Thief: Deadly Shadows
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Your guide to everything that isn't nailed down
Developer
Ion Storm
Publisher
Eidos Interactive
ERSB Rating
Rel. Date
25/05/2004
Genre
First-Person Action Adventure
Players
Date: Monday, October 25, 2004
Author: Jeff 'Judasen' McAllister

Mission One: Checking Inn -Cashing Out

Since this is another simple tutorial mission like all games have, simply follow the on screen instructions to help you get used to the controls and to get you from one objective to the next. Walk up to the first set of foot prints and read the instructions. Creep past the guard by following the foot prints and make your way around the corner to the next set. After the instructions, head into each alcove as the guard walks past until you reach the end of the alley. Creep around the wall and crouch to go through the iron grate there. Head down the ramp and past the barrels that fall and go to the door on the right. Open it up and go to the footprints. Go down the next hall and use your water arrow to take out the torch on the right. When you do, you can pick up many more on the box underneath it.



After you grab a few, continue to follow the footprints and hop over the stack of boxes. When you hop over, go to the left and follow the prints to a locked door. Now you get to try your hand at lock picking, a skill you will be using quite a bit in the game. To pick the lock, move your pick in the bottom right hand corner around the circle until the ring you are working on starts to jiggle back and forth. When it moves, it means you are close. Keep moving the pick around that area and the ring will turn eventually to unlock. Do that to each ring and the door will unlock. When you go through, climb up the ladder quietly and sneak up on the guard there. Club him in the back of the head with your black jack and you will be required to toss his body down the ladder to hide it. After you do so, check the log book on the desk and see that Lord Julian is staying in the Peony Suite.



Head around the desk and follow the footsteps up the stairs. You will be told to check your map to see where Julian’s room is, but it is just straight ahead and around the corner. When you get there, there will be a guard on duty. Shoot a noise maker arrow past him to the end of the hall and run in the room he is guarding when he does. When you are in the room you will see Julian is gone and so is his bag. Read the note on the table beside the bed and you will see he has gone to the Lancaster room for a chat. Grab all the plates and candle holders in the room that you can and head out the doorway to the right of the bed. Follow the footprints around the hall to the Lancaster room and go down the steps on the right as soon as you enter.



Take out the torch on the right side of the room and crouch you way quietly over to where the two men are sitting. Creep up behind them quietly and snatch the bag off the table between them. When you have it, wait for the guard to head towards the stairs and make a beeline for the door on the right, to the left of the fireplace. When you enter here, a guard will catch you and you need to either taker him out or sneak past him as you blind him with a flash bomb. When he goes down or is blind, head through the door there and you will be back outside. Go towards the final door there and the mission will end.

Mission Two: End of the Bloodline

When the mission begins, fire a water arrow at the Lions head torch to put out the flame. The door above and to the left of it will open as per the sign for the cook. When it is open, turn around and there will be a ladder in the corner. Snuff out the candle at the top for added darkness and make your way up it. When you reach the top, follow the ledge around until you come to the opposite wall that is well lit. Hug the wall and sneak along it to the end. Now you can walk to the open door in darkness and grab the goblet from the box beside the door. Make your way inside and follow the stairs down until you reach the doorway at the bottom. Read the note and grab the heal potion there. The note will tell you that the vault is in the basement and that a portcullis protects it. Now you need to make your way up to Lord Ember’s chamber to find out how to open it.



Pull the lever on the wall across from the note and enter the next room with sounds of snoring coming from it. It will be a barracks with another barracks in an adjoining room. In both rooms there are chests you can open to get loot, however the one in the far room is locked and will need to be picked. You will need to be quiet now since there is a guard in the hall to the left patrolling and the guard in the bed sleeping. When you have the goods, go to the far barracks room and open the door there. Go through and there will be a guard on your left. Go to the room on the right and turn to watch the guard. Another guard will walk down the hall on the other side. When that guard is gone, give the guard standing in front you either an arrow in the head or a black jack from behind. Pick up his body and hide it in the barracks. If the sleeping guard is awake by now, give him the same treatment.



