Installing Thief: The Dark Project is a snap. Simply insert the CD into your CDROM drive. After a few seconds, the Launch panel will appear:
NOTE: In the event the Launch Panel does not appear when you insert the CD:
Double-click on the My Computer icon, then double-click on the CD-ROM
icon, and lastly double-click on the SETUP.EXE file to bring up the launch
panel OR:
1) Click on the START button.
2) Choose Run from the ensuing pop-up menu.
3) Type d:\setup in the box provided (where d: designates your CD-ROM
drive letter).
4) Click on the OK button to begin the install program.
Click on the Install button to begin the installer. The Welcome panel will then
appear.
Click on the Next button to proceed with the installation. The program will
guide you through the remaining process via on screen prompts.
You will initially be prompted to select the path and directory to which you
wish to install the game on your hard drive:
If you have any drive with a Games directory, the installer will default to
/Games/Thief. Click on the Next button to accept the default destination, or
click on the Browse button to type in a new drive and/or directory in the
box provided.
You will be prompted to enter the name of the Program Folder you wish to
create if you do not want the default “Thief” folder.
The installer will check to see if your machine requires the Intel Codec 5 to
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be installed. If it is determined that this Codec is not installed, the Intel
Codec 5 installer will be invoked. Follow the prompts to install the Intel
Codec 5.
The installer will check to see if your machine requires DirectX 6.0 to be
installed. If it is determined that the DirectX 6.0 installation is required, the
Install DirectX Information panel will appear.
Click on the Install DirectX button to proceed with the installation. (You may
also elect to not install DirectX, but you will not be able to play the game)
The installer will automatically check to see if DirectShow is needed, and
install it if needed.
If you are experiencing difficulties installing Thief:The Dark Project, please
consult the Troubleshooting and Performance Issues section of the Readme.
UNINSTALLING THIEF: THE DARK PROJECT
If you need to uninstall Thief: The Dark Project, you may do any of the following three things:
1) Insert the CD into the CD-ROM drive to activate the AutoPlay feature. This
will bring up the Launch Panel:
Click on the Uninstall button and follow the prompts.
2) Click on the START button from the Windows 95 taskbar.
Choose Programs from the pop-up menu.
Drag your mouse to the right and click on Thief, or the folder name you
chose at install time.
Click on UnInstallShield from the ensuing pop-up menu and follow the on
screen instructions.
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3) Go to the CONTROL PANEL and choose ADD/REMOVE PROGRAMS.
Click on Thief: The Dark Project, select the Add/Remove button, and fol-
low the on screen prompts.
If you are experiencing difficulties uninstalling Thief: The Dark Project, please
consult the Troubleshooting and Performance Issues section of the readme.
What are the system requirements for Thief: The Dark Project?
The minimum system requirements are as follows:
• Pentium® 200 MHz (with 4 MB SVGA video card, no hardware acceleration)
• Pentium® 166 MHz (with 3D hardware accelerator card, minimum
• Pentium II® 300 MHz (with 4 MB SVGA video card, no hardware
acceleration)
• 64 MB RAM memory
• 100% DirectX 6.0 3D sound card
• 8x CD-ROM drive
• 200 MB hard drive space
Thief: The Dark Project
“Dig your hands into the earth, and then let the clay and dirt fall to the
ground. After a year’s passing, can you find that clay again? But drop a stone
block, a beam, a fired brick; it will persist a year, and another hundred years
beside.” -
“Vines will twine to drink out the life of the manfools, and where the bloods
of trees is spilled the Leaf-man rises and topples the towers. His will makes
the trees to grow again, his roots and branches thirsting and blood to drinks
in the joy of open sky.”
“The world is a great scale, which must stay in balance, in the face of forces
seeking to skew its arms. A collection of knowledge is a set of weights, to be
added to one side of the scale or the other, as necessary. Our task to place
the weights, slowly, carefully, over centuries, in order that the balance be
preserved.”
- excerpt from the lectures of the Keeper Loremaster
The Book of the Hammer
- unattributed Trickster scroll
INTRODUCTION
In Thief: The Dark Project you play the character of Garrett, a hardened thief
of the highest caliber. Shadows and silence are your allies. Light is your
enemy. Stealth and cunning are your tools.
And the riches of others are yours for the taking.
