Games Microsoft XBOX THIEF-DEADLY SHADOWS User Manual

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TABLE OF CONTENTS
Controller Moves _ _ _ _ _ _ _ _ _ _2
Quick Start _ _ _ _ _ _ _ _ _ _ _ _ _3
The Story _ _ _ _ _ _ _ _ _ _ _ _ _ _4
Game Screens _ _ _ _ _ _ _ _ _ _ _ _5
Managing Your Games _ _ _ _ _ _ _6
Using the HUD _ _ _ _ _ _ _ _ _8 Moving Around _ _ _ _ _ _ _ _ _9 Looking Around _ _ _ _ _ _ _ _10 Using Weapons and Items _ _ _10 Firing Arrows and Projectiles _ _11 Fighting and Dying _ _ _ _ _ _ _12 Picking Locks _ _ _ _ _ _ _ _ _ _13 City Map _ _ _ _ _ _ _ _ _ _ _ _14 Finding and Selling Loot _ _ _ _16 Being Stealthy _ _ _ _ _ _ _ _ _17 Viewing Mission Objectives _ _18 Winning Missions _ _ _ _ _ _ _18
Tools of the Trade _ _ _ _ _ _ _ _ _19
The World
Missions _ _ _ _ _ _ _ _ _ _ _ _24 The City _ _ _ _ _ _ _ _ _ _ _ _24 Faction _ _ _ _ _ _ _ _ _ _ _ _ _25
Game Options _ _ _ _ _ _ _ _ _ _ _26
Game Credits _ _ _ _ _ _ _ _ _ _ _27
STEALTH TIPS ...
Avoid toe-to-toe combat. Guards are tough.
Use stealth to defeat them.
Hide in the shadows and avoid bright areas.
Use the Light Gem to see how visible you are. If it appears dark, you’re practically invisible to nearby opponents. If it’s bright, you’re partially or fully visible.
Be silent! Your footsteps are quieter when
you move slowly and avoid loud surfaces like metal. Avoid stumbling over boxes or barrels.
Observe your opponent’s patterns before you move. To avoid being caught, move when your enemy’s back is turned.
To assess stealthiness, listen closely to your
opponent. A suspicious person voices concern and starts searching for you. Move carefully away and find a good hiding spot. If you are well-hidden, your opponent will give up the search soon enough.
Opponents oblivious to your presence can
be knocked out with a single hit. Sneak up behind the enemy, then attack with the blackjack, dagger or broadhead arrow.
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GAMEPLAY
l-
L
TRIGGER
r-
TRIGGER
Y
B
A
X
Move forward, backward or sideways.
L
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D
Toggle wall flattening mode.
B
Return arrow to quiver.
Jump (press and hold to mantle).
Y
h
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Lean left or right. Change highlighted menu item.
Crouch down.
X
Switch between first- and third-person view. Close active menu.
D
R
CONTROLLER MOVES
Controls can perform multiple tasks (listed on multiple lines below).
Select next weapon. (To cycle, press bwhile moving L.)
b
Use selected weapon. Equip dagger (if no weapon is selected).
r
Throw away worthless item.
Select next item. (To cycle, press cwhile moving L.)
c
Use selected inventory item. Throw away worthless item.
l
Equip flash bomb (if no item is selected).
Use door/button/lever or pick up/drop item in your center view.
A
Drop body or worthless item.
Select highlighted menu item.
b
c
R
g
Rotate view or tilt camera angle.
Zoom mechanical eye view in/out.
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D
Display Pause Menu (only in missions or the City).
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QUICK START
To select an option or button from a menu:
1. Press Dor moveLto highlight a choice.
2. Press Ato select the highlighted option.
• To use a slider, select it and press
• To scroll through lists, select the scroll arrows and press
To launch Thief: Deadly Shadows:
1. Insert the Thief: Deadly Shadows disc into the Xbox® video game system.
2. Press g, then select New Game.
3. (Optional after tutorial) Select Difficulty (p. 6) to change settings.
4. Read the Briefing, then select Start Mission.
• Follow the blue footsteps in the tutorial to learn the ropes.
• Press gto pause the game and access options (p. 26).
• Save often (p. 7)!
D15
or Rto change settings.
D37
You can choose alternate control layouts in the Options Screen. (See p. 26).
.
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THE STORY OF THIEF: DEADLY SHADOWS
In Thief: Deadly Shadows, you play Garrett, a master thief in a dark, sprawling metropolis known only as the City. Rarely seen and never caught. Garrett wo r ks alone in the shadow of night, constantly trolling for info rmation and eyeing his next p riz e. He can sneak past any guard, pick any lock with ease, and infi l t rate the most ingeniously secured re s i d e n c e s .
