Thief II: The Metal Age




Thief II: The Metal Age

Developer:Looking Glass Genre:Action Release Date: Download Games Free Now!

About The Game

A first-person shooter where stealth is key, where being ignorant about your enemies and surroundings got you killed. Thief II surpassed the original with new abilities such as shooting buttons using arrows, invisibility, and setting and disarming traps. Practically anything you could do as a thief in a pen and paper RPG you could probably do in Thief II. Complimenting the game were its proto-Venetian setting where magic and technology co-exist and where dark, untamed forces threatened the fabric of reality. All this combined to make Thief II one of the best games of all time.

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Thief II: The Metal Age

Thief II: The Metal Age Review

By Monica Bair |

The first time I slammed a nice, fat billy club on the back of a guard in Thief II I thought to myself, man, it's good to be back. If you enjoyed the first game (and why wouldn't you have?) then you'll feel right at home back in Garrett's shoes. His personality's intact, his insights and comments are once again witty and snappy, and the world that he inhabits is just as vivid, if you can use that word for environments that are squintably dark. If this is your first time in the world of Thief, get ready for one of the most mature, well thought out action games of the year.

Our previews have done a good job of fleshing out Garrett's new adventure in Thief II, but just to recap, the game takes place over a year after the original events in Thief I. Hammerist separatists, the Mechanists, are up to no good, and somehow the new Sheriff is involved. The streets are getting cleared of the riff raff, and Garrett suddenly find himself being the focus of Sheriff Truart's wrath. How do these connect, and what's up with those big gold robots? You'll have to play to find out. A big part of Thief's strength comes in the storyline, which is dark, completely original, and absolutely enthralling. Since this is a sequel, a lot of the initial thrill of seeing the past/forward environments in The Metal Age is gone, but in its place is a solid sense of security and momentum. Looking Glass has gotten comfortable with both the gameplay and the storyline with the sequel, and it shows. The game plays even smarter (and slower, in case you were wondering), and they've gone to great lengths to include tons of details and crucial story points within the levels themselves, elaborating on the strengths of the original game. Thief I was a risky concept to pull off, and the team has said before that they were pulling out all the stops for the sequel, given that they knew there was an audience for a thinking man's sneaker/shooter.

That doesn't mean that the sequel is a giant leap from the original. In fact, the game looks and plays very similarly to Thief I. You do have new gadgets this time around (such as a mechanical eye that allows you to zoom into objects, or spy orbs that act as a remote camera), and the interface has been tweaked, but most of the work has been done on the core gameplay experience. You're still hiding in shadows, making bulls-eye shots with your bow, and generally tip-toeing the crap out of the scenery, but each act feels even more real in Looking Glass' second attempt. Levels less linear than before, and the environments shy away from visual variety and focus on keeping to the story. Don't expect to be jumping from deserts to jungles in this game, but do expect to see a seam-free storyline that involves more characters, subtler intrigue, and environments that seem to connect a lot more naturally.

For instance, the game opens with a mission involving clearing a path in a mansion to a woman so that her lover can sneak through the guards and get her out, a task which not only involves finding the woman, but insuring that all guards on the route are out of commission or safely out of view. What route is the best? That's up to you. I diverted from the designated path completely and found myself in some interesting areas I would have otherwise never ventured into. Another mission has you sneaking through the city streets avoiding the guards in order to get a special item from your house, a process that shows just how much wider the gameplay has gotten in the sequel. Not only are there a myriad of routes available to you, from city streets to the underground tunnels of the canals, but there are entire areas that will bring you gold and information that aren't needed to complete the game. Secrets abound in every mission, and rather than just providing a joke or two, the special notes or items that you find really add a depth to the storyline, especially when you keep track of all the connections between the characters involved. One note of advice -- when you get to the warehouse level, make sure to take the time to find out what the butcher has been using for his meat stock.