You ply your trade in the City, preying on the rich nobility and corrupt mer-
chants, who are no more deserving of their worldly goods than a hardworking thief. You have a reliable fence, named Cutty, who’s always on the
lookout for good jobs. So far, he’s never let you down.
Every job comes with some danger. Being a thief means always being one
misstep away from finding an angry guard bearing down on you with a
drawn blade. For these unfortunate moments, you carry a sword yourself.
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A blackjack and a short-bow are also part of your arsenal. Fighting is usually not your first choice, but sometimes it’s the only choice.
More often, however, the road to riches is dark and silent. You will have tools
designed to deceive your enemies, tools which can better keep you out of
danger, and tools to help you get into hard-to-reach places. You are a thief,
not a warrior. So keep your wits about you, and you won’t lose your head.
GAME SCREENS
Main Menu
NEW GAMEstarts a new game of Thief. It will present you with a “New
Game” screen, detailed below.
LOAD GAMEbrings up a screen from which you can load a previously
saved game.
OPTIONSbrings up a screen from which you can adjust video settings,
sound and music volume, etc. These are detailed below.
INTRO replays the game’s intro sequence.
CREDITSshows you the names of all the people who worked to
bring you Thief.
QUIT quits.
New Game Screen
Difficulty - Choose the difficulty level. The default setting is normal.
Start Training/Skip Training - For your first time playing Thief, we strongly rec-
ommend that you begin with the Training Mission. The Training Mission introduces you to some key concepts of stealthy gameplay, and will help you
understand how to succeed. If you’ve played Thief before, or are just overconfident, you can skip this mission.
Options Screen
CONTROLS - brings up a screen from which you can reconfigure your input
controls.
To remap a control function, click on the function, then press Enter or click
Bind, and then press the new key or button.
VIDEO - brings up a screen from which you can set various video options,
such as hardware acceleration, resolution mode, and gamma correction.
Proper gamma correction (screen brightness) is vital for the most enjoyable
Thief experience. Given that different monitors and video cards exhibit a
wide range of gamma values, it is important to understand the optimal setting for gameplay. The ideal gamma settings allow you to see the basic outline of terrain and objects even in deep shadow, but only barely. Darker
settings than this won’t allow you to see where you’re going in dark areas
(of which there are plenty in Thief), and brighter settings tend to wash out
shadows, making it hard to tell where you’re safe from detection and where
you’re exposed. Also, dark shadows look a lot cooler. The easiest way to set
your gamma is to start the training mission and go into the first large hall,
where you are instructed to avoid the light. Adjust the gamma with the ‘+’
and ‘-’ keys on your keyboard until you can barely see the outline of the
walls in deep shadow. It will probably be helpful to adjust your monitor
brightness as well. You can also use the Gamma slider on the Options:Video
panel to adjust your settings if the ‘+’ and ‘-’ keys don’t work properly.
AUDIO - brings up a screen from which you can set various audio options,
such as sound volume, number of available channels, and hardware acceleration. Note: lowering the Audio Channels will increase overall performance.
Sound plays an important role in Thief. When you’re sneaking around some
guy’s house at night, you want to be able to hear which direction the armed
guard is coming from, how close he is, and what sort of surface he’s walking
on. If your sound card supports hardware acceleration using
DirectSound3D, we strongly recommend that you use it while playing Thief.
Turning on this option will also enable 3D positional audio (such as A3D) on
supported cards, which significantly enhances the Thief experience.
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In-Mission Menu
You can bring up the following menu of options in the middle of a mission,
by pressing the ESC key:
CONTINUEgo back to playing the mission
OPTIONStakes you to the options menu
SAVE GAMElets you save your game
LOAD GAME lets you load a previously-saved game
MAPbrings up your mission map
OBJECTIVES brings up your mission objectives, with information about
which objectives you’ve completed.
QUIT quits the mission.
RESTARTrestarts the mission.
DIFFICULTY LEVEL AND MISSION OBJECTIVES
Before each mission, you’ll have the opportunity to set the Difficulty Level at
which you’ll play that mission. Your options are “Normal,” “Hard,” and
“Expert.” You cannot change Difficulty in the middle of a mission, so be prepared to live with your choice.
Your Difficulty Level will determine the Mission Objectives for that mission.
Often, you will need to collect a certain minimum of loot at the harder levels. Sometimes there will be additional objectives, like obtaining a specific
treasure, or performing an important task. At the “Expert” level, you will
often be obliged to play through the mission without killing any of your fellow human beings. You can click on the different Difficulty Levels to see
what the Mission Objectives will be in each, before you make your decision.