Cynical and unenthusiastic about helping those in need, Garrett draws on his tal­ents to lift from the wealthy solely for his own gain. To him, everyone is a potential victim who can help line his pockets and fuel the underground economy of the City. He’s a legend among his own kind, a reluctant anti-hero who wants n o thing more than to be left alone to carry out his trade. But instead, his actions seem to always draw him into greater confl i c t s .
The Keepers pull the strings behind the City, and lately, they’ve been paying close attention to Garrett. Too close, in his opinion. This secret organization drew Garrett into its fold early on, but he rejected their teachings at a young age and scorned them for their reclusive meddling. He went on to become a skilled thief — the best that ever was, in fact.
The Keepers have long recognized Garrett as the central figure in their glyph book of prophecies, which warn of an awakening evil and an impending Dark Age.They have come to Garrett in hopes that his steady nerves and legendary talent can save the City from a dark, uncertain future. What the Keepers did not foresee in this reluctant alliance is that Garrett has come dangerously close to untangling the City’s darkest secrets.
“…the dreaded One may be peasant or noble, may be old
or young, may be man or woman. We know what the
One will do…we know it all too well. But we still know
nothing about who the One is…”
- Excerpt from the Archival Keeper Council Transcripts: F.K. Modrian, Book VI, Chapter 3
GAME SCREENS
You can access a number of non-gameplay screens before and after each mis­sion. Some are also available whenever you pause gameplay by pressing g.
To return to the Title Menu once in game, select Load or Save from the Pause Menu, then select Quit in the lower left corner of the screen. The Title Menu lets you create a new game, load a saved game, change game options or view credits.
Once you create a game, you view different non-gameplay screens before, during and after missions. See the page numbers below for details on each screen.
Title Menu
New Game (p. 6) Load Game (p. 7) Options (p. 26) Credits (p. 27)
Pause
Gear (p. 19) Goals (p. 18) Save (p. 7) Load (p. 7) Faction (p. 25) Options (p. 26)
Missions default to the Normal difficulty setting. However, you can change this before each mission by selecting Difficulty.
“If it is to close your eyes that you seek, to
become deaf to the truth, to dismiss the obvious
— then you have succeeded most thoroughly.”
– Excerpt from a letter to the Keeper Council,
New Game / Pre-Mission
Briefing (p. 6) Difficulty (p. 6) Goals (p.18) Gear (p. 19)
Mission Complete
Load (p. 7) Debriefing (p. 18) Mission Stats (p. 18) Goals (p. 18) Gear (p. 19)
author unknown
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MANAGING YOUR GAMES
Once you start a new game, you can save it by pressing gand selecting Save. It’s important to save as you play — that way, if you die, you can restart the mission from the last save point. Each saved game stores the mission status, including current values for difficulty level, loot, health and goals.
Starting a New Game
From the Title Menu, select New Game to sta rt a fresh game. Read the bri e f i n g , then adjust the Difficulty level if desired. Select Sta r t Mission to sta r t play i n g .
New Game Screen
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Abort Mission. Quits the current mission.
Briefing. Displays important text that describes the mission and outlines your
objectives.
Difficulty. Alters the mission difficulty (unavailable in the first tutorial mis­sion). Select
Gear. Displays all items and weapons you have in your possession. Subscreens
show your loot and a sketched map of the area (p. 20).
Start Mission. Launches the current mission.
EASY/NORMAL/HARD/EXPERT
Later, you can view many of these screens by
pressing g to pause the game.
Saving and Loading Games
Save Game Screen
To display this screen during gameplay, press gand select Save. Saved games store the current state of your game. Later, you can load it using the Load Game screen.
To save a game:
1. Press gto pause the game, then select Save.
2 Highlight a slot and press Ato save the
game. (You can save over occupied slots.) To scroll through the list, highlight the scroll bar and moveLor press
Note: Select Restart to replay the current mission from the beginning.
Load Game Screen
To display this screen during gameplay, press
g
and select Load.
To load a game:
1. Launch the game and select Load. (In a mission, press gto pause the
game, then select Load.
2. Highlight a saved game. To scroll the list, highlight the scroll bar and move
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or press
3. Press Ato load the selected game.
• To reload the current game, select Restart.
(This option only appears when you pause the game and select Load.)
• To delete a game, highlight it and press X.
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“Fiddle-dee dum and fiddle-dee dee
The old gray lady is after me
She wants my shoes and she wants my skin
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.
L
There’s none so small that she can’t fit in.”
– Children’s rhyme, unknown origin
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PLAYING THIEF: DEADLY SHADOWS
This section describes how to use the interface and perform different tasks in the game. At any time while playing, press gto pause the game and view available screens.
Using the Heads-Up Display (HUD)
Active Item
j
Select next
Use
l
j
Cycle
L
Health Gems
(Combat only) Bar indica­tor that shows how healthy you are. If an enemy strikes, you lose health. If your health drops to zero (except in the tutorial), you die.