Shoot a water arrow at the blood spot where you killed the first guard and enter the room on the right. You can wait to kill that guard until later if you like but I found doing it now easier. Go into the hallway on the right and follow it down the stairs. Watch the guard in the room patrolling with the torch to leave first. Look through the window and enter the room when he is gone and stay behind the boxes along the wall. Grab the arrows there and make sure you don’t knock over any swords on the racks. When the guard goes up the stairs, head for the small alcove in the far wall and wait for him to walk past again. When he does, head up the stairs and to the end of the hall. When you get to the end, will be able to go left or right. Go right and you will come to some fog that will lead to the Inner Chamber.



Head down the hall and make a right at the end. Stay beside the door there and a guard will enter the room. Club him from behind before he enters the courtyard and drop his body in the previous hallway. Head out straight into the courtyard when you are done and go through the door there. There will be a drunken guard near a door half way down the hall. Snuff the torch there and he will enter the room. Follow him in and wait until he leaves. You will be in a dining room here so grab the shiny goblet to increase your loot. When you do, or soon after the guard will notice it missing. Head through the door at the far end of the hall and wait in the alcove there. The two women who were chatting will separate and one will walk past you. Once she does, leave the alcove and go to the left down the hall.

Once you reach the end of the hall, enter the small room on the left and there will be a grey door there to pick. Once you have the lock picked, enter the room and read the cook’s journal on the desk. Now that you there is a switch in Lord Embers chamber, you need to head there and find it. Grab the plate from the chest in his room and make your way back out into the hallway where the two women were. There will be a door at the left end of the hall that can be picked to get back out to the courtyard instead of having to sneak back past the drunk guard. Pick it and head back to the small room where you clunked the guard earlier. This time head to the left, through the bright lighted room to a lift instead of going right out to the courtyard. Take the lift up a flight and head to the right. Go past the candle on the box and go through the door on the other side.



When you enter, there will be a guard to the far right sleeping with a torch in hand and two people having a conversation on the left. Go to the center of the room you are in and fire a noise maker towards the door you just came through. When everyone runs for it, run down to the right side and the locked door there. Snuff the torch and get to work on the lock. If you want to do it the easy way, you can wait for Lord Ember to come back to his chamber since he will be out with the guard checking out the noise as well. When he comes back to his chamber, follow him in when he opens it and clunk him one in the head. Read the journal on the table and it will tell you where the switch is. Go to the bed and grab all the loot around and pull the torch handle on the wall beside the desk. Now you need to make your way to the basement and to the vault.



On your way out, you can go to where the woman and man were talking earlier and follow the spiral staircase all the way up to the top where there will be a bedroom and many more loot objects to take. There will also be another special object in a chest in there, but since you already got one from Lord Embers chamber you don’t need it, but you may need the loot if you haven’t been picking it up. Make your way back to the lift when you are ready and take in down a floor. Head back to the fog and through the Castle Front. After you pass the fog, make two rights and you will be in a hallway will a room on the right and a guard at the far side. You can either try to sneak past him using the shadows on the right for cover, or you can just launch an arrow at his head and take him out where he stands. Either way, make your way down the stairs behind him. When you reach the bottom of the stairs, go to the door and open it to grab the Blood stone Opal and other loot.



Make your way back through the weapons room, the barracks and up the stairs to where the door was that the cook opened for you. If you get up there and the door is closed, head back down the stairs and pull the lever at the doorway at the bottom. Head back up, follow the ledge around and climb down the ladder. Make your way beside the main gate and wait for the guard to turn and then run for it to end the mission.