Beware: in addition to requiring more difficult objectives, the harder levels
may present extra challenges. Doors that were unlocked may now be
locked, healing potions and other useful items may be absent, and enemies
may be more numerous and powerful!
Before each mission starts, you’ll go through a Loadout screen, in which you
can see the tools you’ll have for the upcoming mission.
The left column of this screen shows your starting gear. This will vary from
mission to mission.
The right column shows you a selection of items for sale.
The center column shows you what items you have purchased so far.
Clicking on an item in any of these columns will select it, and bring up a short
description of the item, along with its price. To purchase an item, click on it
in the “Items For Sale” column, and then click the left-facing arrow button
on the bottom to move it into the “Items Purchased” column. This will
decrease your Cash total (shown below your starting gear) by the price of
your purchase. If you change your mind about a purchase, click on its icon
in the “Purchased” column, and move it back to the store with the right-facing arrow button. (This will also give you your money back.)
From the Loadout Screen, you can review (replay) the briefing, and review
the mission goals.
Money can only be spent in the mission immediately following the one in
which you find it. Similarly, items found or purchased do not carry over to
the next mission.
Therefore, there is no benefit in not spending all of your money during each
Loadout session, and there is no benefit in purposefully not using items
you’ve purchased. Live for the present.
There are descriptions of all the Thief’s tools and abilities in the following
sections.
LOADOUT
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IN-GAME INTERFACE
To scale, position yourself in front of the rope, ladder or surface you wish to
climb, and jump into it. This will “stick” you to that object or surface. To
mount a ladder from the top, simply walk carefully over the top of the ladder. Once you are in this climbing mode, the walk and run keys will move you
along the rope/ladder/climbable surface, in the direction you are facing. If
you want to ascend a ladder or rope, look up, and move forward. To
descend, look down and move forward. Jumping while in scaling mode will
cause you to let go of the object or surface you are scaling.
To pull yourself up on to a ledge (mantling), you need to face the ledge and
move right up to it, then jump. Note that you have to hold down the jump
button the entire time you are mantling. This is also how you pull yourself
out of the water while swimming.
weapon
health
visibility gem
air supply
(underwater only)
inventory
MOVEMENT
Walking and Running
As a thief, you’ll spend a majority of your time walking, or prowling, as they
say in the trade. Running is useful for getting out of trouble once you’ve
gotten into it, but most of the time, walking is safer. This is because running
is noisy, and you’ll be more easily noticed. When walking, you are less likely to be seen and heard by others, which is almost always preferable.
Climbing
Expect to spend some of your time jumping up on walls, and climbing ladders and ropes. There are two different ways to climb: scaling and mantling.
Scaling means climbing up ropes and ladders. Mantling is when you pull
yourself up onto a high surface.
Swimming
Sometimes, swimming is the only means of getting where you need to be.
Other times, the water makes a good temporary hiding place. Just remember that splashing around in the water makes noise, and can draw unwanted attention to your position.
Swimming is easy: just face the direction you want to swim, and move forward. When you want to leave the water, swim to a ledge low enough for
you to climb, and jump.
Current: Some water will have current, which will be visibly apparent.
Swimming against the current will be slower than swimming with the current,
and if a current is too strong, it will be impossible to make upstream progress.
Drowning: Stay underwater too long, and you’ll drown. While you’re
underwater, you’ll see a row of bubbles appear on the lower-right portion
of the screen. These bubbles represent your air supply. As you stay underwater, these bubbles will slowly disappear. When there are no more bubbles, you’ll start drowning, and taking damage.
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INTERACTING WITH THE WORLD
Using objects in general
Most objects in Thief can be used in some way. There is a single use button
(the default is the right mouse button) which is used on all such objects.
What happens when you use an object depends on the object - if you use an
unlocked door, the door will open. If you use a piece of treasure, you’ll take
it. If you use a book, you’ll read it.
Using objects in the world
To use an object in the world, center it in the 3D view. When an object is centered, it will light up. Pressing the use button will use the highlighted object.
When you use an object in the world, one of two things will happen, depending on the type of object it is:
1. The object will be manipulated right there in the world. Things like doors,
levers, and holy water fountains fit this description.