Light Gem
Gem that describes how visible you are. The intensity indicates your visibility: a dark gem means yo u ’re we l l ­hidden, a slightly light one means yo u’re partially visi­ble, and a bright gem means you are comp l etely visible.
Compass
Spinning device that points n o r th, south, east and west.
Active Weapon
I
Select next
r
Use
I
Cycle
L
Moving Around
You’re a master thief, so maintaining secrecy and stealth is key. When moving, stay in the shadows, and stay quiet!
q
L
D
B
X
Y YL
Sneak/walk/run. The further you move the thumbstick, the faster you move. MoveLslightly to sneak, further to walk, and all the way to run. Running creates noise and can alert guards or civilians of your pres­ence. Moving over various surfaces creates different noises.
ko
Lean sideways. Leaning can help you hide, as well as peek around corners. Stop leaning to resume your previous stance.
Flatten against walls. To hide from guards and citizens, flatten your body against a wall. Once yo u’re flattened, creep along the wa l l by looking left or right (R) and moving slowly fo rwa rd. To un-fl a t t e n yourself, press Bagain.
Crouch. Duck down to move through small openings or to decrease visibility.
Jump. You can jump over small items or onto boxes and small wa l l s .
q
Climb. To climb up a ladder, face the ladder, look up (Rq), then move forward (L7)to climb up. To climb down a ladder, carefully walk over it. Then, look down (R3) and move forward (L7) to descend.
To climb a scalable wall, face that surface. Jump (Y) and look up (R7), then move forward (L7) to climb. Pause briefly at the top to listen for activity.
Jumping while climbing can make you fall.
Pull up/Mantle. A special type of climbing lets you pull yourself up onto a ledge or other surface. With mantling, you press and hold to pull yourself up. Releasing Ycauses you to drop back down.
“If thou hast eyes to see the glory of the Builder, but do not, then pluck them out.
If thou hast ears to hear the words of the Builder,
but do not, then strike them off.”
Y
If you need to create shadows, use a
Water Arrow to extinguish torches or small fires.
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– Opening prayer, Ironwright Temple
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Looking Around
h
R
D
G
Switch viewpoints. You can choose to see Garrett onscreen, or play using the first-person “eyeball” view. For new players, third-per­son view (the default) is usually easiest.
Adjust view angle. Move
Rq m
Move (See Look spring below to change how this works.)
qm Zoom view. Garrett has a mechanical eye with a built-in zoom
lens that gives you a close-up view. Press Dqto zoom in and Dmto zoom out.
Control Options: Look spring. Option that maintains a straight, forward view, even when you’re turning. (You can still change your viewpoint while moving by moving R. Release the stick to re-center your view.)
to angle your view or aim.
RK o
to rotate the camera.
Press Ato:
Open or close unlocked doors. Stand back to allow the door to open. If
something blocks it, nudge it out of the way.
Pick locked doors. To learn how, see Picking Locks, p. 13. Not all
doors can be picked — a few require you to press a nearby button or lever.
Pick up/drop bodies. Leaving dead or unconscious bodies in plain view
draws attention. Pick up bodies and hide them in shadows or alcoves.
Pick up loot. If you see a vase, goblet, purse or other item highlighted in
blue when you face it, pick it up. The item’s name and value appear briefly onscreen. The Gear screen (p. 19) shows what you’ve collected so far in the current game. (Note that you can’t drop loot, only junk items.)
Read letters or books. Books, plaques, letters, notes and scrolls hold a
wealth of information. Use these items to read them. To switch pages,
RK o
move
. To close the page, press B.
Using Weapons and Items
To use a weapon or item, select it, then use it.
I
Select next weapon.
I
Cycle through weapons.
L
r
Use selected weapon.
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Tools of the Trade (weapon and item details)
Gear Screen (viewing equipment and items)
L
Items in the World
To interact with something, center it in view and press A. Anything you can use, press, steal, or pick up is highlighted with a faint aqua glow once you are in the correct position to use it or pick it up.
To drop worthless items or a body, press A.
To throw worthless items, pull the lorrtrigger.
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j
Select next item.
j
Cycle through items.
l
Use selected item.
If you pick up a body or useless item, “Nothing” appears in the item or weapon slot on the interface. You can’t select or use anything until you drop or throw that item. (Don’t worry — you can’t drop loot or anything valuable, just junk!)
Firing Arrows and Projectiles
When firing arrows or tossing explosives and flasks, aim at at a target by tilting your view up or down. This alters the trajectory of whatever you’re throwing. Look up to toss high and far, or look lower to throw low and close by.