The AI is even better in this game, with guards that are even smarter and more interactive than in the original game. Not only do characters seem to have complex routes, but they even seem to have agendas. Some guards are much less likely to catch you, especially if they're snoozing, while other guards keep in troops and are on a keen and constant watch, especially in the later levels. New additions are the children, mechanical robotic entities that must be disabled and avoided in a much different manner than normal human guards. Though you can get away with rushing by a child much easier than a human, taking them out is a much stiffer task (and they're not likely to give up on finding you as easy as a human, either). The situations that the game puts you in are much smarter as well. I was impressed at some of the intricate footwork that needed to be pulled of in order to avoid guards, pickpocket a specific character, or pull of a certain task. Looking Glass doesn't seem the least bit afraid of toning down the action even more for the sequel, and though some people may not like it, others will find it a step in the right direction for the series.

The interface is showing a little bit of wear in the game, unfortunately, particularly in the map interface. I can't emphasize how much you rely on the map in Thief II, and unfortunately it takes forever to flip back and forth between the menu screen and the game screen, and even then it can be very confusing to figure out where you are at a particular point in a level. Even though there is a compass and a general highlight of your location, it would have been nice to have had a "you are here" sort of X to give you a clearer bearing, or perhaps a map that could appear on screen to give you guidance as you move, like you use a map in real life.

The sound once again shines in Thief II, from the dark but ambient score to the myriad of sound effects and voices that you'll hear in the game. It's really one of the first times in a game that your ears are equally as important as your eyes, and the Looking Glass team has emphasized that in the sequel. Guards seem to react much quicker to sound cues, even the sound of an unsheathing sword. Leaning up to doors allows you to eavesdrop, and just hearing the volume level jump up as you lean closer is a thrill for someone used to thinking of sound as a mood setter rather than a gameplay device. That's not to say that the plain soundy sound won't have you enthralled. You'll never forget the first time you hear one of the children speak, I guarantee you.

The good news is that the cutscenes are just as stylistically pleasing and watchable as the original, with the same great art style, and even more heady exposition from the Keepers and Garrett that never turns schlocky. The graphics are baby step better than the first, but unfortunately the dark engine is still the big wart on an otherwise near-perfect game. In terms of AI and sound the engine excels, but unfortunately I found that the game tended to slow down or simply chunk out much too often for the amount of detail and action on screen, and for the power of the processors and 3D cards I tested the game out on. Though it certainly didn't kill the adventure it definitely was an annoyance at times, especially during important events. The city looks great, but the polygon count of the environments are definitely lower than 3D competitors like Quake and Unreal Tournament, that have shown off some stunning examples of brick and stonework. I'd love to see the world of Thief fleshed out with more detail, but unlike most games, I can honestly say that the pluses outweigh the minuses by far. It's definitely more than worth playing, but it's sad to see textures butting up against each other so bluntly and flatly at point in the game where competitors have taken the ball and ran to really beautiful new places.

If Quake is your universe, then you probably won't get what all the fuss is about with the game, and you certainly won't understand why someone would get off on peeking around corners and creeping around for hours on end without laying so much as a finger on any thugs. But for those of you looking for a complex, unique effort, Thief II continues to shine. The game puts in so much world detail that you can't help but get immersed in Garrett's plight and his adventures. Whether you're creeping up on a guard, or hiding in a dark alleyway listening to an important conversation, it's hard to separate yourself from the tension and tell yourself that you're still just playing a game. Like Half-Life, Thief II is an adventure that leaves a resonating impression, and a game that you'll want to return to, often.

