[Version
Note: This review was written before the latest
version was released; some issues I've mentioned here have probably
been fixed with the new version.]
[Ever-Present Custom Stuff Note: You
know the drill... custom skins, HUD, what have you. This campaign
adds a few custom models and skins to the mix, so don't hurt
yourself trying to sort out what is or isn't mine.]
Abstract:
Naaaaah.
Still short on bats... but if you really want bats, then play this
campaign. There are bats aplenty. This is my chance to stock up,
so...
The Basics:
Equipment Store(s): Yes
Skill Settings: Yes
Map/Automap: Not really
Puzzle Difficulty: Fluctuates
General Difficulty: Medium; Medium-Hard
in later missions
New Stuff:
but of course
Gameplay: I cover
that in the individual entries
Onward!
Seven
missions. Wow. This series, from what I gather, was supposed to part
of an elaborate scheme on the part of German FM authors to destroy
my free time completely. Although the project fell apart, Christine
put together what she had already finished and modified the overall
campaign and story; the full explanation is in the text file, so
forgive my oversimplification and/or sludging of the facts, whatever
they may be. Despite its truncated nature, this campaign still
managed to keep me off the streets and out of trouble quite nicely,
the arson charges notwithstanding.
One of the things (besides the .mis files themselves) that
shoots the filesize up to staggering heights is the presence of .avi
cutscenes; that's perfectly fine by me, as they are a thoughtful
touch to the overall experience. Those of you still on dial-up
connections may feel otherwise, and I more or less feel your pain.
Anyway, although they really don't provide any relevant info to the
missions, they do show off the next mission a little... nice music,
too. But you know Windows... if I watch anything with Media Player
(a pox upon it!) before playing Thief, the game will skip the
cutscenes. This can be fixed by the codec thingamawhatsit on one of
the game CDs,** but even so I find
that a reboot before playing will let me see the movies.
[** I've probably already mentioned
this before, but I hate the whole codec thing. Some people like THIS
one, some like THAT one, and it's such a big bunch of techno-weenie
bullshit that it HAS to have its reality-challenged combatants, just
like the whole Mac versus PC thing... who gives a bleeding crap,
anyway??]
Okay. For the purpose of this review, all missions were played on
Expert skill; I'm following the format I put together for my review
of the author's Lord Ashton series (gameplay,
mission story, stats, etc.), so if you've read that, then... well, I
apologize. But it should seem familiar, anyway.
[Storyline Note: Before you
start cracking skulls in each mission, read your diary. This will
give you background info and an explanation of your goals.]
A
Shopping Walk
Gameplay: Humans, a zombie, a Haunt;
walking / looting / info gathering
You're broke. Your landlord is threatening to toss you out on
your blackjack if you don't make the rent tomorrow, so tonight
you're skulking out to make a bit of profit off the town, as well as
your landlord. You're going to filch his house key and steal his
stuff, including his gold pocket watch, a treasured family heirloom.
While you're out, it might be a good idea to check out the
Hammerites and see what they're up to; it never hurts to know what's
going on. Unless you're Bill Clinton... then you have to deny
everything when everyone knows you know and YOU know you know, but
you can't let THEM know that you know that they know you know what
you know, you know?
So take a look around your house -- nice! -- and grab your
equipment, because you have lots of things to do and less time to do
them in. Look *very* carefully around the kitchen fireplace... I'll
give you that one for free.
So you're outside. I suppose you're now living in the nice
section of town (after all the cash you scraped up in the Lord
Ashton series, it's no wonder); there are a couple of friendly cops
patrolling, and they won't bother you as long as you don't do
something stupid...
...but you know me. Fortunately, I avoided
their wrath for this review. Beyond those two clowns, you'll find
out that the rest of the cops really don't like you at all. In fact,
they're eager to take you in for some reason, as revealed by a nice
little parley between two of the fascist oinkers--uh, fine men and
women in blue. This means that it's time, once again, to slap on
your Sam Spade hat (was it a fedora? a porkpie? a tricorn?) and do a
little digging for info. And while you're at it, find out why your
fellow thieves are disappearing; the Hammers suspect that Lord
Wellhofer is behind the disappearances, but they're puzzled as to
why. This means that you'll eventually have to take to trip to his
place of residence, but first... go get some cash.
This mission requires you to explore, and explore you will. The
title, in fact, puts me in mind of Richard
Bachman's (aka Stephen King)
"The Long Walk"... for obvious
reasons. But I don't mean all of that in a disparaging way, oh no...
I love big town missions with plenty of opportunities to riffle
through others' private property, even though they blister my
mouse's little feet.**
[** After a equipment-changing
operation, he's entirely optical now and doing just fine... he's
even gotten over the humiliation of losing his little ball.]
You'll soon find out that the general size of the town is roughly
that of three of the author's town maps in her Lord Ashton series.
