Thief II: The Metal Age Walkthrough/FAQ V 0.21 Copyright 2003 Steven Cunningham ------------------ VERSION HISTORY ------------------ NOTE: all dates are in dd/mm/yy format 10/09/03 Version 0.01 Guide started 11/09/03 Version 0.10 all sections laid out, minimal content 11/09/03 Version 0.17 All item information added 11/09/03 Version 0.20 Mission 1 walkthrough complete First public release 02/02/04 Version 0.21 Fixed problem with uploading wrong version Added some FAQ's ------------------ COPYRIGHT NOTICE ------------------ This document is Copyright 2003 Steven Cunningham (Radnorak) It may not be reproduced under any circumstances except for personal, private use. It may not be placed on any website or otherwise distributed publicly without advance written permission from the author. Use of this guide on any website other than the ones listed below or as a part of any public display is strictly prohibited and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright owners. The following websites have permission to host a copy of this Walkthrough/FAQ: http://www.gamefaqs.com ----------------- CONTACT DETAILS ----------------- The author may be contacted at the following addresses: RadnorakFAQ@hotmail.com (You MUST include the following text in the subject of your E-Mail for it to reach me "Thief II: The Metal Age Walkthrough/FAQ" (Without Quotes), otherwise it will be automatically deleted as spam.) -------------- INTRODUCTION -------------- Welcome to this my first FAQ. If you have any comments or wish to submit a tip/FAQ then please do not hesitate to contact me using any of the methods listed above. However you need to make sure that your E-Mail is written in English otherwise it will not be responded to. If you wish to be credited for any information that you submit please ensure that you include a name/alias you wish to be referred to as. --------------------- SYSTEM REQUIREMENTS --------------------- The system requirements are as follows: (taken from readme file) Minimum Recommended 266Mhz Pentium II 400Mhz processor (or equivalent) 64 MB RAM Windows 95/98 3D Accelerator with 16 MB VRAM 48 MB RAM 8X CD-ROM Drive DirectX 7.0 compliant 4 MB video card 870 MB uncompressed hard drive space DirectX 7.0 Compliant Sound Card EAX 2.0 compliant soundcard OR DirectX 7.0 (Included on CD) A3D 3.0 compliant soundcard 4X CD-ROM Drive 490 MB uncompressed hard drive space Keyboard and Mouse NOTE: 3D accelerated video card required. It may be necessary to update your drivers before playing. ------------------- TABLE OF CONTENTS ------------------- 1) Creatures 1.1) Enemies (CreaT_01) 1.1.1) Apemen 1.1.2) Hammerites 1.1.3) Hammer Haunts 1.1.4) Mechanists 1.1.5) Mechanist Priests 1.1.6) Swordsmen 1.1.7) Archers 1.1.8) Small Spiders 1.1.9) Large Spiders 1.1.10) Fly Swarms 1.1.11) Zombies 1.2) NPC's (CreaT_02) 1.2.1) Civilians 1.2.2) Ghosts 1.3) Robots (CreaT_03) 1.3.1) Worker Robots 1.3.2) Security Robots 1.3.3) Spider Robots 1.3.4) Watchers 1.3.5) Turrets 2) Weapons 2.1) Sword (WeaP_01) 2.2) Blackjack (WeaP_02) 2.3) Arrows (WeaP_03) 2.3.1) Broadhead 2.3.2) Water Arrow 2.3.3) Fire Arrow 2.3.4) Moss Arrow 2.3.5) Gas Arrow 2.3.6) Rope Arrow 2.3.7) Vine Arrow 2.3.8) Noisemaker Arrow 2.4) Flashbombs (WeaP_04) 2.5) Mines (WeaP_05) 2.6) Gas Mines (Weap_06) 2.7) Flash Mines (WeaP_07) 2.8) Explosive/Sunburst Device (WeaP_08) 2.9) Frogbeast Eggs (WeaP_09) 3) Items 3.1) Lockpicks (IteM_01) 3.2) Potions (IteM_02) 3.2.1) Health Potion 3.2.2) Speed Potion 3.2.3) Breath Potion 3.2.4) Slowfall Potion 3.2.5) Invisibility Potion 3.3) Flares (IteM_03) 3.4) Keys (IteM_04) 3.5) Compass (IteM_05) 3.6) Loot (IteM_06) 3.5.1) Gold 3.5.2) Gems 3.5.3) Goods 3.7) Parchments (IteM_07) 3.8) Food (IteM_08) 3.9) Junk (IteM_09) 4) Walkthroughs 4.0) SAMPLE Walkthrough (SamplE_00) 4.0.1) Quick Objective guide 4.0.2) Detailed Walkthrough 4.0.3) Mission specific FAQ's 4.1) Running Interference (MissioN_01) 4.1.1) Quick objective guide 4.1.2) Detailed Walkthrough 4.1.3) Mission specific FAQ's 4.2) Shipping ... and Receiving (MissioN_02) 4.2.1) Quick objective guide 4.2.2) Detailed Walkthrough 4.2.3) Mission specific FAQ's 4.3) Framed (MissioN_03) 4.3.1) Quick objective guide 4.3.2) Detailed Walkthrough 4.3.3) Mission Specific FAQ's 4.4) Ambush! (MissioN_04) 4.4.1) Quick objective guide 4.4.2) Detailed Walkthrough 4.4.5) Mission Specific FAQ's 4.5) Eavesdropping (MissioN_05) 4.5.1) Quick objective guide 4.5.2) Detailed Walkthrough 4.5.3) Mission specific FAQ's 4.6) First City Bank and Trust (MissioN_06) 4.6.1) Quick objective guide 4.6.2) Detailed Walkthrough 4.6.3) Mission specific FAQ's 4.7) Blackmail (MissioN_07) 4.7.1) Quick objective guide 4.7.2) Detailed Walkthrough 4.7.3) Mission specific FAQ's 4.8) {Trace the Courier} (MissioN_08) 4.8.1) Quick objective guide 4.8.2) Detailed Walkthrough 4.8.3) Mission specific FAQ's 4.9) {Pagan Village} (MissioN_09) 4.9.1) Quick objective guide 4.9.2) Detailed Walkthrough 4.9.3) Mission specific FAQ's 4.10) Life of the Party (MissioN_10) 4.10.1) Quick objective guide 4.10.2) Detailed Walkthrough 4.10.3) Mission specific FAQ's 4.11) {Markham's Isle} (MissioN_11) 4.11.1) Quick objective guide 4.11.2) Detailed Walkthrough 4.11.3) Mission specific FAQ's 4.12) {Lost City} (MissioN_12) 4.12.1) Quick objective guide 4.12.2) Detailed Walkthrough 4.12.3) Mission specific FAQ's 4.13) Casing the Joint (MissioN_13) 4.13.1) Quick objective guide 4.13.2) Detailed Walkthrough 4.13.3) Mission specific FAQ's 4.14) Masks (MissioN_14) 4.14.1) Quick objective guide 4.14.2) Detailed Walkthrough 4.14.3) Mission specific FAQ's 4.15) Sabotage at Soulforge (MissioN_15) 4.15.1) Quick objective guide 4.15.2) Detailed Walkthrough 4.15.3) Mission Specific FAQ's 5) General FAQ (GenFAQ) 6) Cheats (CheatS) 7) Credits ------------------ NAVIGATION NOTES ------------------ In the Table of Contents above you will see (in brackets) a navigation code listed next to the title of each section. These are placed so that you can quickly find the walkthrough for a specific entry. To use a navigation code simply cut and paster (or type) the code into the search function of your browser. (Ctrl+F by default in Internet Explorer) Then click the find button twice (this is because the first time the code appears is in the table of contents) The format of the codes is designed to ensure that the code won't accidentally appear more than twice in the guide. To ensure that all codes work properly you should ensure that a 'match case' or similar function is enabled in the find function of your browser. -------------- 1) CREATURES -------------- The following is intended to be a list of all creatures the player could encounter in Thief II: The Metal Age. If you know of a creature that I have missed, please use the contact information listed earlier in this FAQ to inform me about the creature and it's strength's/weaknesses. -------------- 1.1) Enemies (CreaT_01) -------------- 1.1.1) Apemen These ape-like creatures are only found in 'Trail of Blood'. They supposedly have better hearing than average guards. They do not count as kills for the 'Don't kill anybody' objective. 