-- Vincent Lopez

Thief II: The Metal Age Game Walkthrough

    Cheating With Dromed.EXE

    For Thief Gold and Thief 2 Metal Age (WIN98/98ME)
    This file may not be published by any online property that is owned by, has affiliation with, is a partner to, or participated in any content sharing transaction (written, verbal, or otherwise) with CNET Networks, Inc. The latest versions of the document, associated media and errata will always be first available at FAQS.
    Table Of Contents - 1.0 Foreword .1 Notation - 2.0 Preliminary Procedures .1 Setting up Dromed.exe .2 Safeguarding and Copying Existing Files .3 House keeping - 3.0 Fundamentals of Dromed.exe Operations .1 The On-screen View(s) and Mouse-Ops .2 Commands in 2D .3 Commands/Moving in 3D .4 Other commands (from the main Dromed window) - 4.0 Precautions - 5.0 Adding Objects (i.e., time for some serious ass-forkin') .1 Navigating The Object Hierarchy .2 Placing the Object .3 Sizing, facing, and positioning .4 When you need more than one...increasing stack count .5 Putting Items in Chests (Linking) - 6.0 Last Words: How to Cheat Responsibly .1 Why Do My Editted Levels Not Work? .2 Sex on the side with virtual game women
    1.0 Foreword
    Simalcrum cheats. A lot. Whenever simalcrum can get away with it, simalcrum will go to any lengths to win/finsih first/kill you first. If you're like simalcrum, then Thief and its even harder sequel Thief ii, is not the game for you. However, there are so many things to steal it just appeals to simalcrum's kleptomania -- not to mention killing people in the dark -- this game is a stalker's dream and a victim's nightmare. Simalcrum is not weird, just eccentric. IMPORTANT NOTE: This guide only serves to brief gamers on how to adjust/add objects in Dromed, not how to build levels. Simalcrum ain't got that time and simalcrum sure as hell can't get any decent voice actin' to warrant a fancy schmancy original Thief/Thief ii level. The damn thing's also too complicated and will probably blow up in simalcrum's face if it's screw beyond normal parameters. Also, much of the game details are netted from the Normal Difficulty. Since finishing Thief/Thief ii on any level of difficulty nets the same result, it is "unprofitable" (and lame) to do any part of these games on a difficulty greater than Normal -- any novice thief should know that.
    1.1 Notation
    Simalcrum has been game raping both Thief Gold and Thief ii maps liberally, so the notation "ii-" will be used before any Thief ii maps as to avoid undue confusion between the games. Just remember that you DON'T rename your Thief ii files (they should look exactly like Thief/Thief Gold files). You, of course, can try that and e-mail simalcrum what happens to your game if you do.
    2.0 Preliminaries
    For those of you lucky enough to have bought Thief and/or Thief 2 with the level editor (retail ~$20 or less; 15 pesos in Mexico, and $75,000 in Canada), you are indeed holding a tool far more powerful than a mere Gas Arrow. With this program, you can increase and adjust your starting gear to obscene quantities -- making even the expert level on par with Super-Easy (not available in Guatemala). But before you get all excited and possibly do something that will kill your system, let's set up our files and folders first.
    2.1 Setting Up Dromed.EXE
    #1: To proceed, you will need Winzip.exe or Pkunzip.exe inorder to extract the necessary files for Dromed to run. Don't have it? Do a web search and find it you cheap fuck. #2: Thief Gold's level editor is on the first disc (Installation) and is housed in the directory ... CD-Drive ... Ditto for Thief ii (Disc One: Installation), except the pathname is ... CD-Drive ... You will need to unzip that file to the folder where you have Thief/Thief ii installed. Say extract to ... C:Program FilesLooking GlassThiefG) ... When you do, Winzip/Pkunzip will ask if you want to overwrite certain files such as Dark.cfg etc.; to insure that Dromed runs perfectly, you should select "Yes to All", however; if you are unsure whether or not you wish to overwrite critical game performance options (such as the IDE83 video bug), you should say "No" to each overwrite.
    2.2 Safeguarding Old Files
    **WARNING** If you have downloaded any "patches" or "upgraded maps" from Looking Glass, or some other loser Thief site, BE SURE TO MOVE those files to another directory or to make a back-up on a 350 mB Zip Disk or on a CD. DO NOT E-MAIL DEATH THREATS BECAUSE YOU MISTAKENLY ALTERED YOUR FAT. #1: Eject Disc One: Installation and insert Disc Two: The Game. Go into the CD- Drive directory of Thief, Thiefg, or Thief2 and Copy/Paste all the files that have a .mis extension into the thief directory on your hard drive. On early versions of Thief Gold, this will overwrite Miss15.mis, but that's okay -- otherwise you will miss out on one of Thief Gold's unqiue missions, as the Dromed tutorial map was accidently misnamed Miss15.mis. I will however, use Thief/Thief Gold's Miss1.mis (a Keepers' Training) for the tutorial, as all training should be kept on Keeper grounds. #2: Remove the Read-Only Property on all the *.mis files in your Thief/Thief2 directory. This will allow you to adjust them if necessary. If you screwed up a map beyond your belief, retrieve them from the Game CD. It should be noted that these missions are the factory missions Looking Glass originally wanted you to play. All the dialogue and crap-chat will be there, as will the objectives, enemies, etc. The point now is to modify them so that even a blind taxi-driver can finish it.