Day One

Head out the door way at the opposite end of your apartment and go to the end of the hall. There will be a man there who will say hi. When he does, hang a left around the corner and head for the end of the hall and go down the stairs. Go out the door and through the fog to enter the South Quarter. Creep up to the fountain in the center of the area and wait until the two people have their chat. After they are done talking, grab the water arrows from the fountain and head to the left through the alley there. You can walk by them any time you like since they are townsfolk and they don’t mind you, it’s the city guard you have to watch for. When you go through the alley, head to the left and there will be a city guard at the far end.



Creep along the right and you will see a red hand on the wall. Follow that alley way and you will be in Black Alley. Open the grate on the right for some loot and head down the alley. The first door on the left will be a store and the second will be Heartless Perry. Go in and talk to him and he will tell you that Lady Elizabeth is after you. Since he doesn’t want the Opal anymore, you need to get it to Stonemarket and Bertha will take it. Make your way back to the fountain area and instead of entering Garrett’s building, go to the left and Lady Elizabeth will be there will two guards. Hide under the porch of the building across from them and wait for them to walk away from the entrance. If all three won’t leave, flash bomb the remaining one and run past to the door past him on the right. Go through the fog door to enter Stone Market.



Enter the market and immediately head to the right and go up the stairs there. Follow the alley there past the locked door that leads into the tavern and around to the open courtyard area. Walk to the right and grab the moss arrow from the tree base when the guard is around the corner. Go through the fog door there on the right and it will lead to stone market proper where Bertha is. Take a few steps forward towards the church and listen to the two people talking. Ignore them for a second and head south down the alley there. Snuff the torch first and head around the corner. There will be a jail cell there with a creature in it. Pick the lock and let him out. When he runs away, enter the cell and grab a map. Head back around to the front of the church where the two thugs are talking. When they are done talking, you will get a note about the thugs having a map to the church. Take them out with a clunk to the head and pick up the rolled up map on the ground. It’s hard to see but it’s there.



Head south through the alley there and go east to the door at the end. It will be a store if you need anything there, if not hang a left and enter the door at the end there to talk to Bertha. Sell your goods and she will give you a note. Leave the store and the note will tell you to head to Terces Courtyard to meet with the keepers. Head all the way back to the church and the fog door you came through to get back to the alley that went around the tavern. Instead of going south towards the tavern, go north past the patrolling guard and into the doorway there. Continue going west when you exit from the doorway and follow the passage around until you come to a small area with a gargoyle like statue. When you do, walk around a bit until the cut scene starts.



After the scene you are given two objectives from the keepers. Find 2 relics, one is a chalice in St. Edgar’s church and one is a Paw from the Pagan tunnels in the South Quarter. Make your way back to St. Edgar’s church for the first relic and when you reach the church doors there will be a glyph that will allow you to enter and start that mission. Just make sure you have the map before you enter though.

Mission Three: St. Edgar’s Church

Walk forward into the open courtyard and watch for the guard to the left on the balcony. When he goes inside, head west and grab the loot on the ground and the moss arrow. Head back to the door you entered from and snuff the torch beside the two large doors. Head over to them and pick them open. Once you enter through them you will be inside the church and have the first objective completed. Head to the right and go through the door there. When you are back outside, stick to the shadows as a guard will come walking around the well. When he leaves, continue to go north and you will come to a box on the left with a door beside it. Read the letter beside the door and it will tell you that the priest will come to the church to give blessing if he hears the bell ring. Well there is an easier way so enter the church through the door there. Again stick to the shadows and wait for the conversation to end.



When it does Greidus and his guard will leave and go to Greidus’s room. Follow them out of the church and to the north up a flight of stairs. Take out the torches and the guard and Greidus will come back out of his room. Tag him as well and enter his chamber. Read the note on the table to learn about the stamped gear and the holy symbol. Grab the holy symbol off the desk and the loot as well. Go to the corner of the room and pick open the chest to grab a note and a special loot item. Head back out and down the stairs and back into the church. Head across the middle to the other side while stealing the loot from the altar as you go west.