1.1.2) Hammerites There is only one living Hammerite in the entire game. He is found in mission 2 talking to the weaponsmith. If alerted he will act exactly the same as an ordinary guard, however he carries a hammer that does more damage that a sword. 1.1.3) Hammer Haunts These are essentially the ghosts of deceased Hammerites. There is a pseudo hammer haunt in mission 3. However it will not recognise your presence, you can even walk straight through it. Real Hammer Haunts are found in missions 5 & 7. They have extremly good reaction times, and if alerted are quite hard to kill. If unaware, however, one overhead slice will kill them again. Using 2 Flashbombs will also kill them, as long as they are in the effect radius of both flashbombs. 1.1.4) Mechanists These were originally a small sect of the hammers, but have managed to take over their role in society. They believe that technology is superior to everything, and that anything natural must be destroyed. Essentially a cult that is led by a madman who is trying to take over the entire city. Ordinary mechanists are armed either with a mace, which does more damage than a sword, or a crossbow, which in the game is essentially identical to a bow. They behave exactly the same as ordinary guards. 1.1.5) Mechanist Priests These people wear long robes, a hood over their head, and appear to be unarmed. They are in fact moderately dangerous and their ranged attack is less powerful than a bow. They still have the same behaviour as ordinary guards however. 1.1.6) Swordsman Standard sword wielding guards. Most are wearing a helmet and a single colour uniform, or a colour scheme that is similar to that found on medieval shields. There are some variations that have different levels of skill. The standard guard will react to any noise above one produced by walking quietly on wood. They will also react to seeing you. They will chase and attack you until they are seriously injured at which time they will run off, calling for more guards. The average guard is skilled enough to inflict significant damage on you, this however depends on your skill at swordfighting. They can be blinded by a single flashbomb, which will let you run up to them and knock them out with a single hit from your blackjack. Otherwise they can only be knocked out if they are not actively attacking you. An extremly useful tactic, that will allow you to knock out guards from right in front is to lean forward (Alt+W by default) and swing your blackjack when they are just close enough to be hit, but not close enough to detect you. This can even be done if a guard is running straight at you, though timing the blow correctly will be tricky without practice. 1.1.7) Archers A standard guard, with exactly the same behaviour patterns, except that he is armed with a bow and has unlimited broadheads to fire at you. There is a bug with the scripting of their attack in that if they begin to aim at you, and before they fire you move so that there is another guard between you and him the arrow will hit the second guard instead of you. 1.1.8) Small Spiders These are extremly annoying, not because of the amount of damage a single attack will do, but because their small size and extremly quick movement speed means that they are very hard to hit. However a single sword slash or broadhead is enough to kill them. 1.1.9) Large Spiders Even though they are considerably larger than small spiders they can sometimes be almost as hard to hit. They can take considerably more damage that a small spider, the amount of damage they take to kill appears to be similar to that of an average swordsman or archer. 1.1.10) Fly Swarms These are quite rare in Thief II. They can be identified as a buzzing swarm of insects directly above a corpse. If you move through them you will take damage and a swarm can only be dispersed by shooting a fire arrow through it. However you will never need to move through a swarm to accomplish an objective or get loot so you should save your fire arrows for more important targets. 1.1.11) Zombies As far as I am aware these undead creatures only appear in one mission, 'Trace the courier' and even them they are only inside the crypts in the graveyard. If you disturb one you should either move far enough away to cause it to stop searching for you, or whack it with your sword until it falls down and then get far enough away. In Thief II you cannot permanently kill zombies, as you have no access to holy water, which is required to permanently kill them. ------------ 1.2) NPC's (CreaT_02) ------------ 1.2.1) Civilians All civilians fall into the category of non-combatants. In game terms this means that you can knock them out regardless of any conditions that would apply to normal guards. They shouldn't be ignored either as they can cry out and run off to find guards that will then start searching for you. They pose no major threat to you or your activities, however. 1.2.2) Ghosts The main type of ghosts, apart from Hammer Haunts you will encounter are all in mission 8. They are the ghosts of pagans that were slaughtered by the mechanists. They cannot be harmed in any way and are used by the game to show how to perform important actions, in terms of progressing to the next level or, mainly, for dramatic effect. In Mission 14 there is a ghost/undead creature in the library. Flashbombs appear to have no effect and he can only be properly killed by completing a specific task, which is listed in the walkthrough for the mission. The ghost has an attack similar to that of a priest, except that it does more damage, and can be heard constantly speaking or humming to himself, so you shouldn't be caught by suprise. ------------- 1.3) Robots (CreaT_03) ------------- 1.3.1) Worker Robots A small robot that has no attack of it's own, however is can (in mission 6) run away and cause otherwise dormant security robots to start looking for you. It can be disabled by a single water arrow fired into it's furnace or a single fire arrow hitting it anywhere. I have, in certain situations been able to fire a water arrow, disable it, and have the arrow appear stuck in the robot, allowing me to reclaim it. However there does not appear to be any specific method that can be used to cause this occurrence, so you should not rely on this happening in order to complete a level. 