    2.3 Housekeeping
    *.mis files are big. A dozen of them take up an easy 150+mB. If you are pressed for space, you should delete unecessary files, and uninstall crappy games that take up your disk drive, like Halo or Legacy of Lame Soul Beaver 2. You can also try just copying one file (I recommend the smallest Thief/Thief Gold file, Miss1.mis) as simalcrum will be using that to explain the tutorial.
    3.0 Operating Dromed
    For those of you who've editted Duke Nukem 3D (mostly by putting in an extra pair of strippers), this shouldn't be too much difficulty -- the principle remains the same; only the commands (and certain specifics) are different. For those who can't tell a mouse from external speaker, then you shouldn't be playing this game; go buy porn. Dromed is basically the program by which the programmers (probably) made the entire gawddamn game. It offers a static but adjustable view by which the user (i.e., you) to move about a specific level of Thief in its entirety in order to change/add/delete details such as enemies, treasure, weapons, items, patrol routes, rooms, objectives, etc. IT IS NOT PLAYING THE GAME ITSELF. The enemies do not move, nor does anything else for that matter. There is no sound save for the incessant clicking of your left and right mouse buttons; and you cannot "finish the game" in any respect while using Dromed. If you are still unsure of what the hell is going on, then please read the Dromed.doc that comes with the editor and come back when you have achieved some understanding to what the hell we're doing. I don't need rookies, unless you're a young, sensitive slut, between the ages of 18 and 35. Ethnicity and religion are optional. Like dancing? Long walks? Parties where we mix with people who think Survivor is cool and play Jenga all night? Then take a hike. Applicants must suffer from nymphomania but otherwise be Vee-Dee free for a period of three to five years, and preferably top heavy if you know what I mean and I think you do, but if you claim Virgin Preference send yourself today. Now, given the All Mighty's power to smite thy foe and carve something from nothingness, you may now begin to see the possiblity this program offers. Need a 100 gas arrows? Not a prob; just one question? Where d'ya want it? How about right next to you when you start? Can't be invincible? How about a 500 health potion pick-me up? Get the picture? Now let's review the basics of using Dromed before we get into some serious ass-forkin'.
    3.1 The Views Available
    When you run Dromed from the Start Bar (or via double-click), you will see an unimpressive black screen split into four smaller windows. A grid of white lines should show up in three of the four windows, with the upper left window showing either total black or a single white line. THIS is what the map looks like if nothing is in it -- in simple terms, you're basically in a Black Hole so obviously, you can't see anything from nothing. Okay, enough Nihilist rhetoric, let's get down to business. The little purple dot/sperm cell appearing in three of the windows is the Dromed 3D Camera -- it will serve as the marker for the 3D view and as a marker to some extent, in the other views. Otherwise, you can pretty much ignore it. There are basically two views you should concern yourself about: The 3D view in the upper left window, and the top view (or as we architects say, 'The plan view. Show us the plan view.'). These two windows wil be your most often used, as you will basically create onjects in the Plan View, and use the 3D view to determine most of its attributes such as dimension, orientaton, and placement. The other two views are Front and Side, and while not terribly important, they are nevertheless useful when you need to determine where things are on the Y and Z Axes. The pointer you move about resembles a red and white cross and can be used to readjust the window sizes by holding the left mouse button (LMB) over where the window borders intersect and moving the mouse. Adjust the view if you like, but do note you will probably need all four windows to check where your objects are. On the bottom, there should be a small table of values, of which six are extremely important. X, Y, Z, H, P, and B values. X and Y are self-explanatory to first year algebra students: they determine the X and Y coordinates of an object (or ;brush'). The Z value is the height while the P value determines pitch -- whether an object is tilted as in leaning against a wall, etc. The B value is the value of bank and the H value determines yaw. You can click the values and manually type in the numbers (then hit enter), but you can also adjust the values by holding the LMB on the appropriate variable and moving your mouse up/down, or side to side. You don't have an object to see the effects yet, but you will soon enough.