2. The object will be picked up and put into your inventory. Things like
arrows, treasure, skulls, keys, and potions go into your inventory when
used. You’ll see a spinning picture of the object at the bottom of the screen;
what type of object it is determines its exact location in your inventory.
When objects go into your inventory, they’re either weapons, general
inventory, or junk. Weapons are things that you swing at people or shoot
from your bow, using the attack button (see Combat below). General inventory is anything that’s not a weapon, but you want to hang on to anyway.
Maybe it’s valuable loot, or maybe it’s something you can carry around and
use later with the use button. Junk is anything you wouldn’t want to hang
on to, but might want to move around, like corpses or debris. You might
need to throw junk to distract or injure an enemy. The only effect of using
junk once you’ve picked it up is to throw or drop it, and while you’re carrying junk you can’t attack, or use general inventory items. The use button
will throw junk, and the release key (default: R) will drop junk, which can be
quieter. Weapons will appear in the bottom left corner of the screen, junk
in the bottom center, and general inventory in the bottom right.
Using objects in your general inventory
Anything that you’ve picked up which isn’t a weapon or junk will be in your
general inventory. You can cycle through your inventory items with the TAB
key. (Shift/TAB to cycle backward). The item that appears in the lower right
corner of the screen is your currently selected inventory item. If you have
more than one of the same kind of object in your general inventory, you’ll
see the total number you have next to the item. If you have picked up more
than one “loot” object, you’ll see the total value of all the loot you have.
(Note: loot and treasure items go into your inventory, but cannot be used.)
To use your selected inventory item, press the use button. If it’s a potion,
you will drink it. If it’s a scroll, you will read it. If it’s a Flash bomb, you will
toss it into the world. And so on.
Inventory items will only stay on screen for fifteen seconds after they are
selected. If there is no item highlighted in the world, and you have no
inventory item selected, hitting TAB will select the last inventory item you
had selected.
Using inventory objects with objects in the world
Some objects in your inventory (like keys) can be used on objects in the
world. For example, to use a key on a door, select and use the key. The key
icon will zip to the center of the screen, indicating that it can be used on
other objects. Then center the door on your screen, so that it becomes
highlighted. Using the door while your key is centered will use the key on
the door.
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Picking pockets
The great thing about being a thief is that you can pick up things that someone else foolishly thinks they’re hanging on to. Of course, the pocket hasn’t
actually been invented yet, but many people will have a key or a purse of
coins hanging at their hip. If they don’t know you’re there, you can take
their possessions right off their belts! This works just as if the object were
sitting out anywhere else. The only problem is getting close enough to
remain undetected by the object’s onetime owner!
COMBAT
Sometimes, thieving can be made easier by a measured application of force.
Usually, this means a stealthy sword-blow from behind, or a well-placed arrow
shot from a place of concealment. In a desperate situation, a frontal one-onone melee may be the best option. Hey, it’s always good to have options.
To attack with any weapon, use the attack button. (The default is the left
mouse button.)
The Sword
To draw your sword, press the “1” key. You’ll see a spinning sword in the
lower left corner of the screen, showing you the currently selected weapon.
While your sword is drawn, you will move slightly slower than your normal
speed, and you will be more visible to enemies. Also, remember that people in the world who might otherwise ignore you could become alarmed if
you have your sword drawn and raised to strike.
To attack with the sword, press and hold the attack button to draw back the
blade, and release the button to swing. The amount of time you hold down
the button will determine the height and ferocity of the swing:
• Keeping the attack button down for a shorter amount of time executes
a left-to-right or right-to-left slash.
• Keeping the attack button down for a longer period of time executes a
powerful overhead slash.
You’ll see the sword move to different positions as you hold down the attack
button.
To execute a block, press the block key (default: Space or Mouse Button 3)
The Bow
To ready an arrow, first select the type of arrow you wish to fire, using the 3
through 9 keys. 3 is for the standard broadhead arrows; the other numbers
are for special types of arrows, described in the Arrows section. You’ll see an
image of the arrow in the lower left corner of the screen, showing you the
currently selected weapon. While your bow is drawn, you will move much
slower than your normal speed, and be more visible to your enemies. As with
the sword, walking around with your bow drawn back might make some people nervous.
To draw the bow, press and hold the attack button. The longer you hold
down the attack button, the farther back you’ll draw the string, and the farther the arrow will go when you release it. When the on screen bow reaches its full extension, you’ve reached maximum power.