1.3.2) Security robots These have the same body shape as worker robots, but are approx. 3 times bigger and extremly dangerous. They can be disabled by two water arrows fired into its furnace, or two fire arrows. Their attack is firing a cannonball that is essentially a primitive grenade, if it hits you it will cause very severe damage, otherwise the projective will bounce off any surface it hits until it explodes, causing significant damage to anyone caught in the blast radius. You will be able to hear their footsteps from a considerable distance, and they are easily distinguishable from any other sound. 1.3.3) Spider robots These robots are similar in size to worker robots, but move like a spider. They take two water arrows to disable. Their attack is an to fire razor sharp disks at you, from a considerable distance and very quickly. The disks cause damage similar to that of a standard bow. They are only found in mission 15, and can be hard to hear until very close. 1.3.4) Watchers These are essentially a security camera that has the ability to distinguish between you and a standard guard. They have 3 states, indicated by a crystal that is easily visible, and a distinct sound. The states are; green, you haven't been detected and the watcher is scanning normally. Yellow the watcher has sighted you but not yet sounded an alarm. If you can hide while the state is still yellow the watcher will revert back to green after a short time. The final state is red, this is when the watcher has detected you and sounded an alarm, this can also cause turrets linked to a watcher to activate and start attacking you. They can be destroyed by a single fire arrow, if necessary. 1.3.5) Turrets When inactive these appear to be a metal head. Once activated, either by a watcher (most missions) or by flipping a specific switch (mission 14) they will attack you either with a rapid fire bow attack ,or the same sort of cannonballs used by security robots. Turrets can usually be avoided by not tripping an alarm, or disabled at a control panel (mission 14 only). They can be destroyed by a single fire arrow, if you have no other option. ------------ 2) Weapons ------------ The following is intended to be a list of everything that can be easily used as a weapon, if you know of anything that should be here, but isn't please let me know using the contact details listed earlier in this guide. ------------ 2.1) Sword (WeaP_01) ------------ A standard sword. Should only be used as a last resort. Will cause you to be more visible if drawn. If you put your sword into 'block' mode the visibility increase will not be as large. draw the sword by pressing '1' on your keyboard. If you want to put your sword, or any weapon away press the '~' key (left of the '1' key). Using your sword to kill anybody will leave a bloodstain, which can be cleaned up by using a water arrow. (NOTE to Thief: The Dark Project players, it is not possible to reacquire Constantine's sword in Thief II: The Metal Age.) ---------------- 2.2) Blackjack (WeaP_03) ---------------- The blackjack should be your primary means of taking out guards throughout all missions. A guard knocked out by your blackjack will stay knocked out for the entire duration of the mission. Knocking out someone leaves no bloodstain. As the blackjack inflicts one point of damage it is theoretically possible to kill a very weak opponent especially if the attack counts as a 'suprise attack'. The blackjack is equipped by pressing the '2' key on your keyboard. ------------- 2.3) Arrows (WeaP_03) ------------- All arrows, apart from fire and gas arrows follow the laws of ballistics. Both fire and gas arrows travel in a straight line, so you should aim at the top of the bowsight when using them. 2.3.1) Broadhead A standard, sharp arrow. Is capable of killing a guard in one blow if used correctly. You will need to take distance into account when using this arrow. Broadheads will stick in soft surfaces such as wood, if fired on a suitable angle, which means that if you miss you might be able to recover your arrow. Broadheads be used to cause a distraction, if fired into a hard surface. They can also be used to hit switches from a considerable distance, although this can take some skill in estimating distance. Broadheads are equipped by pressing '3' on your keyboard 2.3.2) Water Arrow This arrow is non-reusable and causes no damage if it hits somebody. Their main uses are for extinguishing light sources and clearing up bloodstains. They can only extinguish torches and gas lights, electric lights will not be put out. Water arrows are equipped by pressing '4' on your keyboard. 2.3.3) Fire Arrow Fire arrows are non-ballistic, they travel in a straight line so you need to aim at the top of the bowsight when using them. They are useful for destroying watchers, turrets and robots. They can be used to set off mines and Explosive/ Sunburst devices. They will kill a guard in one hit, guaranteed. You are considerably more visible when you have a fire arrow equipped. If you wished to relight a torch you could waste a fire arrow to do so, though using a flare would be a much more sensible option. Fire arrows are equipped by pressing '5' on your keyboard. 2.3.4) Moss Arrow Moss arrows are used to carpet a normally loud surface in moss that allows you to move silently across it. Moss arrows are equipped by pressing '6' on your keyboard. If a moss arrow hits a wall or roof it will fall to the floor before carpeting the area. In the game when you see a moss arrow used there will only be 5 pads of moss visible on the ground, arranged roughly in a square. All the area between two pads of moss is silent to cross. Moss arrows cause no damage. 