Fi ring arrows. Select an arrow type. Pull and hold rto enter aiming mode. Simulta n e o u s l y, move Rto position the crosshairs slightly above the ta r g et. Release the tri g ge r to fi re the arrow. (Be sure yo u ’re not too far away, or the a rrow may fall short of its ta r get . )
Continuing to pull rfor any length of time zooms in, but eventually causes your arm to shake with fatigue. This upsets your aim.
Throwing flasks and explosives. Select a flask, bomb or mine. MoveRand line Garrett’s head up with the target. Pull lfirmly to hurl the item. (For mines, aim at the ground.)
To drop the selected item at your feet, gently pull l.
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Fighting and Dying
You have several different ways that you can deal with your opponents. If an opponent hasn’t spotted you yet, try one of the three one-hit methods listed below. Note that if your opponent suspects your presence or is pursuing you, your cover is blown and you can’t kill with a single shot.
Blackjacking
If your victim hasn’t seen you, equip your black­j a c k and silently sneak up from behind. Center the opponent’s back in view. Pull r to knock that person out with a single blow. Your enemy will remain unconscious for the rest of the m i s s i o n .
Backstabbing
This works exactly like blackjacking, except that you use your dagger. Backstabbing kills your opponent with a single blow, leaving behind a pool of blood. Also, your victim’s screams can draw attention.
Sniping
To strike from afar and kill with one blow, fire arrows at your opponent’s head or chest. This only works with offensive arrows, not noise­makers and water arrows.
Picking Locks
Locks vary in craftsmanship and materials, so some will be more difficult to pick than others. To learn how to pick different types, purchase practice locks from fences. They’ll help you learn the finer points of lockpicking. Any practice locks you buy appear in your apartment in the City.
L o c k p i cking mode activates whenever you use a chest or door that can be picked. Each lock has from three to six tumblers. To pick it, you must find the weak spot on each tumbler.
Once you find the swe e t spot, pull
l
or rto qu i ckly spin the tumbler to the
u n l o cked position.
MoveRto check for
approaching guards or enemies while you are cracking a lock.
Controller vibration is on by default (p. 26). The harder the controller vibrates, the closer you are to the “sweet spot.”
Look for elemental crystals in fireplaces, pipes, trees and
other obscure spots.
Escaping
Even if you’re forced into a corner, you should avoid fighting if you can. You have several items and weapons that can help you escape. Try using the flash bomb to blind and deafen enemies, or create an oil slick behind you by throwing
an oil flask. (You can set it on fire with a Fire arrow.) If you have wall-climb-
ing gloves, try scaling a climbable surface.
If you have to fight, you can use your hand weapons, or lay down
explosive mines. Gas arrows and bombs can also be a reliable way to knock multiple opponents unconscious.
If someone kills you, the Load Game screen appears.
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To pick a lock:
1. Use a locked door or chest.
2. MoveLto rotate the lock p i cks until yo u find a spot that makes the tumbler shake . (The controller will vibra t e . )
3. Hold Lsteady and wait to see if the shaking tumbler starts to spin. If it does, a gap opens in the tumbler and spins to the far right edge of the circle.
If the gap doesn’t appear, gently moveLto maneuver the
picks around the shaky region of the tumbler. Your controller will vibrate harder once you reach the sweet spot.
4. Repeat for all tumblers. When all of them have been picked, the lock will open.
5. Use the newly picked door or chest to open it.
Tumblers
Align tumblers
(rings) by rotating
the lockpicks.
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Gap
Unlocked tumblers have gaps on the right edge.
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Finding and Selling Loot
Anytime you step close to an item that is highlighted, you can use or pick up that item. During a mission, pick up anything of value — later, you can sell these items to fences for cash.
Keep your eyes open for exceptionally valuable or useful items. They sport a reddish sheen and twinkle, and you should always pick them up!
Each mission has three pieces of special loot that sell for quite a bit more.
To see what you’ve picked
up so far, pause the game, select
Gear, then Loot.
Trading on the Black Market
In pockets of the City, you can sell loot for cash and replenish supplies. Look for red handprints —the universal mark of thieving establishments.
Fences
A fence takes valuable loot off your hands, plus gives you cash for whatever you’ve stolen. However, each fence will only buy two of the three main types of loot — gems, artwork and metal. For instance, one fence may refuse art, while another steers clear of gems. You’ll have to visit multiple fences in the City to figure out who buys what.
To sell items to fences:
1. Enter the Fence’s room and listen to him or her.
2. Select Sell All, or select a specific item.
3. Select Yes to confirm the sale.
4. Select Back to exit the store.
maker an offerings of manfoolsy fleshes
drinker a sippings of manfooled bloods”
– Harvest song,
author unknown
Handprint (Fences/Stores)
To sell loot, head west from your apartment in the City and find a fence.
Fences and Stores can also be a good source of information, sometimes even hinting at thieving jobs available in the city.