    3.2 Commands In 2D
    Now, move your cursor over to the upper right window (henceforth referred to as the Plan View) and hold your right mouse button (RMB). A small command window should pop up, and as long as your RMB is held, it will remain. You may move the cursor over the commands and notice that your selection will be highlighted in purple; by releasing the RMB, you will confirm that command and it will be immediately executed. In the PLAN, FRONT, and SIDE views, the commands will be the same: show/hide grid; solo/unsolo; synch all/asynch all; teleport camera; zoom in; zoom out; zoom in all; zoom out all; fit to region. A brief explanation: SHOW/HIDE GRID - Shows or hides the white grid lines. On maps that have numerous objects (such as Miss5.mis - Assassins; or ii-Miss7.mis - The Bank) you should hide the grid to make things run more smoothly. This hides the grid for all the single-perspective views unless you use the ASYNCH command. SOLO/UNSOLO - makes the current view the only one you see, enlarging the selected window to fill the whole Dromed window. Selecting UNSOLO will put you back into the quad view. SYNCH/ASYNCH - synchronises all three single perspective views so if you move the purple 3D camera/sperm cell in one window, the other windows will be adjusted accordingly to match the move. Simalcrum advises you have all your views in SYNCH all the time, as we are only concerned with simply adding items and weapons, not floors, walls, and ceilings. TELEPORT CAMERA - handy little command which allows you to move quickly from one spot to another. Using it though, doesn't garuantee you will end up in open air though. Somethimes, the camera will be in a solid mass, requiring you to move out of the solid to see anything in 3D view. ZOOM IN - Zooms in the current window, also activates the ASYNCH command. ZOOM OUT - zooms out the current window; activates ASYNCH. re-SYNCH to re- establish link. ZOOM IN/OUT ALL - zooms in and out of all three single perspective views and keeps synchronisation. Recommended.
    3.3 Commands/Moving In 3D
    Now, move your cross cursor to the 3D window (in the upper-left) and again, hold you RMB until a command window shows up. Like the single-perspective views, the 3D view also has its share of commands. Simalcrum will only concern you with the ones we need: show/hide grid; solo/unsolo; wireframe; solid world; solid & selection. SHOW/HIDE GRID - same for the other views, hide it if there are too many things to discern. SOLO/UNSOLO - Solo view is useful if you want to explore Thief levels without being chased by guards. You can find all sorts of secrets in Dromed simply by walking around. WIREFRAME - shows the level in wireframe; the box things come in. This is the only mode (in the 3D window) where you can select an object or brush to be manipulated by your mouse. SOLID WORLD - see the level as you would in the game. Combined with the SOLO command, this allows free exploration of every nook and cranny of Thief. This mode is used primarily to check an object's facing (such as chests), as wireframe doesn't show surface textures. SOLID AND SELECTION - see the solid world, but allows you to see the bounding box of the selected object (in white). This allows you to manipulate the object to a specific degree, or if you just need to see if the object is really embedded into the surrounding wall or floor. The keyboard is used to move the purple 3D camera/spermcell in Dromed, much like it's used to move Garrett the Thief in the City: W/S - move forwards A - turns left D - turns right X - moves backwards Q/E - strafe upwards or downwards Z/C - strafe left or right R/V - angles camera view up or down F - resets camera view parallel to the grid plane
    3.4 Other Commands
    Under FILE - Open Mission; how else are you gonna see the level? If you copied the *.mis files (and removed the Read-Only Attribute like simalcrum told you woman), then they should show up when you activate this command. Don't do it just yet though. Under FILE - Save Mission (as an *.mis file) allows you to save the changes you made to the mission in question. It is very important, as Dromed doesn't warn you about any unsaved data, like those other wussy programs Microsoft markets. Under VIEW - Toggle Light Maps temporarily removes all shadows and dark areas so you can see what you're changing. It's not a permanent effect, even if you save the mission while you have the darkness arrested; as soon as you run the game again, the proper lighting returns. This is useful in more ways than one. Under OBJECTS - Object Hierarchy. The reason why this game is so easy. Read on, fat boy. On the Dromed screen, FLOOR ME - Sets the Z axis of a selected object to the first available floor below it. Naturally, if the object is inside another mass, this command will make it behave oddly. On the Dromed screen, PROPERTIES - Adjusts the object's physics and other stuff. However, we'll only concern ourselves with the stack count. On the Dromed screen, LINKS - Connects two objects with a predetermined behaviour. For simplicity, we will only be using the "Contains" link. On the keyboard, DELETE - erases the selected object (the only one in white)
