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THIEF 3: DEADLY SHADOWS
Contents
1.0 INTRODUCTION
1.1 ABOUT THIS GUIDE
1.2 CONTACT INFORMATION AND POLICY
1.3 COPYRIGHT INFO
2.0 THE GAME
2.1 THE WEAPONS
2.2 THE TOOLS
2.3 THE ENEMIES
2.4 STEALTH
3.01 TRAINING
3.11 END OF BLOODLINES
3.111 CITY ZONES
3.12 ST. EDGAR'S CATHEDRAL
3.121 CITY ZONES
3.13 PAGAN SANCTUARY
3.131 CITY ZONES
3.14 KEEPER LIBRARY
3.141 CITY ZONES
3.15 SUNKEN CITADEL
3.151 CITY ZONES
3.16 THE HOUSE OF WIDOW MOIRA
4.0 VERSION HISTORY
5.0 THANKS
1.0 INTRODUCTION
Thief: Deadly Shadows is the third installment of the critically acclaimed
Thief series. Thief: The Dark Project was the first game that might have been
considered a
"first-person sneaker" and one of the few intelligent action games available
at the time. Thief 2 built on the mythology of the first game, pitting
Garrett, the master thief, against a technological menace, after having
defeated an ancient, chaotic forest god in the first game. The first two
games were brilliant and revolutionary in their own right, and the development
studio, Looking Glass, put a lot of effort into each. Today, unfortunately,
Looking Glass is no more, and Deadly Shadows was made by the folks at Ion
Storm. After much worry and apprehension, I am proud to report that the third
game sticks to, and improves on the first two in style, story, and game play.
1.1 ABOUT THIS GUIDE
This is the first guide I have ever written for a game. I am sure it is not
formatted or otherwise put together as professionally as some of the other
guides available here are. This is a learning process for me, and as I expand
this guide, I hope to mature to look and feel of it also.
The aim of this guide, specifically, is to show you how to get through the
game on the Expert difficulty level, collecting 100% of the loot in each
mission, and knocking out or killing as few people as possible. In the Thief
fan community, this is known as "ghosting". There are, however, some points
in the game where, due to a bug or difficult guard, you are forced to disable
or kill someone. I make sure to point out all these parts in my guide, and
alternate methods of getting by a particular area like that are welcome.
On the subject of City Zones, I cover each one in depth, and then only mention
them again if there is something special about them later on. Realize that all
elemental crystals will regenerate every day. Some houses or taverns will also
have loot that regenerates over night also, in which case I will point them out.
1.2 CONTACT INFORMATION AND POLICY
I welcome e-mails about my guide, in the form of (good) questions, comments,
criticisms, and of course, praise. Questions that are answered already in the
guide, or about parts of the game that I have not yet covered will be
ignored. If you have any information you think would be useful for this
guide, please don't hesitate to contact me, I will give all the proper
credits.
Thebramble1@yahoo.com
1.3 COPYRIGHT INFO
My guide is free to use for the public. However, if you want to post this
somewhere
besides gamefaqs, please e-mail me to let me know. Also, please make sure I
am given proper credit.
2.0 THE GAME
Thief is a stealth action game. As Garrett the thief, your strength lies in
stealth and surprise, not force of arms. In fact, it is very difficult to
survive a face-to-face, hand-to-hand encounter in this game, especially on
Expert difficulty, where guards do extra damage to you. Generally, you should
never have to use your dagger, as your blackjack can take out people more
quietly than the dagger. If you do end up face to face with a guard, you
have other tools at your disposal anyway.
As a thief, you must be patient, and willing to wait while you figure out guard
patrol routes, and then to plan the best course of attack. The game is, in my
opinion, more fun if you don't go around knocking out or sniping every guard
you come across. And to deal with this AI, especially on Expert, you have got
to be patient.
2.1 THE WEAPONS
2.11 BLACKJACK
This is used to silently knock out people without leaving a bloodstain or
attracting too much attention. You will primarily be using this in the city
free play sections, when you are mugging somebody. Later on in the game, this
becomes the weapon of choice against the stone warriors.
2.12 DAGGER
Certainly thieflier than the broadsword you carried around in the first games,
but a lot less useful. No longer can you have swashbuckling and fast-paced
sword fights with multiple guards as in the first games, where you could
parry, block, slice, and chop as the bumbling guards tried to surround you.
Generally speaking, you won't be using this weapon much, if at all. It is only
good
if a guard happens to trap you in a tight spot and you have to fight your way
out, since your last save was too far back.
2.13 GAS ARROWS
Gas arrows are the most expensive, yet most useful of all the arrows. A
single gas arrow can take out many guards or bystanders that are caught in its
cloud. If you are ghosting the game, they are of limited usefulness.
