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Submitted by System on 09/03/2006, 09:50. Print file.
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Thief: The Dark Project


GENERAL STRATEGY

Stealth
The best way to avoid combat is to use stealth, period.
If your enemies never hear you coming, they won't know to
turn around and look for you. This is especially true if
your enemy currently has his back turned. Sound carries,
and walking on a tile or metal surface makes considerable
noise. Your moss arrows will come in very handy for helping
you stay quiet on otherwise noisy surfaces.

Surprise
The natural accompaniment to stealth is surprise.
Attacking from surprise is a tremendous benefit to you.
If your enemies don't know you're in the area and their
guard is down, they will often fall to a single strike
of your sword, a well-placed arrow, or one shot with your
blackjack.

Height
Rope arrows are more than simply a method of climbing up
to hard-to-reach places. One of the real benefits of these
arrows is that they allow you to get above your enemies.
Whenever you can, attack your enemies from above. Most of
the time, enemies alerted to your presence by an attack
or noise will look on the same level that they're on.
They don't tend to look up. Because of this, even alerted
enemies are easy to kill by sniping.

Darkness
Like stealth, you can use darkness in several important
ways. Staying in the shadows and using your ability to
hide will keep you out of almost as many fights as moving
quietly. If an enemy hears you but can't see you, there
is no way he can attack. Unless an area is brightly lit,
try to stick to the shadows as much as possible, even
when there are no apparent enemies around. One of the
more useful items you carry on virtually every mission is
your water arrows. Using them to douse torches allows you
to set up ambushes in areas that would otherwise be bright,
making you easy to spot.

Thieving Strategies
Skillful theft, and not combat, is the main goal of Thief.
In many of your missions, you'll be required not only to
achieve a major goal but also to steal other items of worth.
Even when you've met your goals in terms of your objectives
of stealing, grabbing additional loot is always worthwhile.
The more money you can collect, the more you can equip
yourself for subsequent missions. Often, all that stands
between having an extra healing potion in the next mission
and having to go without that backup is 50 gold in treasure.

Equipping Strategies
If you start with a couple of healing potions, you probably
don't need to buy additional ones. Try to carry at least
two on every mission. You shouldn't need more than a couple
of rope arrows on any mission, especially since you can
re-use them.

TRAINING MISSION

Your first task is to use shadows to move unseen.
Walk around a little in the room, and keep your eye on
the meter at the lower center of the screen. The brighter
this becomes, the more visible you are. To make it to the
other side, you need only hug the left wall until you
make it to the stairs.

The next task is similar but involves moving silently.
Before stepping out, take a look at the floor. The carpeted
areas are naturally much quieter than those covered in metal.
Step on the metal a few times just to get an idea of the
sound it makes and how loud it is. Then follow the carpet
to the stairs and go up.

Now it's time to get your weapons. At the end of a long
corridor, you'll find a sword and a bow and quiver of arrows.
Get these and arm the bow, then walk into the compound.
The targets for the arrows are off to your left. Take a
few practice shots. You'll notice that you need to aim a
little high on your shots--if you aim directly at one of
the bull's-eyes, your arrow will hit well below it.
When you're satisfied with your ability using the bow,
draw the sword and take a few swings at the dummy behind you.
It will drop as soon as you connect with a right slash,
a left slash, and an overhead strike.

Your next challenge is sparring. Don't sweat this too much.
Get in a few good swings and, if possible, practice blocking
your opponent's attacks. Once you get a few hits in, you
can stop sparring or continue until your life-meter is down
to three. In either case, grab everything from the table
and use the key to open the locked door.

Next come your movement skills. Climb up the rope and
leap onto the platform, then run forward and jump the gap
over to the other side. You'll also get some practice in
mantling (pulling yourself up on higher ledges) here.
Stick around to practice if you like, because the next
time you use these skills, you'll be doing so when a single
mis-step could be your last. Once you go through the red
door at the end, the mission will end quickly.
However, if you're fast, you can make it down the hall and
grab the item on the right side of the table. It will give
you an extra 50 gold to spend on your first mission.

LORD BAFFORD'S MANOR

Using the Sewers to Get In
From the start of the mission, walk forward. You'll soon
be in an open area with a large building ahead and to the right.
That's the house you'll be breaking into. If you continue
walking straight ahead, you'll see the front entrance and
the three guards stationed there. To find the sewers, though,
turn to the right and walk around the house. You'll see an
entrance to the sewer, which appears as a hole in the ground
with a ladder leading down. Pass up this entrance and the one
in the distance ahead. When you pass the first sewer entrance,
keep an eye out for the next left turn. Take it and continue
walking forward. You'll pass through a gateway, and to
your right will be a third ladder leading down.
This is the one you want.