    4.0 Precautions
    ************************************************************ ************* ************* ************* W A R N I N G ************* ************* ************* ************* Read This ************* ************* ************* ************************************************************ DO NOT UNDER ANY CIRCUMSTANCE, use, press, or hold the LMB in any window unless you have an object already selected and created, otherwise you will instead, create an undefined brush that will require you to relight the level - - unless you know HOW to relight the level (I do not), you will need to delete the offending mission and re-copy it from the game CD (if you want to edit it) or you will not be able to play past that level. You've been warned ass-clown. ************************************************************ ************* ************* ************* W A R N I N G ************* ************* ************* ************* Read Above ************* ************* ************* ************************************************************
    5.0 Adding Objects, A Cheater's Training
    Now go ahead and load Miss1.mis (A Keeper's Training). This is a fairly small map and the time it takes to load in Dromed should be multiplied by 2-3 for the bigger levels. Carefully, single click with the LMB on any of the red bits on the screen -- just be sure not to hold the LMB and drag it -- otherwise you've just screwed the map and should re-load it by opening the same file again. See how the object name changes as you click on various objects? You'll notice things like "ambstartpoint" or "trolpoint" or "metaldoor" etc. These are the objects that create the world of Thief. Assuming you didn't TELEPORT the Camera, your camera should be where Garrett starts off in the Keeper's Training mission. Now let's have a look around in 3D. Use the RMB and SOLO the upper left window. Now RMB and select SOLID WORLD. Look familiar? Next, highlight the VIEW command and TOGGLE LIGHT MAPS. Nothing will change **until** you move the camera with the keyboard or unless you TELEPORT. You can practice moving the camera if you want, just remember that there is no gravity and as long as you "see" and don't "touch" (with your mouse) you should not do anything harmful to the map. When you're finished goofing off, piss off to the next section.
    5.1 Object Hierarchy
    Now we are going to add a fire crystal and place it right in front of Garrett so he'll be able to pick it up right from the get go. Why? Because that'll let you kill the Keeper walking right above you when you start. RMB, and WIREFRAME the 3D view. Then choose UNSOLO and go back to the quad view. Now pick the OBJECTS command from Dromed's main window and select the OBJECT HIERARCHY command. Chances are that you have a really object selected like "ambwindsound" or something esoteric. Nevermind it. Collapse the object tree by pressing the left arrow button on your keyboard. This window behaves somewhat like Windows Explorer, but the marked difference of doing something useful. If you keep collapsing the tree, you should eventually wind up with only four to five objects labelled, "sfx", "fnord", "physical", etc. We are only concerned with the physical objects. LMB single click the "+" next to physical and you can see that objects have been grouped into thematic categories: "household", "decorative", "weapons", "projectiles", etc. Select the "tulz" category and expand it like you did with the "physical" category. You'll see more subject headings. Select "crystals" then "fire crystal." Even though it has a plus next to its name, we are only interested in the "firecrys" itself, so single click the name with the LMB. [NOTE: some objects will have a variant of itself under the parent object; in this case, a "firecrysphys" is a derivative of the normal fire crystal for the flame spirits that drop these suckers on Expert. Sometimes though, the parent object is undefined and will show up as a white wedge. In such a case, you only have to delete the offending object and select a defined object. This does not irreversibly damage your map by altering the room database, so you don't have to reload, but drawing an undefined brush with your LMB will.]
    5.2 Placing The Object