2.3.5) Gas Arrow These are the most rare and valuable type of arrow in Thief II. They can be used to knockout single guard , or groups of guards from a long distance. Like the fire arrow, gas arrows travel in a straight line, so you need to aim at the top of the bowsight when using them. In mission 11 the guards patrolling the submarine are wearing full SCUBA gear and are immune to the effects of gas. In mission 13 Cavador is wearing a special respirator which means that he is immune to the effects of gas as well. Gas Arrows are equipped by pressing '7' on your keyboard. Once while playing mission 14 I found that I had a gas arrow that would not explode on impact, but would knock out any guard that it hit. It would them be floating so that it could be reused. I suspect that this is most likely a freak occurrence that might never happen again, if anybody else has seen this bug I would like them to inform me using the contact details listed earlier in this guide. 2.3.6) Rope Arrow Rope arrows are used to create a means of pulling yourself up to places that would normally be inaccessible. They can only stick into soft surfaces such as wood or plaster. They are often required to access hidden areas. They are reusable, although you might not be able to reclaim them without falling to your death. The rope has a maximum distance it will extend. Rope arrows are equipped by pressing '8' on your keyboard. Rope arrows are lethal in exactly the same way as broadheads if they hit somebody, but if you are reduced to using rope arrows as weapons you should seriously consider restarting the level and trying a different tactic from the start. 2.3.7) Vine Arrow Vine arrows are identical to rope arrows in every single way, except that they can attach to metal gratings, in addition to wood and plaster. They are also equipped by pressing '8' on your keyboard. 2.3.8) Noisemaker Arrow Noisemaker arrows are non-lethal arrows that when they stop moving produce a loud sound that is useful for distracting enemies so that you can sneak past. Once an enemy discovers the arrow however, he will start searching for you, so don't plan on sticking around in the same area after using a noisemaker. Noisemaker arrows are equipped by pressing '9' on your keyboard. ----------------- 2.4) Flashbombs (WeaP_04) ----------------- Flashbombs are the most useful non-lethal weapon in your arsenal. Once they are dropped their effect is identical to that of flashbangs in games such as Rainbow 6 and SWAT 3. The flash will affect you if you are looking at it when it detonated, but you will be affected for a shorter duration than guards. If you need to dispose of hostile ghosts or Hammer Haunts then you can use two flashbombs to cause them to disappear in a 'poof'. You can equip flashbombs in two ways, scrolling through your inventory until you find them ('[' and ']' to scroll, by default) or press 'F8' on your keyboard. ------------ 2.5) Mines (WeaP_05) ------------ These mines take 2-3 seconds to arm after being dropped or thrown. If you throw them aim closer to you than you expect, as they bounce and slide a considerable difference. Once armed they can be disarmed with your lockpicks, although you will need to be careful not to set a mine off. Unless you set them yourself any mines you find lying in a level will be disarmed and able to be picked up. One mine is powerful enough to disable a security robot, if you can catch more than one robot/person in the blast radius they should all be disabled/killed. Mines are equipped by pressing 'F10' on your keyboard. ---------------- 2.6) Gas Mines (WeaP_06) ---------------- These function identically to explosive mines, except that when triggered they release a cloud of gas similar in size to what is released by a gas arrow. A gas mine will obviously not affect robots, or anybody who is immune to the effects, if you are caught in the gas radius you will take damage just like you will from a gas arrow. You can equip a Gas mine by pressing 'F9" on your keyboard. ------------------ 2.7) Flash Mines (WeaP_07) ------------------ These function identically to explosive and gas mines, except that if activated its effect is identical to that of a flashbomb. By default flash mines don't have a key assigned to equip them, you will need to assign a key yourself or scroll through the inventory to be able to equip them. -------------------------------- 2.8) Explosive/Sunburst Device (WeaP_08) -------------------------------- Both of these devices are massively powerful explosives. They can only be set off by a fire arrow. The only time you are likely to use one is in mission 10 to force open the door to the castle Carslyle armoury. --------------------- 2.9) Frogbeast Eggs (WeaP_09) --------------------- Frogbeast eggs are fairly large, organic eggs. If you throw one, on hitting a surface the egg will burst, revealing a frogbeast that will hop around and attempt to get close enough to explode and cause significant damage. In mission 15 I have seen a single frogbeast egg disable a spider robot. ---------- 3) Items ---------- The following is intended to be a comprehensive guide to all useable items (that you can pick up and carry) in the game. If you are aware of an item that I have missed please contact me by one of the ways listed above. ---------------- 3.1) Lockpicks (IteM_01) ---------------- These are available in every mission except mission 1. They are always a part of your starting equipment. They are used to unlock almost any lock in the game. If a lock is unpickable you will need to either force it open (with explosives or your sword) or find the appropriate key. If a lock is unpickable you will not be able to do anything using either of your lockpicks, there are no locks that will open halfway before you find that you cannot completely pick them. How to use lockpicks. The game provides an adequate explanation of how to use lockpicks if you play mission 2 on normal difficulty. If you don't care take the time to play mission 2 on normal then read on. Firstly you need to be very close to a door in order to be able to pick the lock. The distance at which you can open a door is over twice the distance that you can lockpick it at. Once you are close enough to lick a lock you have a choice of which pick to start with. You can use either the square-toothed pick (F6), or the triangle-toothed pick (F7). Once you select the pick, you need to highlight the door and hold down the right mouse button until the it opens. You will be able to see the handle moving as you pick the lock as well as hear the lick working. Enemies can also hear this sound. If the pick you chose has no effect, try the other pick. If both picks have no effect the door is unpickable, and you will need to use other means of opening the doors. many locks will require you to use both picks one after the other to open them. You simply have to release the right mouse button, switch to the other pick, and then hold down the right mouse button again. Some locks may require you to change picks multiple times. Once you have successfully picked the lock the door/chest will automatically open unless you are in the way, in which case you will hear the start of the opening sound and you will need to close and then reopen the door out of its opening path. -------------- 3.2) Potions (IteM_02) -------------- All potions are used by clicking the right mouse button once they are equipped. 