Nonetheless, they are good in a pinch, especially considering that Garrett
is no longer affected by the gas himself anymore.
2.14 FIRE ARROW
Fire arrows are the most powerful, in terms or raw damage, weapon in your
arsenal. These babies pack quite a punch. They are useful for putting down
the undead, creating a distraction, or creating a chain reaction when fired at
an explosive barrel. Again, while of limited usefulness to the ghosting thief,
these are definitely something worth carrying around during the undead
missions. Also of note is the fact that pulling one back in your bow will
light you up quite nicely for all to see.
2.15 MOSS ARROW
The moss arrow is at once more and less useful than the moss arrows or
previous games. More useful in the sense that if fired at an opponents face,
they effectively mute and root that fellow for a good while. Good for
quieting down noisy servants who found your hiding place and go looking for
help. Additionally, if fired on the ground, and then hit with a water arrow,
they will help to break your fall from a high plece. They are less useful in
the sense that their classic purpose, making noisy surfaces less noisy, is
almost irrelevant. There are fewer noisy surfaces (like metal or tile) to walk
on in this game than the previous two. I have yet to use a moss arrow to quiet
my footsteps.
NOISEMAKER ARROW
Now here is an arrow that got a nice overhaul. When fired, they go off like
firecrackers, attracting attention for in a large radius. They are great to
use as distractions when ghosting a mission, as they allow you pass a heavily
guarded and well-lit area without ever being detected yourself.
WATER ARROW
These are largely unchanged from the previous games. Shoot them at a torch or
campfire, and the light goes out. Very useful, make sure you are well stocked
at all times, as these things make the difference between an impossible room,
and a merely challenging room.
BROADHEAD ARROW
Broadheads are the simplest arrow out there. These are also of limited
usefulness to a ghosting thief. They can make some noise, but noisemaker
arrows are better suited for that purpose anyway. If you don't mind killing
people, one shot at an unsuspecting victim's head, neck, or torso is usually
enough to take them for good.
2.2 THE TOOLS
2.21 FLASHBOMBS
While flashbombs are no longer the doomsday weapon they were in the previous
games, they are still very useful. When faced with an angry guard (or
guards), a quick flashbomb will leave them blinded and stunned long enough for
you to get away to safety. Always keep plenty on you for emergencies. It
should be noted that attacking a blinded guard will instantly cure him of his
blindness, so don't try it unless you're sure it will be a one-hit kill.
HEALTH POTION
What needs to be said? Have plenty on you at all times, and I guarantee you
will live a longer, happier life.
GAS BOMB
Like the gas arrows, gas bombs serve the same purpose at a shorter range.
These are handy to keep around if you don't have time or room to mess around
with a flashbomb.
OIL FLASKS
I haven't experimented much with these, as they strike me as a less useful and
less precise flashbomb. Nonetheless, they can be fun to play around with,
especially when guards are chasing you up or down the stairs...
EXPLOSIVE MINES
Very powerful, these things can take down anything that doesn't see it coming.
Very situational, however, so no reason to buy extras.
HOLY WATER
For use exclusively when fighting the undead, a single vial of this is enough
to take down most types of undead, assuming you can hit them in the head with
it. If
thrown on the floor, they create a puddle that the undead will try to avoid.
But don't count on a mere puddle being enough to protect you from an agitated
and hungry zombie, as I've seen plenty run across the puddles to get me.
THE ENEMIES
2.31 HUMAN GUARDS
Human guards include City Watchmen, private house guards, Pagans, pirates,
Keepers, and Hammerites. Despite looking different, they all share common
features. Humans are the most common enemy you will face. While not possesing
particularly acute senses, don't underestimate ones ability to see you in the
dark if he is close enough. A single broadhead arrow can take these guys
down.
2.32 TREE BEASTS
A type of creature you will only face in the Pagan Sanctuary, the tree beasts
are frightening, large, and have excellent hearing. I suggest going all out
and using a mine to take one out if you have to, because you sure aren't gonna
take it on hand-to-hand, or even outrun it, for that matter.
MAGIC USERS
Magic users include Hammer priests, Pagan Shamans, and Keeper Elders. They
are similar to a regular guard, except that they cast spells at you at range,
and can buff their allies to better fight you. Generally they are the leaders
of the various groups, so if you find one, search around for important items
or information.
KURSHOK
Giant fish-men. The Kurshok are big, mean, and ugly. They carry large swords
on their back that can take you down very quickly. Their years living
underground have given them senses every bit as good as a human, though they
seem to be a little slower. They are very hardy, and actually require TWO
sniping shots with a broadhead arrow to the head to take down.