    With the fire cystal selected, click the CREATE command on the right side of the OBJECT HIERARCHY window. Now you can create a fire crystal by moving the cross cursor over the Plan View Window and holding the LMB over the desired place where you want the crystal to be. Click and drag a box the size of four to nine grid squares large and release the LMB. A new object (in white) should appear in the vicinity. If you release the LMB too early, or selected the wrong object, you should DELETE the mistake and start from 5.1 again.
    5.3 Sizing, Facing, Positioning
    Now if you take the time to go into 3D and look around, you may or may not see the newly made crystal. Why? Go back into quad view and check the other single perspective views to be sure that the cystal is at the same height and location as you are. Adjust the fire crystal's Z axis value until you can see it is on the level with the purple spermcell-camera. If you want, you can try to floor the crystal by using the FLOOR ME command. Single click with the LMB on the value for "p". Type in the value "90.0" and hit enter. Notice how the crystal now lies on its side like in real life? Click FLOOR ME again. It should look pretty natural now. You may adjust the H and B values to make it look like it was discarded in a haphazard fashion.
    5.4 Modifying Stack Count
    You only created one fire crystal; what if you wanted more? Why? Have you heard of the saying, "There's never too much of a good thing?" Make sure the fire crystal is still selected as your preferred object (it should be white in WIREFRAME), and click the PROPERTIES command near the Floor Me command. You should get a window that allows you to adjust the physics and other parameters of the fire crystal -- try not to. Just select the ADD command from the new window and select the ENGINE option. A secondary window will show next and the correct course of action is to select and click STACK COUNT. A new window should pop up with the number "1". Add a zero to the end and make it "10". Enter. Select FILE from the main Dromed window and SAVE MISSION as a *.mis file; overwrite Miss1.mis and the next time you play A Keeper's Training, you will have ten fire arrows lying right at the start point. Kill you masters and join simalcrum on the Dark Side of the Game.
    5.5 Making Your Own Damn Treasure (Linking)
    Most treasure in Thief/Thief ii htough do not lie on open ground waiting for you to come by -- they wait in treasure chests to be discovered and found. Half the time, it's the discovery of treasure in an overseen hiding spot that gives thieves their delight in theft. So how about putting an object in a chest of some sort? First let's create another crystal (your choice) -- but this time, instead of putting it anywhere near the starting point, create it in a place Garrett cannot go normally in the game; i.e., null space. On the Plan View, use the command ZOOM OUT ALL until you can see the large unfiddled-with black areas of the level map; this is the left-over space that can be utilised for these purposes. Place your crystal in the "Twilight Zone" and leave it in the middle of no where. You will only be concerned with the Plan View for now. Next, go to the OBJECT HIERARCHY and back up the tree until you can find the CONTAINERS category under PHYSICAL. Open the CONTAINER tree and select the object COINBOX to be created (remember to LMB click the 'CREATE' command!). Although there are other types of containers available, this is the only one that seems to be consistent between the two Thief games [Besides several new ornate chests, a new steel foot-chest was added, bumping the old wooden foot- chest down to a new location.] TELEPORT the camera to where Garrett starts (and where simalcrum instructed you to create the fire crystal that gives you ten fire arrows from the step in 5.1). Create the coinbox much as you did before and place it on the floor (in a place where Garrett can get to) using a combination of 3D View and adjusting the X, Y, and Z values. Now notice that there should be an object name somewhere to the left of the XYZHPB value table that should say "Coinbox ###" where the ### should be a one to four digit integer. This is the object identification number for that specific map. If there are more coinboxes or similar objects, they will be numbered accordingly. REGARDLESS of how many other like objects you have, ALWAYS remember the exact number of the two objects you want to Link. If you input an incorrect object number (along with a link that cannot occur with said objects) there is a high probability your game will be irreversibly screwed and Dromed will crash. Simalcrum recommends that you write down the Coinbox Object ID# (now referred to as the OID#). LMB click the crystal you created (in null space) and write down the crystal's OID#. Now, LMB click the coin box and with it highlighted, click the command LINKS on the Dromed main screen. A window will pop up with a set of command buttons on the right. Click the ADD command and in the top-most box, select the "CONTAINS" link. Next, input the coinbox OID# in the FROM box and the OID# of your crystal in the TO box. That task done, click OK, then DONE to create your first successful self-made treasure. This process is