It's easy to miss things and overlook loot, but if you're not in a
hurry and can explore thoroughly, your diligence will be rewarded
with helpful items. And take a look at the scenery while you're at
it; Christine knows the value of eye candy. The architecture has all
of these interesting little features that you really won't catch if
you're in a hurry.
The AI, on the other hand, are a little... well, they're
odd sometimes, being pretty twitchy on the whole. I KO'd a cop
roughly twenty feet from a female cop, and she went on full alert.
I'm not complaining, as it does add a touch of (unintended?)
realism. Look at the Hammers... I mean, I'd jump too if a door
opened by itself.
Okay, so whom did you steal from? I don't know about you, but I
hit the fishmonger, the theater, the weaponsmith, a pub, an innocent
lamppost (there were coins on the ground nearby, I just assumed they
belonged to it), a bank, a few citizens, a couple of cops, the
Hammer church, a crypt, a carpenter, the police station... just
about everyone had something to (involuntarily) donate to a
(un)worthy cause. I got roughly 2,000 more loot than the goal
required, so that leaves plenty of cash to support my pudding
habit... but just barely.**
[** I miss Hunt's little metal cans of
pudding. Sure, as a kid I lost a lot of blood thanks to those
sharp-edged lids, but I still prefer that peril over these
oh-so-safe plastic containers you get nowadays. Maybe the pudding
reacted with the metal, who knows? It just *tasted* better. Or maybe
it's just psychological. Can anyone tell me why I feel like crying
whenever I think back to lunch in kindergarten? Ah, no... never
mind. I really don't want to know.]
So with the town poorer and you richer, it's time to pay a visit
to Lord Wellhofer's mansion. I guess I'm about to find out where all
the cowboys... uh... *thieves* have gone.
The List Of Things:
- Your equipment's somewhere in your house at the beginning, so
check the downstairs thoroughly. I've read comments from people
who are puzzled as to why Garrett has to search for secrets in his
own home in some FMs, and I question this as well... up to a
point. I find it's easier to just accept it... don't make waves!
Anyway, earlier I said to search the fireplace; it's pretty
obvious that there's something in there, but it's not so obvious
how to proceed from there. Check the walkthrough (linked waaaaaay
above) for details if you get stuck... or just ask me on the Thief
section of the forums. I'll be glad to help... strangely enough.
- Read the recipe book by the sink for the truth behind the
health potions. If it's all the same to you, I'll avoid personal
injury in the future, thank you. *shudder* Although... since I did
come up through the American school system, I shouldn't have any
problems with horrible concoctions, as I am used to standard
public school cafeteria food. Something that's always bothered me,
though: why did the fried chicken have hair growing out of it??
This question has plagued me since the 4th grade.
- Minor spoiler ahoy! Jumping from that ladder into the room
with your weapons stash is an exercise in frustration. Be patient.
- Loot and helpful equipment are hidden in the darnedest places,
so be observant. I meaningfully mention the weapons shop.
- Speaking of loot, it seems to be more consistent than in the
Ashton missions. Meaning...well, you know what I mean if you've
read my review of that campaign. So if it looks like loot, then it
very likely is loot, and if it doesn't, then... Exception: you
can't pick up the looty-like things in your own house, but that's
just common sense; it is your stuff, after all.
- That's an interesting way to get into a bank...
- That's one terrific fountain. With fish, too!
- I'm guessing that, with most of the structures in the town
built of stone, the guy with the wooden house must be the local
carpenter. Ya think?
- The zombie in the Hammer crypt doesn't want to stay down after
being backstabbed...the little rotting bastard hopped right up and
came after me. And like an idiot, I had already opened the secret
door that would allow me to go further into the crypt, so I woke
up the Haunt when I fire-arrowed the zombie and he chased me. Fast
guy...I guess we now know what happened to Jim Thorpe after he
died.
- My only real complaint with the AI is that the Haunt in the
Hammer crypt refused to chase me all the way outside; he just
stopped near the top of the spiral stairs and made disturbing
gestures at me.** Too bad,
really... I find that a Haunt on the loose in a town full of
nervous nellies is very funny, indeed.
[** "Don't you... don't you moon me!
You put that bony butt back in your pants, mister!"]
- I considered throwing the Haunt's body into the water supply
just to see if anyone noticed the decidedly... peculiar... bouquet
that would result, but I decided against it because it would be
wrong. Okay, stop laughing. Honestly? It was just so inconvenient
to carry the thing all the way to a well or the canal.
- Tonight at the Nokia Community
Theater: fresh from his acclaimed performance in the local
drunk tank, it's Richard Burton! Tickets still available. Please
buy in bulk. We beg of you.
- I have no idea who or what the third kill in the stats refers
to; I recall only killing a zombie and a Haunt. File it under
"Who Knows?" I guess. On reflection however, I have
"nokillgoal" enabled (because I make my own rules), so
maybe a human AI died. I don't know. I'm too tired to care
anymore.
- The final loot tally is 8,709, but the walkthrough says 8,809.