3.2.1) Health Potion A health potion will restore a small amount of health over a fairly short period of time. Regardless of the difficulty a health potion always restores 4 shields of health, making them more valuable on harder difficulty levels. You can equip a health potion by pressing 'F1' on your keyboard. 3.2.2) Speed Potion A speed potion gives you a vastly increased walking/running speed for a short length of time. Speed potions can be equipped by pressing 'F5' on the keyboard. 3.2.3) Breath Potion These have only one purpose, use them while swimming if you have nearly run out of air and your oxygen gauge will be completely refilled. These are one use only potions, and can be equipped by pressing 'F2' on your keyboard. 3.2.4) Slowfall Potion A Slowfall potion will cause you to fall at a considerably slower speed for a medium length of time. The time is sufficient for you to safely make it to the ground from all but extremely tall heights, but you can always use another potion if the effect of the first runs out. Slowfall potions are equipped by pressing 'F4' on your keyboard. 3.2.5) Invisibility Potion An invisibility potion will make you completely invisible, but not inaudible for a short length of time (approx. 5-8 seconds). Invisibility potions can be equipped by pressing 'F3' on your keyboard. ------------- 3.3) Flares (IteM_03) ------------- Flares are a portable light source that provide limited illumination for approx. 15 seconds. There have been cases where by constantly picking up and dropping a flare people have been able to extend this time period. There have also been cases of flares never extinguishing themselves. Flares can be used to relight torches. To do so you need to throw the flare so that it hits the torch at the top of the actual torch, not the torch bracket. It may take several attempts to get a torch to relight. Gas lamps can be relit by simply right clicking them when they are highlighted. ----------- 3.4) Keys (IteM_04) ----------- Keys are used to unlock doors without resorting to the use of lockpicks. Using a key is preferable to lockpicks because it is both quicker and quieter. Keys are usually held by guards or lying on tables in areas that are guarded. Some doors and both unpickable and don't have a key to open them, in that case you are clearly not meant to go through the door. -------------- 3.5) Compass (IteM_05) -------------- Your compass is always with you, and can be a valuable tool, in conjunction with your map. Because north on your map is usually to the top the compass can be used to ensure you keep moving in the general direction of a target area. The compass is especially useful in the city levels where the maze of passages means that you could get lost, and the compass will allow you to head towards your objective quicker than wandering around attempting to retrace your steps. This is most likely to occur when you were running to escape a guard and didn't have time to take note of the turns you made. ----------- 3.6) Loot (IteM_06) ----------- Loot is the item that will be your primary acquisition goal in most missions. It comes in three different basic types, listed below. The more loot you acquire in the current mission, the more equipment you will be able to purchase for the next mission, thereby making the next mission easier to accomplish, which means that you can find more loot to use to purchase items for the mission after that, and the cycle repeats itself. On most missions the total amount of loot available is substantially higher than what the mission objectives may require you to get. NOTE: in Mission 15 Sabotage at Soulforge there is NO loot available, anywhere. NOTE: increasing the difficulty usually increases the total amount of loot available in the mission. 3.6.1) Gold Probably the most common form of loot you will find. Can be found in the form of stacks of coins, bags/purses or even silver/gold nuggets lying around. 3.6.2) Gems The rarest form of loot, usually found in the form of crowns/tiaras or rings/ bracelets. 3.6.3) Goods Fairly easy to find, essentially anything you could sell at a pawn shop for some coin to finance your next adventure. ----------------- 3.7) Parchments (Item_07) ----------------- The main purpose of these in the game is to provide information, sometimes relevant to your objectives, sometimes just to fill in more details about characters in the game, and sometimes for no obvious purpose, until later on. Most parchments can be picked up and stored in your inventory, this can lead to problems as the game doesn't offer any means of differentiating between different parchments, so you could end up with 10 parchments in your inventory all looking exactly the same when you are trying to find a specific piece of information you need to accomplish an objective. ----------- 3.8) Food (IteM_08) ----------- There are many food items in the game, ranging from apples to deer legs. If you eat a sufficient quantity of a particular food it will restore some health. ----------- 3.8) Junk (IteM_09) ----------- Junk is just that, items that have no specific purpose in the game. You can only carry one item of junk at a time. You can identify junk by the fact that it's icon appears in the bottom centre of your screen and is labelled 'Junk'. ----------------- 4) Walkthroughs ----------------- All walkthroughs are written on expert difficulty, and will take you through each mission gathering nearly all loot available, if you wish to gather every last piece of loot you should use the in-game map to identify areas that could contain loot and the total available loot information provided at the start of every walkthrough. This guide is based on game version 1.18, and there will be differences if you are using game version 1.07. ------------------------- 4.0) SAMPLE Walkthrough (SamplE_00) ------------------------- This is a sample of the format that will be used for all walkthroughs with explanatory notes about how each part should be used. TOTAL AVAILABLE LOOT: 0 Recommended Purchases: No opportunity to purchase items. 