long as the strength in your arm does. Once you let loose your grip on the bowstring, your view returns to normal. 4.12: Enemies ============= "Enemies" is a general term used to describe anyone or anything you might encounter during the game that would make your pilfering expeditions more dangerous, either by attacking you or by raising the alarm and alerting others to your presence. Not all "enemies" can attack you, but all are against your best interests. You face off against a number of different types of enemies. Here is 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. 4.12.1: Human Guards ==================== First Appearance: Mission One (Running Interference) This includes your standard Guards (Swordsmen and Archers), and Hammerites. Unlike the previous game, Thief II includes females as well as males among the ranks of guardsmen (guardspersons?). These guys fall easily to your Blackjack attacks, so long as 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, your best bet is to lean forward to knock them out. They don't seem to see you as well then. Also, light plays an important role. 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. Occasionally, a guard will have a key, purse, or other item on their person that you can either lift off (ie: pick their pocket), or grab after you've knocked them out. I prefer the pickpocket method. (Note: There are entries in the game manual that seem to indicate a person can have more than one item to pickpocket!) 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 |
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