After the bow has been fully drawn for a few seconds, your view will zoom
in on your target, making it easier to line up a shot. A few seconds after that,
your arm will grow tired; the sight on the bow will wobble slightly, and then
you will automatically put the bow down. Once this happens, you can immediately draw the bow again.
Use the sight on the bow to aim the arrow. It will take some practice to
learn how high or low you should aim, and how much you should lead moving targets.
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The Blackjack
The blackjack is a blunt club-like weapon, used for knocking a foe
unconscious quickly and quietly. It has the disadvantages that you
must get right up behind an enemy to use it, and that it won’t
work on alerted and armed foes. Its big advantages are that your
target won’t have time to scream and potentially alert other
nearby enemies, and using a blackjack won’t leave messy bloodstains, which
could be noticed by others. Also, the blackjack will not slow you down when
readied. Lastly, unlike with the other weapons, having the blackjack readied will not make you more visible to enemies.
To ready the blackjack, press the “2” key. You’ll see a picture of the blackjack in the lower-left corner of the screen, showing that as your currently
selected weapon.
Press and hold the attack button to draw back the blackjack, and release the
button to swing. Remember to aim for an opponent’s head - swatting them
in the legs is unlikely to knock them out. Also, don’t bother using the blackjack on any sort of creature without a head. Assuming there are any.
To put away any readied weapon, press the “~” key.
Your Health
Being a thief is a dangerous business. Get hit with a foe’s weapon, or fall a
long distance, or go swimming in lava, and you’ll take damage. Your health
is represented by a row of white and red shields on the bottom left corner
of the screen. As you take damage, these shields will disappear one by one.
When you run out of shields, you’re dead. So don’t let that happen.
Player Tools
In addition to having a sword, a bow, and a blackjack, Garrett will sometimes
have other tools at his disposal. Each of these exist in limited quantities, so
use them wisely.
Arrows
In the world of Thief, there are seven types of arrows, described in detail
below. Broadhead arrows are conventional in nature and are provided in
all missions. Other arrow types - water arrows, fire arrows, gas arrows and
moss arrows - are added to your inventory when you pick up a crystal of the
appropriate type. (Water Crystals add water arrows, Fire Crystals add fire
arrows, Air Crystals add gas arrows, and Earth Crystals add moss arrows.)
You can also find or purchase rope arrows and noisemaker arrows, which
do not require crystals.
To use an arrow, make it your currently-selected weapon using the appropriate key. Now the bow will automatically shoot that type of arrow until
you run out of them, or you switch to a different weapon.
The arrow hotkeys are:
3 - Broadhead Arrow 4 - Water Arrow 5 - Fire Arrow 6 - Moss Arrow
7 - Gas Arrow 8 - Rope Arrow 9 - Noisemaker Arrow
Water Arrow
Water arrows’ primary use is to extinguish torches, creating more
darkness and shadows in which to hide. They can also be used to
wash away incriminating blood stains from any surface, and can
be used with Holy Water to create arrows which are highly effective against undead.
Fire Arrow
Unlike ordinary arrows, fire arrows will travel in a flat trajectory
until they hit something. At their point of impact, they explode,
doing damage to everything in the vicinity, and burning flammable objects. No, they’re not very stealthy, but they’re good for
creating a distraction, and they do a lot of damage. Sometimes a
fiery explosion is exactly what you want. Fire arrows can also be used to relight extinguished torches.
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Moss Arrow
When a moss arrow strikes a surface, it blossoms into a patch of soft
moss. When this moss drops to the ground (assuming you didn’t just
shoot it at the ground to begin with), it will sprout a number of
smaller moss patches in that vicinity. Walking on these moss
patches makes almost no noise whatsoever. So if you need to
sneak up on a guard, but to do so means crossing a tile floor, covering the
tile with moss will allow you to make your approach in silence.
Gas Arrow
Gas arrows are extremely potent. They create a small cloud of
knockout gas at their point of impact, which will render all humans
and some creatures unconscious. If you’re good, you can knockout
multiple targets with one gas arrow, but the targets have to be
close together. Like fire arrows, gas arrows fly in a flat trajectory.
Two pieces of advice: 1) Gas arrows are expensive and generally hard to
come by, so don’t waste them. 2) If you accidentally fire one into a close-by
surface, you’ll probably catch yourself in the gas cloud, which will do you
some damage, and frankly be downright embarrassing.