4.0.1) Quick Objective Guide This part of a walkthrough provides a simple, basic guide as to what tasks need to be completed to achieve each objective in the mission. Objective 1: What needs to be done to complete first objective. Objective 2: What needs to be done to complete second objective. etc. 4.0.2) Detailed Walkthrough This section will take you by the hand and lead you through every single step required to successfully complete all objectives. 4.0.3) Mission Specific FAQ's Any questions directly related to a specific mission will be posted here. --------------------------- 4.1) Running Interference (MissioN_01) --------------------------- TOTAL AVAILABLE LOOT: 1285 (1265 if playing game version 1.18) Recommended Purchases: No Opportunity to Purchase Items 4.1.1) Quick Objective Guide Once You're ready for Basso to go give him the signal with the birdcall he gave you. You have to be close enough for him to hear it! Once you have cleared Basso's route to Jenivere (red line on your map) you can go back to your starting point, use the birdcall and simply wait. Should only be completed once all your other coals have been achieved Get Basso and Jenivere out of the mansion together with you. After completing the above objective all you need to do is wait for Basso. What would a wedding be without rings? Get two for Basso and Jenivere. (BONUS OBJECTIVE) NOTE: This objective will not appear in your list until you have completed it, just like all bonus objectives. In the main hall of the mansion there is a large fireplace. When looking straight at the fire there is a small ledge around the right hand side that you can mantle up onto. At the corner between the wall you are facing after mantling onto the ledge and the back wall, around Garrett's eye level is a tiny notch in the wall. Inside the notch is a pair of wedding rings. Get 600 loot, including 200 gems. The 600 loot can be acquired all in the basement level of the mansion. Getting 200 gems will require to visit both 2nd floor wings and find one secret stash. Don't kill anyone. Self explanatory, only use your blackjack to KO people. Score at least 8 knockouts. During your travels of the mansion simply knock out all the guards you find. There shouldn't be any trouble finding 8, but if you do have trouble, check the front yard and the guard room right after you exit the Butler's room. 4.1.2) Detailed Walkthrough ENTERING THE MANSION At the start of the mission you will be facing the front gate of the mansion. Wait a couple of seconds and Basso will come up, tell you he's sprung the lock on the side door, which is the only good way in and wait in a small building behind you until you use the birdcall to signal him. To enter the mansion, turn right and follow the wall until it turns left, just around the corner there is a set of steps leading down to the side door that Basso unlocked for you. Go through the door and don't miss the stacks of coins on the desk. There is a gap in the wall to your right, go through it and you will see two doors. You want the door on the left. The door is locked but the key is sitting on a ledge right next to it. Grab the key, unlock the door and go through it. CLEARING BASSO'S ROUTE There is only one way you can go now, very soon there will be a metal door that leads to the under-butler's room, he's not home so feel free to go in and loot the chest and piece of cheese on the table. Go out of the room and turn left into the corridor. Soon the corridor will turn right and there will be a torch in front of a window into a guard room. Carefully use a water arrow to put out the torch and listen to the guards complaining. There is a wooden door on your left that leads to a room with nothing valuable in it, ignore it. Now that the torch is extinguished you can proceed up the passageway and go through the 2nd metal door on your right. Inside you will find a workshop. There is a hole in the wall ahead through that is a set of shelves. The lower shelf holds 5 flares and a flashbomb. Under this shelf at left hand edge is a hidden lever, pull it and watch as the weapon display panel to the left of the shelf slides up, revealing a hidden stash of 1 flare, 1 flashbomb, 1 health potion, and a gold pouch (loot). After taking all this turn right and go through the hole in the wall straight ahead into a barracks area. Stay quiet because through the hole in the wall you can see ahead are the two guards that complained about the torch going out earlier. If you want to it's quite easy to sneak behind them and knock out both of them quickly, otherwise search all 3 chests in this room for some loot and then go out through the metal door on the wall opposite the gas lamp. Continue following the passage until you see a guard facing away, towards a doorway. He will never turn around, so knock him out and stash his body through the wooden door on the right, this room doesn't have any loot in it either so just shut the door on the unconscious guard. THE KITCHEN The next area is quite large, and the quickest route to Jenivere's room is straight through the hole ahead, but there is a guard station just next to this opening. This is why Basso's route is through the kitchen. In the kitchen is a single civilian knock him out and hide his body in a dark corner. There are two openings on the right hand side of the room as you enter. Go through the first opening and you will see a wine rack. In the rack are 3 valuable bottles and hidden on the very bottom is a speed potion, which counts as a secret for the game stats. Then go out of this opening turn right, go into the next opening and follow the passage down to the dumbwaiter. Get into the dumbwaiter and pull the switch outside it to send yourself up in the dumbwaiter. Once the dumbwaiter reaches the top you will find a guard constantly patrolling in front of the opening, with a key on his belt. Make sure you get the key and the two gold goblets and coasters on the table right in front of you. Then pull the lever on the left of the opening to send yourself down again. Get out of the dumbwaiter, walk down the passage and keep walking straight until you see a set of stairs on your right. Go up about 1/3 of the way up the main set of steps and then turn around. You should be able to make out a