At the bottom of the ladder, turn right. You'll see
several corridors in front of you. You want the one on the right.
As you turn right, you'll see a door almost immediately.
Open it and walk in. Flip the switch on the back wall and
leave this small room. Walk out and turn right, and turn
right again. The switch just opened the grate that was here.
Walk through to the ladder and climb up. There is a guard
stationed here. You need to get the key hanging on his
left hip. This will open the door he's guarding. Once the
door is open, walk in and jump down the well.

The Well and the Basement
Swim until you come to the large round area with water
trickling down from the ceiling. Continue until you come
to an area off to the right with dry land. Walk up and into
the basement of Bafford's Manor. You'll be in a storeroom.
Go to the door, open it and proceed into the next area.
It's another storeroom. Walk cautiously in here, because
there's a guard close by. Move in and very carefully approach
the window slit at the far side of the room. You'll eventually
see a guard walking past on his rounds. When he walks by
headed toward your right, he's going away from your path,
and it's safe to move. Go through the opening and turn
right, walking all the way to the end of the corridor.
Take another right turn, and eventually you'll find yourself
in another group of storage rooms.

If you look to the left as you enter the first room,
you'll see a guard standing watch over an exit in the distance.
You need to get through that doorway. Walk around in these
storerooms and line up a good close shot on the guard.
An arrow to the neck will put him out of commission permanently
and allow you access to the stairs leading up to the main floor
of Bafford's Manor.

On the First Floor
There are no guards near this first area on the ground floor,
but there are a few servants. Walk out the door and turn right.
Go past the first branch off to your right and keep walking
past the room with the sleeping servant. Take the right turn
just after this room and walk all the way to the end of
the hall. Once here, turn left and follow the hallway until
it ends in a reddish door.

Head into this next area carefully. You want to walk out
the opposite end of this oddly shaped corridor and take a quick left.
There's an open hallway here, with a set of stairs to your
immediate left. Ignore these and walk forward until you reach
another set of stairs to the left. Take these up to the next
room, and take the next flight of stairs up as well.
This will take you to a tower room over the second level.
Walk down the other staircase from this room to reach the
second floor of the Manor.

On the Second Floor Walk through the covered corridor to the
door at the end. It will be to your right as you exit the tower.
The room beyond is a library. Scout around for trinkets,
then open the door opposite the one you entered and step
very carefully into the hallway beyond.

Two guards are patrolling this hallway, both walking in a
counter-clockwise pattern. You've entered the hallway from
a door that they don't see as they make their normal rounds.
Sit and wait quietly as the guards pass. Just as the first guard
gets to the end of the hallway and turns left, the second guard
will appear. You need the key he is carrying on his belt.
Whether you get it by killing him or by cautiously picking his
pocket is immaterial. When he is dead or when he has turned
the corner at the end of the hall, move forward to the alcove
on your right. Pass by the door. There's a set of stairs
leading down to a small room with a door on each side.
Open either one.

In the next room, there is a single guard. Drop him with
a well-placed shot. The scepter is hanging on a pair of hooks
behind the throne in this treasury.

Getting Out
You'll leave a different way. Walk out of the throne room
and back into the hallway. Turn right and take another
right at the next door. This is Bafford's bedroom.
When you've collected all the trinkets, go back to the
hallway and turn right again. This time, go past the corridor
branch to the left and open the door in the left wall
at the end of the corridor. Walk to the other end of the library.

Take the first staircase to your right. Go up, then head
down the other staircase once you get there. Head down the
next staircase back to level one. Sneak out of the stairwell
and turn left. Take the next left you can, and walk until
you see the switch sitting against one of the pillars.
Throw the switch to open the nearby gate back to the outside
and leave.

BREAK FROM CRAGSCLEFT PRISON

The Mines
Walk over to the large depression in the ground and jump in.
There's really only one path you can swim, so take it.
This will take you into the mines themselves. You'll be starting
on the level next to the bottom. Crawl out of the water
and walk forward, following the mine cart tracks.
Walk around the dead-fall and into the mines proper.

Ahead of you is a corpse surrounded by a cloud of insects.
Avoid both and continue to walk straight ahead down the tracks.
After you take a few steps, the corridor will branch.
Take the short right branch, and when it stops, head to
the left. This corridor opens into a larger area with a
pair of corridors running left and right.
Take the closest one on the right.

You'll soon come to an open area with a device at the
back of the room. Move in and, avoiding the zombie,
jump onto the ledge in the wall on the right.
Crawl up this incline until you reach the end. It opens
up into a small room with three bodies, one of which is
a zombie.

Come out of the tube and go straight ahead, hugging the
left wall. In the corner, there is another ledge to jump
onto and crawl up. This will lead you eventually to a
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Other files from this game:
  1. Thief - The Dark Project document by System on 14/03/2006, 06:30
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  3. Thief - The Dark Project solution by System on 09/03/2006, 09:50