Rope Arrow
Rope arrows can only be fired successfully into wooden or earthen
materials. When they hit, they will embed themselves in the struck
surface, and a rope will extend straight downward from the point of
impact. These ropes can be climbed just like ladders.
Noisemaker Arrow
Noisemakers are used for distraction. Upon impact, they will start
making an odd noise, and so can be used to draw guards away from
places you want to go. Remember that when someone discovers
the true source of the noise, they’ll probably grow a bit suspicious.
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THE FINE ART OF LOCKPICKING
There are times when the hard-working thief needs to get through a locked
door, and the key is not readily available. For this eventuality, a good pair
of lockpicks is the connoisseur’s tool of choice.
Some locks are quite simple. Select either one of your picks, use it on the
door, and then hold down the use button until the handle moves. While you
are using the pick, the handle of the door will jiggle and move toward its
unlocked position, and you’ll hear the sound of progress being made. After
a few seconds, the handle will turn completely, you’ll hear a satisfying click,
and the door will open.
Other locks are more complex, and will require a specific pick If you try
using one lockpick, and hear only a single short click, try the other pick. The
most complex locks require the use of both picks. Sometimes, you’ll use a
pick for a few seconds, and the handle of the door will only move part of the
way. If this happens, try changing picks to complete the job. Some locks are
so well constructed that you may need to change lockpicks more than once,
as each use of a pick only gets you part way through the lock.
If you try using a lockpick on an unlocked, unpickable or open door, you
will hear a single short click.
BOMBS AND MINES
To use a bomb or a mine, make it your currently-selected inventory item,
and press the use button. This will throw it out in front of you, into the world.
Flash Bomb
A flash bomb will burst on impact with any surface or object, and
temporarily stun any creature (well, any creature with eyes) that
can see the explosion. If you are looking at the detonation, you’ll
experience some visual side effects.
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Explosive Mine
An explosive mine will sit around waiting for something to wander
by, and then explode, doing a great deal of damage and making a
great deal of noise. Like fire arrows, they’re not very stealthy, but
can be highly effective in the right situations.
Gas Mine
Gas mines are used just like explosive mines, but instead of
exploding when triggered, they release a cloud of potent knock-
out gas, similar to gas arrows.
POTIONS
Healing Potion
This does exactly what you would expect. Select it as your inventory item,
and right-click to drink it.
Breath Potion
This potion provides an extra gulp or two of air, which is useful when you’re
underwater and have been holding your breath for too long. Select it as
your inventory item, and right-click to “drink” it.
Speed Potion
Drinking this potion will give you an extra burst of speed, but only for a short
time. It’s just the thing if you need to flee from trouble. It’s also useful for chasing someone down, before they can run off and warn their friends about you.
Holy Water
You don’t actually drink Holy Water. Instead, using a vial of Holy Water will
turn all of your Water Arrows (assuming you have any) into Holy Arrows,
which are extremely potent against the Undead. Note that this transformation
only lasts for 30 seconds, after which your Water Arrows revert to normal.
The Compass
The compass is a tool you’ll have on every mission. To use it, select it
as your current inventory item. It will turn as you turn, with the red
pointer always indicating north. (On all of your mission maps, the tops
of the pages are north.) Since you may not have detailed knowledge of
all the locations you’ll visit during the game, the compass is an
extremely useful navigational aid.
The Visibility Gem
There is one other important tool, which is in effect all the time. This is the
visibility gem, a yellow gemstone at the bottom center of the screen. The
visibility gem is used to measure your current level of visibility, which is
affected by a number of things: light level, movement speed, and whether or
not you have a weapon. If you are running directly under a street lamp with
your sword drawn, the gem will be at full brightness. If you are standing still
in a deep shadow with your sword and bow put away, the gem will be dark.
The gem has several grades of brightness, which correspond to different
levels of visibility. If you’re not sure how easy you are to see at any given
moment, check the visibility gem.
HINTS/TACTICS
You are not a tank.
The most important thing to remember about Thief is that you are not an
unstoppable fighting machine. If you’re planning on making bold frontal
assaults on multiple foes at once, go get fitted for your coffin now.
Try to be invisible.
The best way to stay alive is to stay out of sight. There are many ways to
avoid being noticed of your enemies:
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21
• Stick to the shadows, and avoid brightly-lit places when possible.