My Level Stats: Expert Skill Loot: 8,419 /
8,709 KO's:
37 Kills: 3 (1
zombie, 1 Haunt, 1 ??) |
 |
 |
Lord
Wellhofer
Gameplay:
Humans, spiders, zombies (only 2), haunted toys; mansion robbing /
info-gathering
The diary you stole from the Hammer priest detailed the Hammers'
shadowing of Lord Wellhofer. It seems that in addition to making
nefarious people disappear, he's also been searching for some
valuable artifact called the Night Falcon. (They also mentioned his
tendency to troll for male prostitutes, but that's just a given.)
Night Falcon? Huh. Well, you don't know what it is or what it does
(maybe it's a cappuccino maker that flies), but you want to make it
yours. But the info is in Wellhofer's mansion, and it'd be wrong to
break in and...
...waitaminit, that gives me an idea! Why not? Why not combine
peanut butter with fish? Um... never mind. There's a problem with
getting into the place, though: since the way is closed, you'll need
to go through the mines and find the place where the workers
accidentally broke through the wall of Wellhofer's chapel. Needless
to say, the mine's been deserted, thanks to two giant spiders...and
you without any broadheads or thermal detonators. So if you like
sparring with spiders, you're in luck. Personally, I'd rather brave
the front gates totally naked and unarmed except for a sprig of
parsley and carrying a sign declaring "Guards
Suck!"
While you're down there trying not to get eaten and doing a good
job of totally freaking out, you might try to find some sort of
ancient gravesite or whatever that's rumored to have a mysterious
dagger that might come in useful later on. 2 zombies patrol the
place, but fret not: you're armed with only a sword and a
blackjack... and moss arrows! Run away in fear, zombies!
Me, I wasn't really convinced by the mine (more
on that in the notes below), except for one area... but then again,
I'm picky about things like that. Anyway, so now you're in the
chapel. All right... tile floors! And twitchy guards! Hooray! This
mission presents something of a challenge; the stationary guards are
placed so that it's a little tough to sneak up on them, while the
mobile guards -- upstairs in particular -- patrol in brightly-lit
areas. Talk about rude! But with a little patience and a willingness
to lure them into dark corners, they shouldn't be too much of a
problem.
Well... since you're currently in the mansion's basement, take a
look around. The guards' quarters are here, there's the electrical
room, the chapel, the sparring room, the armory, the dungeon... hey,
this Wellhofer guy is sick! Sebastian Medina sick! Whoosh...
whoosh... you'll see what I mean. At least you now know what
happened to all of your thiefy colleagues.
Take the stairs up, and you'll be on the ground floor. Here
you'll find the dining room, the kitchen, the bathroom, the
servants' quarters, a storage room, a study hall, the courtyard, the
front gates... and a fountain with fish. Of course. The upper floor
contains the children's room, Wellhofer's office, the library, the
game room, the music room, a couple of bedrooms, you get the idea.
It's a mansion. The only thing missing, really, is the ballroom and
a vomitorium.
Although not overly grandiose, this mansion is nicely done.
I wish had more to add to that in order to make a pointlessly
ponderous paragraph here, but I don't.
Oh, almost forgot: a subplot is revealed by a letter you find in
the chapel; it seems that the children's room is haunted. I won't go
into details as I'd like to preserve *some* of the surprises in
store for you, but I will say that the haunters really didn't like
me. They didn't really like the guards either, so it all works out
in the end.
In snooping around, you'll find out why Wellhofer wants Garrett
out of the picture: He's... oh, but that would be telling... ah,
what the hell. Wellhofer has been eliminating thieves and other scum
(hey!!) in an effort to get rid of anyone who might become
interested in the Night Falcon. Garrett is his biggest concern, but
also the most elusive. So that's why he's hunting you, and I'm sorry
if I ruined it for you. Okay, I'm not really sorry.
But in the end, at least I got to meet Lord and Lady Wellhofer...
nice couple, if a little unconscious.
So after a successful key and info hunt, you're
all done. You head for the front gates.
Things You Could Probably Live Without
Knowing
- Like in the first mission, there's no stuff to buy in the
equipment store.
- Note to Self: don't try to
blackjack a giant spider from the front again. I'm still shaking.
Something that big with that many legs that can leap over my head
is clearly the work of the Trickster.
- Like I mentioned previously, I didn't really buy the whole
mine area. The tunnels were just too regular (and perfectly
rectangular), and the wall textures gave the impression of loose
rock (structural stability, whereforeart thou?). The ancient
graveyard or whatever in the mines just didn't work for me,
either...oh, sure it looked good, but it really didn't make any
real sense. The same thing goes for the wall between the mine and
the chapel that opens with a button. That's just weird. Maybe I
just need to go lay down.
- Godforsaken spiders!
- Enjoy hunting for little tiny rings. Yes, they're back.
- Ever get killed by a possessed teddy bear? So humiliating...