small ledge near the roof of the stairs, if not turn up the gamma to maximum ('+' key to increase, '-' key to decrease). On this shelf are two small stacks of coins (3 if playing game version 1.07). They can be hard to get and may take several attempts. Once you get both stacks go back down the steps and enter the second opening on your right (through a wooden door). This room has no loot in it. GETTING TO JENIVERE'S ROOM You will see another wooden door on the far wall of this room. Open it but make sure that you can't be spotted because there is a guard patrolling the corridor on the other side of the door. When you get the opportunity knock him out and stash his body through the wooden door on the other side of the corridor. The door leads to the servants quarters. In the servants quarters there is a hole in the wall leading to a dark room containing 3 chests with loot in them. Go back out the door you used to get in and turn right, at the end of the corridor turn right again and find the first metal door on the right hand wall. This is Jenivere's door. You could retrace your route to the start and signal Basso, but you still have 200 gems needed to meet the mission objectives. GETTING 200 GEMS Follow the corridor down to where it takes a right turn, on the far wall, just after the wall changes direction there is a door to a room that you could check out. Otherwise go down the corridor to the metal door on the left hand side and enter it. You will now be in the housekeeper's rooms. There will be a door straight across from the door you just entered it, go through it and find loot. Come back through the door and you will see two doors, the one you entered the room through and a closed one. You need to go through the closed one, if it is locked you will have the required key to unlock it. After going through the door you will find yourself at the bottom of a staircase. Go up the staircase and along the passage until there is a passage to your left and a locked door to your right. There is a guard who patrols along here, make sure you knock him out before you do anything else. Once the guard is knocked out unlock the door and go through it after checking to see if there is a guard in the room. After going through the door immediately go to the right and wait in the area where your light gem indicates that it is completely dark for the guard in this area to come down the stairs. When he starts walking away from you, knock him out and hide his body in the dark space under the stairs. There are 2 doors to small bedrooms on this level, but they contain no items. Go up the stairs and find your way to the bedroom. In the bedroom is a stand with a potted plant on top, on the wall behind the stand is a switch for a hidden area. Once you pull the switch hop onto the bed and grab the tiara out of the secret hole. Only 50 Gems to go. GETTING THE LAST 50 GEMS Go back down the stairs and through the door you had to unlock, them follow the passage and enter the third door on your left. This is the music room, loot it making sure to get the flute resting on a table on stage. Go out of the music room turn left and you will come to the great hall. There is a corridor on the other side of this hall with a guard on an extremly long patrol who comes into the hall as part of his patrol route. You might want to wait in a dark area for the guard to come through them knock him out and stash the body in a dark area. Once you take care of the guard, walk up to the fireplace in the main hall. You should notice that the entire fireplace has a wall built out from the back wall behind it. On both sides of the fireplace is a ledge you can mantle up. Go and mantle up to the ledge on the right hand side of the fire. Make your way down to where the ledge meets the back wall. At approx. Garrett's eye level there is a notch in the wall containing a pair of wedding rings. Grab them to complete a bonus objective. Next go into the corridor that the guard on a long patrol came from (opposite to the corridor leading to the music room) and enter the second door on the left. Do not enter the first door on your left as you already got all the loot in it via the dumbwaiter earlier. In this room you will find some loot, if you haven't knocked out the guard on long patrol yet, wait in the door until the guard walks past and knock him out, making sure not to attract the attention of the guard patrolling further down the corridor. After stashing the body make your way down the corridor and knock out the guard on a very short patrol route and stash his body. Go through the open doorway into a room with a line of pillars in it. Behind the pillars are doors to two small rooms that contain loot. In the room closest to the stairs the loot is on a ledge above the bed, towards the right hand corner (looking at the bed from the door). Once you get the loot go up the stairs in this room and search the area upstairs for another tiara and a ring that will bring your gem total to 250. SIGNALLING BASSO We don't need to retrace our route in it's entirety just to signal Basso, as there is a very convenient shortcut that we can take. Go back down the stairs, through the open doorway and immediately turn right. Follow the steps down and unlock the metal door. Once you go through this door you will be in the very first room you entered, the butler's quarters. Go through the gap in the wall out the open metal door to your left, up the steps and follow the wall on your right until you reach your starting location (the main gates to the estate). All you have to do now is pull out the birdcall, use it and wait for Basso to run into the mansion, open Jenivere's door and get back outside with her. If the birdcall fails to get Basso to come out, walk closer to the small window opposite the hedge on the near side of the gate and try again, if this still doesn't work open the door to a small storage room, walk up to Basso and then use the birdcall. If nothing happens even then, check that you have the birdcall equipped. All that's left to do now is to wait for a minute or two. Congratulations, you've finished mission 1! 4.1.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. --------------------------- 4.2) Shipping ... and Receiving (MissioN_02) --------------------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.2.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.2.2) Detailed Walkthrough {Detailed walkthrough coming} 4.2.