the same for ALL items that Garrett can carry as inventory, from flashbombs to invisbility potions to treasure. You can also link *multiple* objects by creating as many objects as you want to be stuffed in the container. So, you can technically link a Gas Arrow, a Fire Arrow, a Health Potion, and several Invisibility Potions into one container. This of course, assumes that you check your stash after you open it as the game only displays the last item on the list. Also note that a "~" as in "~Contains" means that the link is reversed for the objects in the TO & FROM boxes; don't mix up the "~links" with the "non ~links" otherwise you will get an undefined object in your inventory -- just how can picking up a fire crystal net you a coin box? Thus, a valid link would be: Link CONTAINS To Coinbox(1344) From Firearrow(1348) But not: Link ~CONTAINS To Coinbox(1344) From Firearrow(1348) Another valid link would be: Link ~CONTAINS To Firearrow(1348) From Coinbox(1344) Since the Fire Arrow is CONTAINED BY the Coinbox, not the other way around.
    6.0 How Not To Cheat Your Ass Off
    You can now (hopefully) operate Dromed with the flourish of a gamer out for revenge. However, you will find Thief and its sequel regrettably more enjoyable if you DON'T have a standard cache of 500 Gas Arrows, 500 Fire Arrows, and 999 Invisibility Potions waiting for Garrett at the beginning of each mission. Simalcrum's advice is to cheat -- responsibly. You will find that on Thief Gold, the stack count for Moss, Gas, Fire, and Water (normal and Holy H2O) are undefined, meaning if you somehow get a Gas Arrow without having one in your inventory before, you will get an infinite amount of Gas Arrow (they corrected this oversight in the Thief ii Dromed). However, it was for me, better to operate with an increased **but limited** stash of equipment after I played through the mission at least once. Because Thief/Thief Gold is so repetitive game-wise, simalcrum recommends a Standard Equipment Cache for each mission to be: 20 Gas Arrows 20 Fire Arrows (double for undead) 10 Health Potions/Healing Fruit If you still have problems, simalcrum can't help you; but simalcrum knows a supremely stacked nymphomaniac who works with the retarded in the home town. You can also make the arrows infinite with the "null stackcount" quirk, but if you're working with limits then I would increase the arrows by 10 and the potions by 5 per level of difficulty above normal. Simalcrum did this for almost every level except in Bafford Manor, where simalcrum only added a single Rope Arrow in the wellhouse before you have to go down into the water. The only exception is the Lost City, as the presence of Fire Elementals require the use of Water Arrows. Add another 10-20 Water Arrows for that mission (or expend all the water arrows and you can also get a 'stackless' water arrow projectile if you want). Simalcrum ususallys link all these items into one convenient stash, thus the nickname of "Garrett's Coinbox." Guess that little sucker holds more than you think, eh? For Thief ii, the missions are varied enough to warrant a specialised cache for each one -- and it should be done to suit each player's taste. For example: Shipping & Receiving (The Docks) -------------------------------- Stash Location: By the large cube crate on the left wall near the start 5 x Health Potions 5 x Flares 10 x Gas Arrows 30 x Broadheads 2 x Rope Arrows ** Easiest mission in the whole game due to the fact you can kill lots of people with no/weak retaliation. One or two Gas Arrows should be saved for use on the little spiders in Mynell's Steaks storage bay. There is no need for additional Slow-fall as there are only places that mandate Garrett to jump down and sustain light damage. The Rope Arrows are used to get secret chests in the last warehouse (near the pirate boat), Building-B.
    6.1 Why do my editted levels not work?
    #1 - Did you save the .map file to your Thief Gold or Thief ii directory? It's hard to play a level you never saved. #2 - Do you have a saved game that places you on the results screen of the last mission? Thief, Thief Gold, and Thief ii loads the next mission's map immediately when you go the misison objectives screen. GAME SEQUENCE ------------- * Objectives Screen (you can also choose difficulty) * Load Out Screen * Mission Save Here --> * Results / Pass and Fail / Go to next mission * Objectives Screen * . . . repeat from top . . . * . . . repeat from top . . . #3 - Did you do something other than add an object? You may need to relight the level or do some other crap simalcrum is not familiar with. In this case, pull the mission from the game CD again. Simalcrum can't help you.
    6.2 Sex with virtual game women
    Simalcrum says, 'They're not real, but your hand is.' Thief 2 Maps (modified with extra starting items)
    Quabbin, Massachusetts Home of "No! Fornication!" Not to be confused with "No fornication!" simalcrum is always right; you are always wrong.

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