My Level Stats: Expert Skill Loot: 8,875 /
8,915 KO's:
37 Kills: 7 (2
spiders, 2 zombies, 3 haunted playthings) |
 |
 |
The Hammerite
Monastery
Gameplay:
Humans, giant green lizards, giant dragonflies, vampires, vampire
bats, ghost spiders; info-gathering / temple-looting / tomb-raiding
/ much necessary stealth
So here you are in town. Your goal this evening is to get to the
Hammerite Monastery and mess with a few things that the Hammers
probably would prefer you left alone. You've found out through
reading the notes you "borrowed" from Lord Wellhofer (just
like you "borrowed" all his stuff and sold it to buy candy
and pretentious Italian living room furniture) that the Night Falcon
was a holy relic revered by a long-extinct order of silly English
Kaaaaa-niggits called The Brotherhood of the Falcon, who wish you to
know that if they still had working gastronomic systems, then they
would be more than happy to fart in your general direction.
The Falcon is rumored to be in the ruins of the Brotherhood's
main fortress; two magic stones are required to liberate the statue,
and that's why you're breaking into the monastery: in the tombs
beneath the place is a magic stone that belonged to King Gerhard the
Cruel (formerly William of the Tall Trousers). Your job is to get
into the tombs and get that stone.
And while you're down there, grab the scepter belonging to the
evil wizard Edmund (aka, "The Black Vegetable") ...and while
visiting the monastery, steal the weapons collection. And steal the
notes belonging to a priest who's come up with some new weapons. And
mow the garage and wash the lawn! Um...
So choose wisely from the equipment store and
hit the town. Oh... you're already there. That makes things easier.
The town is crawling with cops, so it doesn't pay to skip and jump
through the streets singing "Cop
Killer." Also, references to smelling bacon are strictly
prohibited, although to clear the streets in a hurry you might try
shouting something about a crisis at Ye Olde Donutte Hole.
The town is nice, but you're not here for a lengthy stay. Get to
the gates and... huh. Closed. There should be a switch around here
somewhere. It seems that there's a problem with ferocious breasts in
the countryside chasing people, and... ah, I'm sorry. That's
ferocious *beasts*. Anyway, they're these big green lizard things
that look like a burrick after getting caught in a pants press and
bombarded with gamma rays. Also of note are the giant dragonflies
(or whatever) that will shoot bug swarms at you if you're not
careful. Oh, it's a FUN night to be out, isn't it?
And it gets even better later on. Enjoy the scenery while you
can, kid. Since it isn't feasible to walk right up to the
monastery's front gates and claim that you're here to inspect the
foundations for possible demonic possession,** it's probably better to find an
alternate way inside...and you'll find one eventually. Find it?
Good.
[** "You see that there? That there's Beelzebub in the
mortises. That means high energy bills... not to mention massive
horsefly infestations and your kids' heads spinning around. You want
to get that taken care of before your foundations crack and you get
disembodied voices shouting at you to 'Get Out!"]
So you're inside, and... hey, female Hammers! Cool! But
they have to take a forced nap just like the guys, so club away.
Nice monastery... lots of gold laying around, and the place is just
so pleasing to the eye, it's a shame that everyone inside must die.
Or not... perhaps you play differently than I do. The problem here
is that you really won't have a whole lot of clues to help you out;
some of the questions posed to you the player have obscure answers,
at best. Okay, here it is: you need the Holy Hammer to open the way
to the tombs... the problem is that the thing is well-hidden, and
the clues are just not obvious by any means. So strap on your
psychic helmet and...
FYI, if you get stuck there is that walkthrough I mentioned. I had the
damnedest time finding that hammer.
So with the monastery in flames and everyone dead and/or dying --
again, perhaps you play differently than I do -- it's time to make
your way into the tombs. So grab that Holy Hammer and get down
there. Woo... tombs. Lots of spider webs, and... what the holy
murcielago are those things??
Oh. Vampires. Great. And their little furry flying friends, bats.
Joy unspeakable.
You may want to kill the vampires. You may want to kill the bats.
Let me caution you against being an idiot. The vampires can take a
lot of damage, and the bats explode upon dying.** Here's my advice: sneak. Put out the
torches and sneak. Sneak, sneak, sneak. It's easier than it seems,
but you will need a LOT of patience. Be aware that the monsters are
also very twitchy and will freak and start searching if you put out
a torch when they're in the same room with it, so be careful. Leave
them alone, because making a scene is just asking for trouble and a
reload.
[** What?!?]
This is the part of the mission that I dread
the most, really; I admit that being forced to rely upon my stealth
skills is fun... but those of you with weak constitutions ("he's going to walk into me he's going to...
Aaaaggh!!") will want to take it easy. After I
finished the mission, I found that I was short about 400 loot... but
I wasn't going back in there to search for tiny rings on coffins.
That's just *insane*.
Speaking of insanity, one obstacle to my progress was in the form
of a ghost spider... an arachnid apparition, if you will. Flashbombs
(FIVE!) took care of him. Further on, I came across... oh, don't
tell me that's blood. Please just let it be a big pool of cherry
Kool-Aid... hey, there's the stone! Grab it and get out of this
madhouse.