Stores
To buy items from thieving stores:
1. Enter the store and listen to the shopkeeper.
2. Select an item to buy.
For sliders, press Ato select the slider. Then, moveL,Ror Dto change quantities. Press A(or B) to choose that number.
3. Select Buy, then select Yes to confirm.
4. Select Back to exit the store.
Thievery Store
Being Stealthy
In order to be a successful thief, you can’t be caught by those who would rather turn you in or see you dead. When maintaining stealth, rely on your light gem. The brighter it is, the more easily others can see you.
What will get you caught if you aren’t careful:
Moving through brightly lit areas.
Moving in partial shadows after an enemy or civilian is aware of your pres-
ence.
Running or walking over noisy surfaces, such as metal floors or tile.
Bumping into items that move and make noise near an enemy or civilian.
Leaving dead bodies in plain view.
Using your dagger or arrows to kill victims. (Victims scream, and killing
them with these weapons creates a pool of blood.)
What helps you remain hidden:
Waiting to move until your opponent isn’t looking.
Sticking to the shadows and creeping slowly over loud surfaces.
Extinguishing torches and fires to create additional shadows you
can use for cover.
Crouching while hiding or moving.
Flattening your body against a wall.
Knocking out guards or civilians before they see you.
Distracting guards (by throwing junk items or using a tool).
Firing moss arrows (for stealth) or noisemaker arrows
(for distraction).
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Viewing Mission Objectives
As you play a mission, you can pause the game and select Goals to view your current objectives.
Goals Screen
Completed objectives are brown and marked with a checkmark, while outstanding objectives are gray. Failed objectives appear in red text.
As you discover new information or use certain items, your objectives can change. When this occurs, a message like “New Objective” pops up onscreen.
Highlight the scroll arrows on the right and move
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or press
To finish a mission, complete all objectives and find the exit point.
to browse through your objectives.
L
TOOLS OF THE TRADE: WEAPONS, ITEMS AND UPGRADES
As a master thief, you’ll often find yourself in situations that require cunning and advanced weapons and tools. You don’t have all of them at the start, but you can find items or buy them with cash you earn.
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Trading on the Black Market (buying equipment)
Gear Screen
To view your current equipment and inventory items, pause the game (g) and select Gear. This screen shows your current weapons, items and upgrades, plus a rough map. You can also find out how much loot you’ve accumulated.
Using Weapons and Items (how to select and use)
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Winning Missions
After you successfully complete all mission objectives and exit the area, you can view the Debriefing and Mission Stat Screens. They give you a quick debriefing and provide feedback on how well you performed during the mission.
Select Continue to start the next mission.
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Debriefing Screen
The Debriefing screen appears when you finish each mission. It advances the plot and provides additional infor­mation based on what you discovered while completing the mission.
Mission Stat Screen
This screen describes how well you performed in the mission. It displays your
difficulty level, time required to complete the mission and how much loot
you acquired. For encounters, it shows how often you were detected, as well as the knockout and kill
count for the mission.
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Active Items and Weapons
Select an icon to equip that item (left) or weapon (right). The active item is highlighted.
For stackable items, a number shows how many remain.
Highlight icons to view more information.
Gear Subscreens
Select buttons to view Items (open by default), Loot or Map.
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Upgrades
Select Garrett to view thieving tools (gloves, picks, etc.).
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Loot Subscreen
You can view how much wealth and loot yo u’ v e accumulated up to this point of the game. Most no rmal loot is ge n e ric stuff you can sell for cash on the black m a r ket to fences (traders and info rmants) in the City. Each mission also has thre e pieces of specially named loot that are wo r th more cash.
Hand Weapons
.
Blackjack
Blunt club-like weapon used to knock out opponents from behind.
Sneak up behind someone who hasn’t caught you sneaking around. Attack to knock them out for the rest of the mission.
Dagger
Bladed weapon used to kill opponents. Use the dagger to backstab opponents who haven’t spotted you, or someone you’re fighting face-to-face.
Sneak up behind an unaware victim and strike after you see the blade rise.
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Items Subscreen
Selecting Item from the Gear Screen displays a list that is very similar t o the Loot screen in appearance. However, it doesn’t display values and quantities, and it only shows items that are critical to the mission. For instance, if you pick up a crested medallion or special key, it appears in the Item list.
Map Subscreen
This screen shows a sketched map of the area. You get a map for each
mission, and you can buy addi-
tional maps from some of the
thievery stores in the City. (For
instance, you can buy the
Museum map from the shop in the Old Quarter.) Other maps are found on people or during the mission.
Arrows
Broadhead
Attack projectile used for ranged sniper attacks.
Aim at an opponent’s head or chest and fire at someone who has not yet detected you.
Fire arrow
Attack projectile that explodes upon contact.