ZOMBIES
Much scarier than the zombies of the previous games. And unlike the old
Contents
1.0 INTRODUCTION
1.1 ABOUT THIS GUIDE
1.2 CONTACT INFORMATION AND POLICY
1.3 COPYRIGHT INFO
2.0 THE GAME
2.1 THE WEAPONS
2.2 THE TOOLS
2.3 THE ENEMIES
2.4 STEALTH
3.01 TRAINING
3.11 END OF BLOODLINES
3.111 CITY ZONES
3.12 ST. EDGAR'S CATHEDRAL
3.121 CITY ZONES
3.13 PAGAN SANCTUARY
3.131 CITY ZONES
3.14 KEEPER LIBRARY
3.141 CITY ZONES
3.15 SUNKEN CITADEL
3.151 CITY ZONES
3.16 THE HOUSE OF WIDOW MOIRA
4.0 VERSION HISTORY
5.0 THANKS
1.0 INTRODUCTION
Thief: Deadly Shadows is the third installment of the critically acclaimed
Thief series. Thief: The Dark Project was the first game that might have been
considered a
"first-person sneaker" and one of the few intelligent action games available
at the time. Thief 2 built on the mythology of the first game, pitting
Garrett, the master thief, against a technological menace, after having
defeated an ancient, chaotic forest god in the first game. The first two
games were brilliant and revolutionary in their own right, and the development
studio, Looking Glass, put a lot of effort into each. Today, unfortunately,
Looking Glass is no more, and Deadly Shadows was made by the folks at Ion
Storm. After much worry and apprehension, I am proud to report that the third
game sticks to, and improves on the first two in style, story, and game play.
1.1 ABOUT THIS GUIDE
This is the first guide I have ever written for a game. I am sure it is not
formatted or otherwise put together as professionally as some of the other
guides available here are. This is a learning process for me, and as I expand
this guide, I hope to mature to look and feel of it also.
The aim of this guide, specifically, is to show you how to get through the
game on the Expert difficulty level, collecting 100% of the loot in each
mission, and knocking out or killing as few people as possible. In the Thief
fan community, this is known as "ghosting". There are, however, some points
in the game where, due to a bug or difficult guard, you are forced to disable
or kill someone. I make sure to point out all these parts in my guide, and
alternate methods of getting by a particular area like that are welcome.
On the subject of City Zones, I cover each one in depth, and then only mention
them again if there is something special about them later on. Realize that all
elemental crystals will regenerate every day. Some houses or taverns will also
have loot that regenerates over night also, in which case I will point them out.
1.2 CONTACT INFORMATION AND POLICY
I welcome e-mails about my guide, in the form of (good) questions, comments,
criticisms, and of course, praise. Questions that are answered already in the
guide, or about parts of the game that I have not yet covered will be
ignored. If you have any information you think would be useful for this
guide, please don't hesitate to contact me, I will give all the proper
credits.
Thebramble1@yahoo.com
1.3 COPYRIGHT INFO
My guide is free to use for the public. However, if you want to post this
somewhere
besides gamefaqs, please e-mail me to let me know. Also, please make sure I
am given proper credit.
2.0 THE GAME
Thief is a stealth action game. As Garrett the thief, your strength lies in
stealth and surprise, not force of arms. In fact, it is very difficult to
survive a face-to-face, hand-to-hand encounter in this game, especially on
Expert difficulty, where guards do extra damage to you. Generally, you should
never have to use your dagger, as your blackjack can take out people more
quietly than the dagger. If you do end up face to face with a guard, you
have other tools at your disposal anyway.
As a thief, you must be patient, and willing to wait while you figure out guard
patrol routes, and then to plan the best course of attack. The game is, in my
opinion, more fun if you don't go around knocking out or sniping every guard
you come across. And to deal with this AI, especially on Expert, you have got
to be patient.
2.1 THE WEAPONS
2.11 BLACKJACK
This is used to silently knock out people without leaving a bloodstain or
attracting too much attention. You will primarily be using this in the city
free play sections, when you are mugging somebody. Later on in the game, this
becomes the weapon of choice against the stone warriors.
2.12 DAGGER
Certainly thieflier than the broadsword you carried around in the first games,
but a lot less useful. No longer can you have swashbuckling and fast-paced
sword fights with multiple guards as in the first games, where you could
parry, block, slice, and chop as the bumbling guards tried to surround you.
Generally speaking, you won't be using this weapon much, if at all. It is only
good
if a guard happens to trap you in a tight spot and you have to fight your way
out, since your last save was too far back.
2.13 GAS ARROWS
Gas arrows are the most expensive, yet most useful of all the arrows. A
single gas arrow can take out many guards or bystanders that are caught in its
cloud. If you are ghosting the game, they are of limited usefulness.