Now that's done, let's move on. I think there's another stone you
have to steal...
Things More Important Than You Or
Me
- The equipment store has stuff for sale! This is true for each
mission from now on.
- The dagger you start out with is essentially the model from
"Calendra's Legacy." I would have
preferred something with more REACH, perhaps, but... At least it
makes you less visible when drawn, anyway.
- I don't know about you, but I don't think I could live above
an ancient tomb filled with vampires; I believe that would make me
just a tad nervous.
- Exploding bats?!?
- What exactly does a vampire feed on in an ancient tomb,
anyway? Maybe that big pool of blood is the key... although that
brings up another question: where did all that blood come from? Is
this the secret agenda of the Red Cross: vampire-appeasement?
- After walking through the door/window that opens with the Holy
Hammer, you can just drop it...you won't need it after that.
- The stats say I killed 6 things. I killed 3 dragonflies, 2
spiders, 2 bats, 1 ghost spider, and... waitaminit... that's 8! Do
the bats not count? I'll just put down 8 in the Kills total
anyway.
My Level Stats: Expert Skill Loot: 8,124 /
8,514 KO's:
30 Kills: 8 (3
dragonflies, 2 spiders, 2 bats, 1 ghost spider) |
 |
 |
The
Cathedral
Gameplay:
Humans, zombies; just passing through town / cathedral rob / info
& loot gathering / crypt-creeping / zombie massacre / magic
sword obtainment
Oh, boy. More Hammer stuff. After your harrowing ordeal in the
tombs beneath the Hammerite monastery, you were feeling a bit
under-abused. So you decided to sneak into the Hammers' cathedral
just to let the intolerant bastards beat you bloody... you kinky
little minx.
Perhaps the local cathedral has info on where you can find a clue
as to the whereabouts of the second magic stone. You still don't
know where the actual ruins are, but all in good time... maybe you
could find a colorful local character and ask him for directions to
the area in question. Or not. In addition to standing around and
going "golly-gee!" at the pretty
cathedral, you might want to pick up a couple of supplementary
treasures. One of them is a valuable artifact -- which looks to be a
palantír -- and the other is a magic sword... holy, makes bearer
less visible when drawn, the usual stuff. It goes without saying
that the sword's in the cathedral crypts... enjoy the zombies.
You start out in town (typically lovely), but much like an Ex-Lax
milkshake you're just passing through... but don't forget to steal
everything in sight, either. A short walk later, and you're at the
first set of gates that let you know that there's a definite Hammer
presence in the area. Eventually you'll get to the cathedral and its
bounty.
Nice cathedral, by the way... not massive in an
"Insurrection" sort of way, but it's large enough to
keep all your stuff there if you wanted. Good layout, lots of tile,
not too crowded... I like it! The only drawback is that there aren't
a whole lot of clues to shed light on how to go about completing
your tasks while you're in there. The difficulty of the artifact
hunt, specifically, depends basically on just how clairvoyant you
are. Where would someone hide something like that? It's up to you to
figure it out. The location of the Hammer treasury is easier to
figure out, but finding the sword in the crypts may elude some
people. It baffled *me* at first, but then again... oh, never mind
about my mental processes. The brackish well of my self-esteem is
low enough as it is.
You'll come across the secret of where the second stone is, if
you look hard enough. From your readings, you discover that the
Brotherhood of the Falcon were visited one day by the evil wizard
Edmund ("Your head is as empty as a eunuch's
underpants!"), who wanted to buy the Night Falcon. They
refused... actually, they told him to sit on his scepter and spin...
and he left in a snit. So it was inevitable that strange things
began happening and some of the knights went mad and began attacking
their brethren with clever taunts concerning hamsters and
elderberries.
The besieged knights responded with brave retorts centering
around the concept of the evil sons of a silly person boiling their
bottoms, but to no avail. They managed to seal off the Night Falcon
with two magic stones -- provided by a very unhappy acolyte** -- and dispatch couriers bearing the
stones to two recipients: King Gerhard the Cruel (who was a friend
to the Brotherhood) and the Hammerites (who are friend to no one).
The knights eventually fell and were cursed themselves, doomed
forever to walk (or skip or jump or line-dance, whatever) the halls
of their formerly glorious fortress. Boo-hoo. The Hammers, true to
their nature, sealed their stone away in a mysterious
tower.
[** Rim shot.]
So with the cathedral and crypt emptied of
their secrets and riches, it's time to see a man about a tower.
A Lackadaisical Attempt At A List Of
Interesting Things:
- The windows in the house near the beginning of the mission are
just incredible. Beautiful effect.