• You’re more visible when you’re moving than when you’re standing still.
• You’re more likely to be seen when you have a weapon drawn.
• You’re less likely to be seen if you stick close to walls, than if you’re out in
open spaces.
Remember, if there’s too much light for comfort in a space you want to
cross, you can put out torches with Water Arrows.
Sound off
Your enemies can see you, and they can also hear you. Your footsteps make
more noise running than walking, so only run when you must. Be aware of
the floor surface, and walk on carpets or grass if you have the option. Tile
floors and metal gratings are going to be noisy - use moss arrows to muffle
your footsteps when crossing these surfaces.
Sound on
You can learn much about your situation by listening. Listen at doorways
before you open doors. Listen at hallway junctures. Most creatures make
sounds while they move around, whether it’s whistling, muttering, or just
the sound of their feet. And just as in real life, you’ll have an easier time
hearing faint sounds if you yourself are standing still.
Take the high ground.
When possible, look for positions where you can look down on your enemies. They’re less likely to see you up on a wall, or crouching in the rafters.
Also, even if they do see you, they won’t be able to reach you easily, and
unless they have a ranged attack, you’ll have time to escape.
Even the odds.
If you’re confronted with more foes than you can reasonably handle (which,
in most cases, is more than one), try to arrange things so that you can
engage them one at a time.
If you can successfully knock out a guard (as opposed to killing him), he’ll
make less noise as he goes down, and is less likely to alert others.
Hide the evidence.
If you defeat an opponent, hide the body in the shadows, so that other
passers-by won’t be alerted to your presence. If you have Water Arrows to
spare, use them to clean up incriminating blood stains. Closing doors behind
you can also serve to keep anyone from becoming suspicious.
THIEF DEFAULT KEYBINDINGS
Use WeaponMouse Button 1
Use ItemMouse Button 2
BlockMouse Button 3
RunWNumpad _8Up Arrow
WalkSNumpad _5
BackpedalX Numpad _2 Down Arrow
Turn LeftA Numpad _4 Left Arrow
Turn RightD Numpad _6 Right Arrow
Sidestep LeftZ Numpad _1 Alt/Turn Left
Sidestep RightC Numpad _3 Alt/Turn Right
Lean LeftQ Numpad _7
Lean RightE Numpad _9
JumpSPACE Numpad _0
BlockSPACENumpad _0 (with sword selected)
CrouchF Numpad _ENTER
Look UpT Page Up
Look DownG Page Down
Center ViewV Numpad _DEL
Drop ItemR
MapM
ObjectivesO
Clear Weapon~
Sword1
Blackjack2
Broadhead Arrow3
Water Arrow4
Fire Arrow5
Moss Arrow6
Gas Arrow7
Rope Arrow 8
Noisemaker Arrow9
select Healing Potion F1
select Breath Potion F2
select Holy WaterF3
select Lock Pick 1F4
select Lock Pick 2F5
select Flash BombF6
select Gas MineF7
select MineF8
select CompassF9
take ScreenshotF10
24
HELP! Thief: The Dark Project has hosed my system, and I suspect that DirectX
is the culprit. How can I restore my original drivers?
YOU CANNOT REMOVE DIRECTX FROM YOUR SYSTEM, but you can restore the original audio and video drivers which have been updated by the installation of
DirectX. If you enter the Windows 95/98 CONTROL PANEL and click on the
ADD/REMOVE PROGRAMS icon, you should see a list of all of the programs that are
registered with Windows 95/98 in the Add/Remove Programs Properties panel.
If you see a listing for “DirectX Drivers”, double-click it to open the DirectX
Setup panel. At the bottom of this panel, there should be 2 buttons: Restore
Display Drivers, and Restore Audio Drivers. Clicking on these buttons should
restore the original video and audio drivers. Once again, please note that
while this will restore the older drivers that were replaced by DirectX, it will
NOT remove DirectX nor will it automatically cure problems you may have
been experiencing. Though DirectX will remain on your system, the restoration of the older drivers may then allow you to successfully run the program. We also recommend that you obtain the latest drivers for your video
and audio cards. Please read the README file for more details.
To check to see if there is a patch already available for Thief: The Dark
Project which may address your particular problem, or may even add features which were not available in the shipping version of the game, go to
the Looking Glass web site at www.lglass.com/cs/thief
For the latest FAQ, please check out the Looking Glass web site at
www.lglass.com/cs/thief
For hints, tips and strategies, please go to your local computer retailer or
bookstore to purchase the official Thief: The Dark Project Strategy Guide.