S h o o t at enemies to injure th e m , Aim at oil puddles to sta rt fi re s . Aim at unlit to rches or fi r es to light th e m .
Noisemaker
Non-combat arrow used to distract guards or civilians.
Fire into a remote area to draw guards toward it.
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Gas arrow
Attack projectile that releases a poisonous gas upon contact.
Aim for an enemy’s face to cause him or her to pass out.
Water
Non-combat arrow used to put out torches and small fires.
Aim at flames to quench them and increase stealth. Aim at pools of blood to wash them away.
Moss arrow
Non-combat arrow that covers a surface with moss.
Fi r e at loud surfaces such as m e tal floors so that you can walk over them silently.
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Items (Explosives, Flasks and Potions)
Thieving Tool Upgrades
Explosive mine
Area-effect explosive you can use to booby­trap enemies.
Time your throw and toss one in your opponent’s path. After the red light flashes, it explodes as soon as someone moves within a few steps of it.
Flash bomb
Explosive device that temporarily blinds and deafens your enemy.
Time your throw so that your enemy is facing you when the bomb detonates.
Gas bomb
Area-effect explosive that creates a large cloud of poisonous gas.
T h r ow near enemies to fo rce any­one in the vicinity to pass out.
…imagine all that we have worked for…all we have created and all that we know…wiped out in the blink of an eye…
Health potion
Liquid potion you can drink to heal damage you’ve taken during combat.
Use the potion to drink it and restore health.
Holy water fl a s k
Flask that bursts on impact and creates a puddle of holy water.
T h row it at an undead enemy to cause damage, or th row on th e ground to cre a te a holy puddle that stops their pursuit cold.
Oil fl a s k
Explosive device that creates a puddle of oil at the point of impact, caus­ing enemies to slip and fall.
Throw the flask at the ground. To ignite the puddle, aim a Fire arrow at it.
Lockpick
Tool used to pick locks on protected doors or chests.
To learn how, see Picking Locks.
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Wall climbing gloves
Hardy leather gloves that help you scale stone or brick walls.
To use gloves, jump onto a wall and look up (R7), then move forward (L7).
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Keeper Door Glyph
Powerful Keeper symbol often stenciled or mounted on walls.
Use the symbol to reveal doors to hidden Keeper areas.
Mechanical Eye
Garrett’s artificial eye zooms in several levels to see something up close.
Press D7to zoom in,
D3
to zoom out.
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- From A Discourse on the Dark Ages: Keeper Falek III
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THE WORLD OF THIEF: DEADLY SHADOWS
Your chosen profession requires you to be nocturnal. So, you sleep by day and prowl by night, always with open eyes and ears. You perform your thievery in the City proper, and in missions that send you into buildings and underground City environments.
To enter a mission, look for a floating glyph outside of a building or door. Use it to start that mission.
Missions
Missions are focused excursions that send you into a specific area to complete a certain task. When the game starts, you begin a training mission in an Inn. Once you finish the training mission, you’re launched into a second mission to steal a valuable gemstone. After that mission, you’ll find yourself in your apartment in the City for the first time.
In missions, everyone is hostile, and the best policy is to hide as much as possi­ble. Civilians run to find guards, and guards attack you on sight. In later mis­sions, undead and beastly enemies also attack you on sight.
The City
The City is the “hub” for most of the game, and home to the apartment Garrett uses to sleep away days between missions. The City is full of opportunity and victims, and you’re free to seek out victims to mug, pocket items carelessly left out in the open, and eavesdrop to keep a pulse on the City.
You’re distrusted by the City Watch, who won’t hesitate to attack you if they spot you. For the most part, the urban peasants and traders will leave you alone unless you strike them or try to steal their merchandise.
Your only City allies are fences and black- m a r ket s to r es. (See Trading on the Black Market, p. 16.)
L a t e r, you may perfo rm favors for Fe n c e s ,
Pagans, Hammers and even Keepers. These
l u c ra t i ve ta s ks are dange rous, though rewa rding, and affect how yo u’re perc e i v e d
by others.
It pays to listen to the town talk — civilians and
a ri s to c rats alike often hint at new missions or loot .
Mission Icon
City Apartment
Faction
As you progress and complete certain tasks and missions in the game, you alter how various social groups perceive you. To see your current status, you can view the Faction Screen, which shows your current alliance status with the two main societies — Pagans and Hammers. By doing favors for or attacking members of a group, you affect how each group reacts to you.
Hammers. Armed with warhammers, this zealous group worships the Builder, the accepted creator of all civilization. The Hammers founded the City through discipline and craftmanship, but its priests now aggressively inflict forceful obedi­ence. Hammers will do anything to tilt the balance of power, including calling on master thieves for favors.