- When I first got to the cathedral, I scouted the perimeter
(read: "I followed behind the patrolling
Hammers and hurt them"); upon happening by the very
back of the building, I heard someone clear his throat... I looked
up and saw a stained glass depiction of the Master Builder. As I
was in the process of hiding a body, it was an uncomfortable
situation. "Um... I'm sorry?" I
sort-of-apologized to the window. Of course, what I heard was the
high priest inside the building, but still... a jolt nonetheless.
- I love the Hammers. "And the Builder
said--" [Whack!] "--Hffff!" [thud]
- Huh...I hadn't really paid attention to my dagger's
anti-undead qualities. Very useful... although as I had whined
about previously, I was hoping for something with a little more
reach.
- Speaking of daggers, I was thinking about the supposed dagger
in Thief 3. Not a bad idea, but
you know? I'd prefer a Scottish Claymore. Four-and-a-half feet of
Highlander steel! Yeah! But knowing Garrett, he'd get a hernia
just looking at it, so maybe a dagger's more appropriate.
My Level Stats: Expert Skill Loot: 6,427 /
6,527 KO's:
24 Kills: 9
(all zombies) |
 |
 |
The Mysterious
Tower
Gameplay:
Humans, (un)dead things, spiders, a ghost spider, bats; town-rob /
sewer-trek / church-search / crypt-creep (again) / tower scrutiny /
fence-meeting
Another town, or is it the same town? Who knows? You... you have
your own problems. You need to get into that so-called
"mysterious" tower and get the second stone, but how?
There isn't an obvious way in, so maybe the local Hammer church will
have some sort of clue. Ah... Hammers again. And to think I had
missed them in Thief 2... now I
wish they'd all go away.
While you're out, you might as well pick up a couple of
additional items. Lord Hafner has a valuable bracelet, while the
pharmacist -- who is a person of questionable ethics -- has an
antique navigation globe, although to his credit, he's not doing
weird electricity experiments on Headcrabs. So when you're done
wrecking the local economy and you've completed all of your tasks,
head for the local inn and wait for your fence in his room. But
watch out... the inn's right across the street from the police
station, and a few of the boys in blue are getting totally 'faced...
so it may be more prudent to use the side door.
Dear prudence. Being prudent isn't always fun.
Hell, Paul had to practically beg prudence to come out and play, so
to hell with that. Me, I'm going in through the front door, but in
my own special way. Who's seen the thief? Not you or I...
Anyway, you'll find in your reading that Lord Hafner's supposedly
looking for the Night Falcon too, which is probably one of the
reasons that Lord Wellhofer's trying to ruin him. You know, I
probably could have taken care of the whole Wellhofer problem a
couple of missions back... but nooooooooooo! I have to be careful to
not anger the Gods of no-kill goals. *grumble*
Oh, well. Be a man and just get through it, that's what I always
say. Actually, I *don't* always say that, but I always say "that's what I always say" even though I
don't always say whatever it is that I'm saying, so... oh, I give
up. Moving on.
The town is very nice; it's also a bit more convoluted than
what's usual in this pack so far, what with so many things to do and
having to actually think about how to get to certain places. Rope
arrow up to an overlook, infiltrate the church via the sewers, and
so on. This mission really isn't all that large, really, but the
space is put to very good use. One of the best examples of how
textures and space are used effectively is the bookshop.
The gameplay is also somewhat better than in the previous
missions; I got to use the "lure a bunch of
idiots with a noise arrow then gas-arrow them when they clump
together searching" bit that I love so very, very much
*three* separate times. Beautiful. The Hammer crypt, what with its
very nasty inhabitants, allowed me to try out my brand new magic
sword. I don't quite know what to call the new dagger-carrying
Haunt-like monsters, although the model is a DeDx model called
"Revenant," I believe... so I'll
just call them Revenants if they show up again. I still wonder where
they hide their rocket launchers, though...**
[** A tribute to those of us who
remember Doom 2. For the rest of
you... lick me.]
So let's see... I have two magic stones -- no, I won't show them
to you -- a lot of loot, my blackjack has fallen apart thanks to all
the notches I've been cutting into it, I have a firm purpose (find
ruins, steal holy bird statue), and now... now, I must put on
leather chaps and dance the night away. Or maybe I'll just grab a
candle and make amusing shadow puppets until the drugs wear off.
("Abraham Lincoln's coming to kill me!
Motheeeerrrrr!!")
And Now For The Part You've Not Been
Waiting For:
- While I like the new sword, the arm attached to is a little on
the odd side. Just use your block key to see what I mean.
- Be on the lookout for Colin Mochrie, weaponsmith!
- The pharmacist is a little shady for a guy whose main job is
to hand out Viagra to the flaccid townsfolk.
- Four Hammers and one cop on one gas arrow... not too shabby,
but I top that later at the inn: I got six cops on a gas arrow
there. I've done better, but it's still fun.
- Bats *hate* bright flashes of light. That is all the hint you
need. Oh, and stand back.
- Judging by the sign on the inn, I'd say it's called the "Bleeding Sword Through A Burrick's Head
Inn."
- 18 knockouts seems a bit low, considering how many I put down.