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. ------------- 4.3) Framed (MissioN_03) ------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.3.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.3.2) Detailed Walkthrough {Detailed walkthrough coming} 4.3.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. -------------- 4.4) Ambush! (MissioN_04) -------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.4.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.4.2) Detailed Walkthrough {Detailed walkthrough coming} 4.4.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. -------------------- 4.5) Eavesdropping (MissioN_05) -------------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.5.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.5.2) Detailed Walkthrough {Detailed walkthrough coming} 4.5.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. -------------------------------- 4.6) First City Bank and Trust (MissioN_06) -------------------------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.6.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.6.2) Detailed Walkthrough {Detailed walkthrough coming} 4.6.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. ---------------- 4.7) Blackmail (MissioN_07) ---------------- TOTAL AVAILABLE LOOT: Recommended Purchases: 4.7.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.7.2) Detailed Walkthrough {Detailed walkthrough coming} 4.7.3) Mission Specific FAQ's None currently, submit any you have using contact details listed earlier. ------------------------ 4.8) Trace the Courier (MissioN_08) ------------------------ TOTAL AVAILABLE LOOT: Recommended Purchases: 4.8.1) Quick Objective Guide Don't kill anyone. Self explanatory, only use your blackjack to KO people. 4.8.2) Detailed Walkthrough {Detailed walkthrough coming} 4.8.3) Mission Specific FAQ's Q: Why did the 'Mission Failed' screen just appear for not reason? A: It didn't appear for no reason, you got too far behind the courier.
The game is fairly lenient about this, so unless you got stuck hiding from a
guard the most likely reason for this to happen is that the courier was out of
sight around a corner, and when you went around the corner therewas more than
one passage and you chose the wrong one, the only thing you can do is retry.
---------------------
4.9) Trail of Blood (MissioN_09)
---------------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.9.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.9.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.9.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
-------------------------
4.10) Life of the Party (MissioN_10)
-------------------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.10.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.10.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.10.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
----------------------
4.11) Precious Cargo (MissioN_11)
----------------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.11.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.11.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.11.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
--------------
4.12) Kidnap (MissioN_12)
--------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.12.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.12.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.12.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
------------------------
4.13) Casing the Joint (MissioN_13)
------------------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.13.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.13.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.13.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
-------------
4.14) Masks (MissioN_14)
-------------
TOTAL AVAILABLE LOOT: 0 (That's right, nothing!)
Recommended Purchases:
4.14.1) Quick Objective Guide
Don't kill anyone.
Self explanatory, only use your blackjack to KO people.
4.14.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.14.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
-----------------------------
4.15) Sabotage at Soulforge (MissioN_15)
-----------------------------
TOTAL AVAILABLE LOOT:
Recommended Purchases:
4.15.1) Quick Objective Guide
You are allowed to kill/destroy anything you so desire in this mission!
4.15.2) Detailed Walkthrough
{Detailed walkthrough coming}
4.15.3) Mission Specific FAQ's
None currently, submit any you have using contact details listed earlier.
------------------
5) General FAQ's
------------------
Q: If a door is locked, I can't lockpick it, and there isn't a key that opens it
nearby, can I still get through the door?
A: If the designers intend for you to be able to get through the door you can
either bash the door open with your sword (quite noisy), or if that doesn't work
(some doors are not bashable), your can drop a mine/sunburst device (you will
only find a sunburst device in one mission) in front of the door, get as far
away as possible and ignite it with a fire arrow, (try hiding behind a wall and
leaning out to fire the arrow if using a sunburst device, then ducking back
behind the wall before the arrow hits). This will blast the door open, but
is as loud as you would imagine explosives to be, so all nearby guards should be
incapacitated or unable to get to you before you try using explosives.
-----------
6) Cheats
-----------
Instantly complete mission:
Hold down Ctrl + Shift + Alt + End to instantly complete any mission.
NOTE: Make a backup of your USER.CFG file before making any changes to it.
Get additional loot at the start of every mission:
Open your USER.CFG file and find the line ";cash_bonus 1000"
change it to
"cash_bonus XXXX" (where XXXX is how much additional loot you want at the start
of every mission)
Start at a different mission:
If you want to change the starting mission for when you start a new game, open
your USER.CFG file and remove (delete) the semicolon in front of the
"starting_mission XX" line (where XX is the number of the mission you want to
start at. eg to start on mission 7 ('Blackmail') instead of mission 1 i would
change the ";starting_mission 7" line to "starting_mission 7"
------------
7) Credits
------------
Thief II readme file - system requirements.
If you submit anything that gets posted in this Walkthrough/FAQ your name will
appear in this section.
This Document is Copyright 2003 Steven Cunningham
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright owners.