Pagans. The pri m i t i v e Pagans seek to pro m o te nature and chaos at the expense of d e s t roying pro g ress. The Shamans, wa rriors, and beast-like members of the Pa g a n cult pray to the Tri cks t e r , an ancient god of nature and chaos. Like the Hammers, Pagans also seek to enlist underground help to further their own ideals.
Faction Screen
To view your current status, pause the game (g) and select Faction if it’s available. (You won’t see this until after a few missions.)
• Hostile. Group attacks you on sight.
• Ne u t r al. G r oup wo n’t atta ck you on
sight, but will if you enter its terri to ry.
• Allied. Group wo n’t atta c k you on sight, or when you enter its terri to r y.
Faction Screen
Him reachers downing to
them abysses
And pulls Him out them
worming ones”
– Origin unknown
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Page 15
GAME OPTIONS
To view adjustable game options, select Options from the Title Menu. Select the category you want to view. Changes you make here are permanent and affect all games.
h
saves changes.
Defaults resets current options to their original values.
Control Options
Changes certain control options.
Invert Y Axis. Reverses the up and down view function.
Look Spring. When enabled, releasing Rafter looking up
or down returns your view to the forward position (first-person mode only).
Vibration. Enables or disables Xbox controller vibration.
Control Layout (Buttons)
Changes the default controller settings. The left column shows the action, and the other columns show the current control.
To change it, move the cursor over the command and select it. When it flashes, press the desired control. Press hto save your changes.
AV Settings. Adjusts visual options in the game.
Brightness. Slider that makes the screen darker or brighter.
Subtitles. Shows or hides onscreen text for all spoken conversations.
Page 10
GAME CREDITS
IonStorm and Eidos team members who contributed to Thief: Deadly Shadows.
The Thief: Deadly Shadows Team
Ion Storm Austin
Studio Director
Warren Spector
Project Director
Randy Smith
Executive Producer
Denise Fulton
Associate Producer
Kristine Coco
Additional Production
Tara Thomas, Paul Weaver Lead Programmer, Ian Dunlop
Programmers
Alex Chrisman, James Clarendon, Gabe Farris, David Kalina, Mike McShaffry, Tim Perry, Elan Ruskin, Kain Shin, Erik Touve
Additional Programming
Matt Baer, Jay Baxter, Chris Carollo
Director of Technology
Tim Little
Technology Group
Alex Duran, Ted Jump, Donavon Keithley, Brian Sharp, Pete Shelus, John Talley, Wendy White
Additional Technical
Management Ken Demarest
Lead Designer
Jordan Thomas
Designers
Steve Allen, Nate Blaisdell, Brian Glines, Jeremy Graves, Heather Kelley, Monte Martinez, David Riegel
Additional Design
Kent Hudson, Sarah Paetsch, Harvey Smith
Art Director
Sergio Rosas
Artists
Chris Cobb, Mike Dean, Chuck Furlong, Raby Hampton, Rob Kovach, Jim Magill, Terry Manderfeld,
Artists (continued)
Joey Santori, Hugh Suh, Brady Townsend, Mike Washburn, Sam Yeates
Concept Art
Frank Teran Additonal Art Gregory Callahan, Steve
Hartman, Clay Hoffman, Jay
Lee, Chris Mead Writing
Terri Brosius Additional Writing
Laura Baldwin Audio Director
Eric Brosius, courtesy of
Irrational Studios Additional Audio
Mark Lampert, Todd Simmons Quality Assurance Manager
Kay Gilmore Quality Assurance Leads
John Alme, Jacob Beucler Quality Assurance Supervisor
Josh Stoke Build Master
Nathan Regener Quality Assurance Team
Liz Becker, Thomas Bonner,
Mark Capers, Robert Cogburn,
Christian Holton, Tim
Johnson, Amanda Krauss,
Devin Krieg, Brad Lyons, Ben
Potter, Jeff Shelton, Dwight
Spaulding, Matt Wydra Additional QA
Dane Caruthers, Jon Savinelli Support Staff
Chuque Berry, Mark Fletcher,
Stan Herndon, Ethan
McDonald, Whitney
Papadatos, Kim Wale, Chad
Warren, Pam Wolford Cinematics
Rustmonkey Productions Documentation
Incan Monkey God Studios Translation Tool
Logan by Terra-Byte
Special Thanks
Ion Storm’s other projects, Ross Angus, Jennifer Ayres, Whitney Ayres, Scott Baker, Dr. Randolph Bias, Jim Black (Nvidia), Jon Blow, Alex Brandon, Doug Church, Ray Cobo, Kevin Daugherty, Andy Dombroski, Austin Grossman, John Harries, Jake Hughes, Noah Hughes, Alex Jones, Lulu Lamer, Shannon Lucas, Emil Pagliarulo, Mike Privett, Michael Smith, Paul Tozour, Dave Watkins (MS), David Whitney, Crystal Dynamics, Microsoft ATG Group, the University of Texas at Austin School of Information, TTLG, & our fans and supporters.