Let me figure this out... from what I can remember, I KO'd at
least 32 people, give or take one or two. Perhaps the gas arrow
usage is the culprit... I did use gas arrows to KO 14 various
persons, so yeah, that's about right. I'll adjust for that in the
final totals, even though -- time travel note -- I used gas arrows
in almost every mission on groups of live AI. This skews my true
totals royally...
- Speaking of skewed math, the Kills total is screwy again. I
killed 12 things, but it only reports 8. So again, I'll put down
what I counted, which is 12. I guess maybe frogs and bats still
don't count?
My Level Stats: Expert Skill Loot: 6,045 /
6,165 KO's: 18
(really, 32) Kills:
12 (2 spiders, 2 bats, 2 frogbeasts, 5 Revenants, 1 ghost
spider) |
 |
 |
Christmas
Presents
Gameplay:
Human, snow burricks; sled ride / town-rob / frostbite /
info-gathering
Walkin' In My Winter Underwear.
Just like in the sixth mission in the Lord Ashton series, I'm
free once again to give people nasty concussions and leave them
respirating weakly in snow drifts. They'll be just fine... I
imagine. And a winter map is just perfect for someone running a
fever (hello), but never mind that now. You have quite the shopping
list of things to collect, so it's time to stop dancing in stilettos
in the snow** and get
moving.
[** But of course,
you never understood why Fish had to go.]
First, enjoy a brisk sled ride to town -- watch out for the snow
burricks -- and go to the weapons dealer. He has the equipment you
will need for your trip to the ruins, although he wasn't exactly
holding it for *you*... not that it matters. Next on the list is a
painting in the town museum by Sir Hrothgar called "The Enchanted Forest," a charming
little portrait of what lurks in the darkest thickets, eating slow
children. Then make your way to the Golden Sun inn, where a renowned
antiques dealer is staying. He has a valuable trinket called "The Golden Falcon" which he hopes
to sell for a nice price; both Lord Wellhofer and the curator of the
museum are very interested, but you figure that you need it more
than they do, what with your current obsession with falcons.
Last on your list is a visit to the
construction offices owned by Lord Wellhofer for a map that will
tell you where the ruins are. Needless to say, while you're doing
these things you shouldn't forget to liberate the townsfolk of their
hard-earned cash. This is your own special way of Christmas
shopping, and for the sake of what's left of your soul, I'm glad
there aren't any Salvation Army Santas for you to roll for a few
quarters.
You'll find out that Lord Wellhofer wants to lead the second
expedition to the ruins himself. The first expedition ended in
failure, and in typical blue-blood fashion he berates the commoners
involved for their incompetence. Oh, for a bloody revolution, huh?
Like I mentioned before, I should've (de)capped this guy when I had
the chance.
You've seen part of this town before; the construction offices
are in a previously-inaccessible area. The new bits expand upon the
town nicely, and it all comes together in the author's usual style
of visual magnificence. I have no complaints about the scenery
whatsoever. Of special note are the glass windows: incredible.
Between the eye candy and the live AI aspect of the gameplay, I
do believe we have a winner here; this is one of my favorite maps in
the pack for good reason. I especially enjoyed my trip to the
museum, where I expanded my mind with the transcendent beauty of
human expression... so I decided to take all the art home and make
my own museum. Who needs to by a "Lil'
Curator Beginner's Museum" kit, anyway? All I need is a
bunch of art and a place to put it all... and a loot bag the size of
a dump truck.
If you get the chance, drop by and see my most popular
exhibit, "Elvis Art And You,"
currently on display until next February 23rd. Other exhibits
include "Unwanted Treasures: Stuff Rejected
From The Titanic Exhibit," "Squealing And Covered In Various Fluids: Montages
Of Still Scenes From The Films Of Jun Kusanagi" (21+ admission only, please), "Stop Touching Me!: A Tribute To
Siblinghood," "Unheralded Riches:
The Elusive Beauty Of Armpit Hair," and "Now Worthless: Formerly Fine And Valuable Paintings
Reduced To Toilet Paper Because Your Stupid Four-Year-Old Wiped His
Boogery Hands On Them."
And don't forget! This May 30th is the last day for these fine
exhibitions: "Slime Trails Into The Sunset:
The Experimental Slug-Oriented Western Art of Frederic
Remington," "Nazi Punks F*** Off!
A Tribute To Inviting Nazi Punks To F*** Off," "Shrimpwrecked! A History Of People Losing Control
At A Red Lobster," "He Sleeps With
The Fishes: A Graphic History Of Gruesome Mafia Hits,"
"Stuff They Drained Out Of My
Colon," and "Golden Obsession: The
Naked Asian Chick As Objectified By Socially-Retarded
Geeks."
This mission shouldn't prove to be too much of a challenge; no
undead, not too many guards, etc. But it wasn't the gameplay that
got me, no... it was the bakery. Thanks to the six whole gingerbread
houses, the five fully-decorated cakes and the eighteen large donuts
I ate, it was inevitable that the cops would find my bloated corpse
in a snowdrift, obviously the victim of the dreaded "sugar
jams."