Programmers
Chris Carollo, Kate Jenkins
Marc “Mahk” LeBlanc, Mat MacKenzie
Renderer
Sean Barrett
Hardware Rendering and D3D Support
Kevin Wasserman
Designers
Laura Baldwin, Dorian Hart, Mike Ryan,
Randy Smith, Sara Verrilli
Initial Design and Story Concepts
Ken Levine
26
Artists
Daniel Thron, Robb Waters
Lead Audio
Eric Brosius
A/V Support
Kemal Amarasingham, Jennifer Hrabota
Additional Programming
Dan Schmidt, Briscoe Rogers, Jon Chey,
James Fleming, Cynthia Monter,
Darren LaFreniere, Mark Justin Waks
Rob “Xemu” Fermier, Zarko Bizaca,
Pat McElhatton
Build Engineer
David Teichholtz
Additional Design
Peggy O’Connell, Ian Vogel
Nate Wells, Jeff Yaus
Additional Art
Steve Caniff, Erin Coughlan, Nate Wells
Brennan Priest, Marlon Carlo Violette
Cutscenes
Direction, art, animation
Daniel Thron
Co-Direction and editing
Josh Randall
Music and audio
Eric Brosius
Screenplay
Terri Brosius
with help from
Erin Coughlan, Jennifer Hrabota
Marlon Carlo Violette, Nate Wells
Robb Waters
Voices
Garrett
Steven Russell
Constantine
Joffrey Spaulding
Viktoria
Terri Brosius
Guards
Steven Russell, Geoffrey Stewart
Hammers
Stephen Russell, Joffrey Spaulding
Servants
Dorian Hart, Sara Verrilli
Prisoners
Geoffrey Stewart, Andy Meuse
ApeBeasts
Dan Thron
Keeper
Nate Wells
Cutty
Dan Thron
Murus
Randy Smith
Ramirez
Dan Thron
Renault
Dan Thron
The Eye
Dan Thron
Motion Capture Actor
Jonathon Conant
Marketing Director
Michael Malizola
QA Manager
Steve Pearsall
Lead Tester
Michael J. Steinkrauss
Testers
David Sax, Kevin Callow, Tom Grealy,
Alexx Kay, Lulu Lamer, Mike Romatelli
Chris Siegal, Natasha Swift
Manual
Text
Dorian Hart
Illustrations
Daniel Thron
Website
Jennifer Hrabota, Josh Randall
Steve Pearsall
Network Administration
Rob Meffan, Andy Meuse
Customer Service
Rob Caminos, Jason Jope
Looking Glass Management
Paul Neurath, Erik Gloersen
Michael Alexander
27
Motion Capture (Adaptive Optics)
Dean Wormell, Liz Hincks
Special Thanks
Warren Spector, Constantine
Hantzopoulos, Sandra Smith, TTLG,
Liz Hincks, Bill Carlson.
EIDOS US
Producer
Matthew Miller
QA Manager
Mike McHale
Director of Development
James Poole
Lead Tester
Clayton Palma
Testers
Jeremy Hunter, Greg Coleman,
Eric Stephens
Additional Testing
Rudy Ellis, Corey Fong, Peter Schmalz,
John Arvay, Kenneth Schmidt,
Tim Moore, Greg Rizzer, Chris Charles,
Franklin Vasquez, Victor Waters
Product Manager
Kelly Zavislak
Public Relations
Gary Keith, Tricia Gray
Marketing Support
Paul Baldwin, Susan Boshkoff, Sacha
Fernandes, Michelle Bravo, Sutton Trout
Manual Layout
Lee Wilkinson
Customer Support Manager
Micheal Kelly
Special Thanks
Alan Cash, John Borg, Spencer Liu,
Mike Schmitt, Eric Adams, Frank Hom,
Tom Marx, Mike Kawahara,
Mike Weksler, Mike Gilmartin, Sprinkles
& DVD
EIDOS UK
Producer
Jonas Eneroth
Publishing Director
John Kavanagh
Localization Manager
Flavia Timiani
QA Manager
Tony Bourne
Marketing Manager
Karen Ridley
Public Relations
Jonathan Rosenblatt
Special Thanks
Lee Briggs, MS-MBK!
28
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