Thanks to Unreal(tm)
Technology Development, Tim Sweeney and the rest of the Unreal(tm) team at Epic Games, Inc.
Havok.com, (c)Copyright 1999-
2004 Telekinesys Research Limited.
Thief: Deadly Shadows Uses
Bink Video. (C)Copyright 1997-2004 by RAD Game Tools, Inc
Eidos Inte ractive US
President
Rob Dyer
Senior VP of North American
Product Development John Spinale
VP of Marketing
Paul Baldwin
VP of Legal and
Business Affairs Sheila Leunig
Marketing
Director Chip Blundell
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Page 16
Global Brand Manager
Matt Gorman
Channel Marketing Director
Kim Pendleton
Director of Product Operations
Kathy Schoback
Quality Assurance Manager
Michael R. Kelly
Asst. QA Manager/Internal
Producer Colby McCracken
Product Submissions Manager
Brian King
Product Test Coordinators
Erik Kennedy (Xbox), Ralph Ortiz (PC)
Asst. Product Test Coordinators
Kip Ernst (Xbox), Julian Mehlfeld (PC)
Customer Support Supervisor
Scott Holbert
Test Team
Quinn Aguirre, Brit Bake r, Mark B rand, Stephen Cavo r et to , Nicole Fe rra ra, Daniel Fra n k l i n , M i chael Gonos, Pa t ri ck Goodspeed, Ka ri Hattner, Vadim Kuznet s ov, Bret t Johnson, Russell O’Henly, J o rdan Ro m a i d i s
PR Manager
Michelle Seebach Curran
PR Specialist
Denny Chiu
Website
Boon Khoo
Special Thanks
Chip Blundell, Adam Braswell, Christian Chatterjee, Kevin Gill, Wyman Jung, Julie Leibowitz, Michael Minson, Mike Orenich, Shelley Porter, Greg Richardson, Sam Tehrani, Frank Teran, Kjell Vistad, Kevin Weston, and Greg Wu.
Eidos Inte ractive UK
CEO
Mike McGarvey
Producer
Luke Valentine
Head of Development
Operations
Flavia Timiani
Development Director
David Rose
Group Localisation Manager
Caroline Simon
Localisation Coordinator
Monica Dalla Valle
Brand Manager
Helen Lawson
Head of Mastering/Compatibility
Jason Walker
Mastering
Phil Spencer, Ray Mullen
Compatibility
Gordon Gram, Scott Sutherland
QA Director
Chris Rowley
Assistant QA Manager
John Ree
Product Test Coordinator
Tyrone O’Neill
Asst Product Test Coordinator
Andrew Standen
QA Technicians
Vincent Boon, Darran Gibbons, Kevin Haddon, Daniel Mills, Gareth Mills, Andrew Nicholas, Jonathon Redington, Andy Secchi
Localisation QA Supervisor
Marco Vernetti
Localisation Product Test
Coordinator Dario Scimone
Special Thanks
Mark Allen, Marcus Behrens, Benoit Bohet, Louise Fisher, Bernadette Hannah, Nicola Mason, Tom Waine, and Lars Wittkuhn.
Voice Actors
Garrett Stephen Russell
Keepers
Alexander Brandon, Ken Carberry, Marc Carver, Maureen Keiller, Jerry Kissel Julie Perkins
Hammerites
John Haag, Ron Hayden, Jerry Kissel, Stephen Russell
Pagans
Brian Hoffman, Sarah Newhouse, Chip Phillips, Paula Plum
Guards
Scott Dickson, Jerry Kissel, George Ledoux, Stephen Russell, Daniel Thron
Thugs
Lonnie Farmer, George Ledoux, Chloe Leamon
Townspeople
Lily Allen, Stacy Fischer, Gray Haddock, George Ledoux, Paula Plum, Stephen Russell, Richard Snee
Fences & Store owners
Terri Brosius, Stacy Fischer, John Haag, George Ledoux, Chip Phillips, Paula Plum, Paula Rester, Richard Snee
Artemus
Nate Wells
Orland
Ken Webster
Caduca
Paula Rester
Gamall
Wren Ross
Lauryl
Terri Brosius
Enforcers
Jerry Kissel
Inspector Drept
Kevin Collins
Lady Elizabeth
Maureen Keiller
Widow Moira
Terri Brosius
The Eye
Daniel Thron
The Heart
Stacy Fischer
Kurshok
Eric Brosius, Mark Stevick
Rat Beasts
Ricardo Bare, Ryan Wickerham
Statues
Eric Brosius
Undead
Steve Allen, Ricardo Bare, Mark Lampert
Miscellaneous cutscene voices
Jim Canning, Shiela Gordon, David Jarrott, Everett Skaggs
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