Since you obviously have more self-control than
I, you're good to go. You've done everything worth doing and then
some, so it's time to leave town the way you came in.
Head Injury Theater Presents... Things I
Found Amusing While Bleeding:
- Is this sled safe?
- Why do teddy bears insist on tormenting me??
- The inn's acoustics were a bit unnerving; either that or the
guard upstairs had cinderblocks strapped to his boots. While
standing downstairs in the front hall, I could hear him clomping
around up there, stomping on roaches or something.
- One of the guards in the construction offices was intangible;
my blackjack passed right through him. He was susceptible to a gas
mine, however. Upon experimenting a little, I found that if one
aims a fire arrow (or a gas arrow if you don't want to kill him)
at his feet, he will be affected. The whole thing was just a
fluke, I think.
My Level Stats
(cumulative): Expert
Skill Loot:
6,711 / 6,781 KO's: 34 Kills: 0 |
 |
 |
The Brotherhood of the
Falcon
Gameplay: 1
human (cop), snow burricks, ice beasts, Knight Haunts, vampires,
bats; snow-walking / backstabbing various things / castle-creeping /
vampire-killing / searching / finding / leaving
All right... this is it. You're on the wintry verges of making
the Night Falcon yours, and all you have to do is navigate a snowy
landscape, brave the dangers presented by various weird creatures,
infiltrate the castle ruins and deal with Knight Haunts, vampires
and bats, figure out how to the get the NF, grab it, and then leave.
Simple, right?
Oh, yeah. Sure. Pfffft. No problem. Okay, so this mission proved
to be something of a pain, but I liked it anyway. The challenge was
there, and I more or less stomped on everyone (or
"everything," as was the case). The first time I played, I
wanted to hurt myself and everyone around me, but now that I know
how to deal with various problems, only a slight elevation of
nervous adrenaline was the result, not to mention a marked reduction
of my typical interjections in such cases, "Oh,
for the love of..." and "Son of
a..." for example.
Thanks to my holy sword, I was able to finally take care of those
stinkin' vampires... and their possessed former-Knight friends, too.
I still don't understand the presence of the vampires, but it's not
mine to reason why.
The castle is in ruins, yes... I've always liked the "abandoned castle/other residence" style
of mission (see "Crom's Blade,"
for an excellent example), and this mission doesn't disappoint.
Granted, the castle itself isn't extravagantly huge, but it serves
its purpose. Perhaps one-third of the mission involves traveling to
the castle, and you'll come across many snow burricks and a few
icebeasts along the way. At least there weren't any spiders.
Plenty of relics and other treasures litter the castle and the
countryside... I did manage to miss about 400 in loot; in my
defense, it was well-hidden. I guess you could say that in
Christine's missions, your attention is divided evenly between
looking at your surroundings and looking at the ground. I don't
regret this, as I like good scenery and money, although not in that
order.
But you... you. Did you enjoy yourself? The Night Falcon is
yours. You've left a trail of concussed people and broken demons and
other heavily-violated monsters behind you... so what's next? Well,
see... the Night Falcon may not be entirely kosher, you follow? So
join me -- as I am coming apart -- next time in my review of
Christine and Ar-Zimrathon's "The Curse of
the Falcon."
The Note List To End All
Note Lists... In This Review, At Least
- Not that it matters, but I did see two snowmen.
- Again, the Kill total was off a bit. I don't blame the author
for this, as the game can be a little funny sometimes. It says I
killed 24 things, but... okay, here's the list as far as I can
recall: 3 rats, 5 icebeasts, 7 Knight Haunts, 9 bats and 9
vampires. Granted, the bats can be explained as another form of
the vampires when they receive too much damage (or something like
that), so 24 makes sense. But I'm guessing that killing the
*vampires* counts as a kill, but not the bats, which are
supposedly the other form of the vampires... as they weren't
counted as kills in the other missions. Anyone have some aspirin?
- Anyway, I won't count the bats as kills in this mission. I'm
not *that* desperate for attention.
My Level Stats
(cumulative): Expert
Skill Loot:
4,701 / 5,101 KO's: 20 Kills: 24 |
 |
 |
Campaign
Summary?
Well-planned, beautiful missions; solid
gameplay; the .avi cutscenes were a nice touch (the music made them
worthwhile); wonderful textures. Even though the missions themselves
may not have been perfect 5/5 material by themselves, the package is
worth that designation.
Annoyance Rating:
2
out of 10 [minor problems, some tough situations, twitchy AI]
Campaign Score:
My Level Stats
(cumulative): Expert
Skill Loot:
49,302 / 50,712 KO's: 214 (off by perhaps 5 to
10 souls, thanks to the gas arrow thing) Kills: 63 (probably a little
off, due to the bats not counting as kills) |
 |
 |
 |
 |
 |