Nonetheless, they are good in a pinch, especially considering that Garrett
is no longer affected by the gas himself anymore.
2.14 FIRE ARROW
Fire arrows are the most powerful, in terms or raw damage, weapon in your
arsenal. These babies pack quite a punch. They are useful for putting down
the undead, creating a distraction, or creating a chain reaction when fired at
an explosive barrel. Again, while of limited usefulness to the ghosting thief,
these are definitely something worth carrying around during the undead
missions. Also of note is the fact that pulling one back in your bow will
light you up quite nicely for all to see.
2.15 MOSS ARROW
The moss arrow is at once more and less useful than the moss arrows or
previous games. More useful in the sense that if fired at an opponents face,
they effectively mute and root that fellow for a good while. Good for
quieting down noisy servants who found your hiding place and go looking for
help. Additionally, if fired on the ground, and then hit with a water arrow,
they will help to break your fall from a high plece. They are less useful in
the sense that their classic purpose, making noisy surfaces less noisy, is
almost irrelevant. There are fewer noisy surfaces (like metal or tile) to walk
on in this game than the previous two. I have yet to use a moss arrow to quiet
my footsteps.
NOISEMAKER ARROW
Now here is an arrow that got a nice overhaul. When fired, they go off like
firecrackers, attracting attention for in a large radius. They are great to
use as distractions when ghosting a mission, as they allow you pass a heavily
guarded and well-lit area without ever being detected yourself.
WATER ARROW
These are largely unchanged from the previous games. Shoot them at a torch or
campfire, and the light goes out. Very useful, make sure you are well stocked
at all times, as these things make the difference between an impossible room,
and a merely challenging room.
BROADHEAD ARROW
Broadheads are the simplest arrow out there. These are also of limited
usefulness to a ghosting thief. They can make some noise, but noisemaker
arrows are better suited for that purpose anyway. If you don't mind killing
people, one shot at an unsuspecting victim's head, neck, or torso is usually
enough to take them for good.
2.2 THE TOOLS
2.21 FLASHBOMBS
While flashbombs are no longer the doomsday weapon they were in the previous
games, they are still very useful. When faced with an angry guard (or
guards), a quick flashbomb will leave them blinded and stunned long enough for
you to get away to safety. Always keep plenty on you for emergencies. It
should be noted that attacking a blinded guard will instantly cure him of his
blindness, so don't try it unless you're sure it will be a one-hit kill.
HEALTH POTION
What needs to be said? Have plenty on you at all times, and I guarantee you
will live a longer, happier life.
GAS BOMB
Like the gas arrows, gas bombs serve the same purpose at a shorter range.
These are handy to keep around if you don't have time or room to mess around
with a flashbomb.
OIL FLASKS
I haven't experimented much with these, as they strike me as a less useful and
less precise flashbomb. Nonetheless, they can be fun to play around with,
especially when guards are chasing you up or down the stairs...
EXPLOSIVE MINES
Very powerful, these things can take down anything that doesn't see it coming.
Very situational, however, so no reason to buy extras.
HOLY WATER
For use exclusively when fighting the undead, a single vial of this is enough
to take down most types of undead, assuming you can hit them in the head with
it. If
thrown on the floor, they create a puddle that the undead will try to avoid.
But don't count on a mere puddle being enough to protect you from an agitated
and hungry zombie, as I've seen plenty run across the puddles to get me.
THE ENEMIES
2.31 HUMAN GUARDS
Human guards include City Watchmen, private house guards, Pagans, pirates,
Keepers, and Hammerites. Despite looking different, they all share common
features. Humans are the most common enemy you will face. While not possesing
particularly acute senses, don't underestimate ones ability to see you in the
dark if he is close enough. A single broadhead arrow can take these guys
down.
2.32 TREE BEASTS
A type of creature you will only face in the Pagan Sanctuary, the tree beasts
are frightening, large, and have excellent hearing. I suggest going all out
and using a mine to take one out if you have to, because you sure aren't gonna
take it on hand-to-hand, or even outrun it, for that matter.
MAGIC USERS
Magic users include Hammer priests, Pagan Shamans, and Keeper Elders. They
are similar to a regular guard, except that they cast spells at you at range,
and can buff their allies to better fight you. Generally they are the leaders
of the various groups, so if you find one, search around for important items
or information.
KURSHOK
Giant fish-men. The Kurshok are big, mean, and ugly. They carry large swords
on their back that can take you down very quickly. Their years living
underground have given them senses every bit as good as a human, though they
seem to be a little slower. They are very hardy, and actually require TWO
sniping shots with a broadhead arrow to the head to take down.
ZOMBIES
Much scarier than the zombies of the previous games. And unlike the old
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