Go through the door on the other side and you will come outside to another priest and a guard talking about the hag. Creep to the left of the doorway and wait for them to split up. When they do, the guard will patrol back and forth and the priest will be close. From where you are waiting, fire a noise maker arrow to the left when the guard is on the right and the priest and guard will run over to check it out. Get up and continue to go west to the door there that is labeled as the Factory. Go through and enter. When you enter there will be some more guards talking. Go through the door to the north and pull the switch on the machine to start the furnace. Be wary of the flames however. Make you weary around the room going north then west and go through the doorway there.

Ignore the door to the Reliquary for now and head south. When you get to the end of the hall go west again and down the stairs. When you do, you will see a machine there for stamping gears. This is what you will need to use once you have an unstamped gear. Continue south and you will come to a furnace room with a priest operating it. You can either sneak past him or take him out, it’s your choice. Continue going south down the hall through the next door way and then go east up a flight of stairs. There are levers on the walls in each of these rooms that you can pull to shut off the bright white lights. When you get to the end of the room, go right and there will be a storage room there. Enter it and grab the unstamped gear, an oil flask and some loot.



Now make your way back to the gear stamping machine and place the gear in it. After the machine does its thing, pick the gear back up and back to the Reliquary doors. Enter through them and there will be two large gray boiler type machines on the left side. Each will have a place to put the cross and the gear you have. Before you do that, go up the stairs and take out the priest walking around there so he doesn’t bother you later. When you take him out, the best way being to snuff the torch and then clunk him, place the two objects in the place holders and the cage above will lower. When it does, head up the stairs and enter it. Grab the goods and make your way back out of the church the way you entered it to end the mission.



Now that you are back out on the street, it times to complete the next part of the mission which is the Paw from the Pagans. When you complete the previous mission, you will start back in your apartment. Grab the arrows and flash bombs and make your way out of the building and into the south Quarter. Follow the map and alleyway until you come to the well. The glyph on it will be lit up for you to start your mission.

Mission Four: Into the Pagan Sanctuary

Make your way forward a step or two and there will be two Taffers there talking. Listen to their conversation and wait till they split up. When they do, clunk the one near the fire and hide the body. Either wait for the second one to return or go after him and give him a clunking as well. Grab the health and loot around the fire and make your way to the east and follow the passage way there. When you reach the end, hang a left and start to make your way north. Grab the broad arrows off the crate on the right and go through the doorway towards the green light and there will be a small opening on the left with two women chatting. Listen to them and wait until the separate. Clunk the closest one first and wait for the second to come back from down the hall.



You may also want to take out the torches since there is a guard to the left in the door way as well who you need to clunk and take his map. When you are safe, read the notes on the rock and wall and grab the loot from the chest. Head down the passage on the right, to the east, and follow it until you come to a set of tunnels and water. Climb up the ladder to the top ledge and watch for the two women patrolling the area. Take them out if they get too close and head west to the tunnel on the north side that will lead you up a ladder to the sanctuary. Make your way up the ladder and you will be in a room with a woman patrolling and a fire burning.



Wait for her to walk around the wall and then head to the right, South, and enter the doorway to the hallway there. Sneak to the end of the hall and there will be another guard there. Take her out and make your way north past the giant gear and enter the room on the right. Pick the lock on the door to the south and enter. Climb up on the stack of garbage on the left and listen to the conversation. Around the corner are two pagans sparring. Go to the west and climb up the stairs. Go over to the east and Garret will tell you that there is a gear there that looks like it will fall. Quick save and push it of the edge to squash the two fighting below.

If you miss, don’t worry, go through the door way across from where the gear way across the beam. Go up the stairs and around the boiler as you crouch past the steam. Grab the special loot item there and drop out the window to the large round branch. Follow it across to the end and drop off onto the ledge to the right. Walk along a few steps and hop through the window there. Go down the stairs and drop into the water. Go to the west and hide if the monster is coming. Head up the ladder and you will enter a room with a bed to the left and a book. Read about the dancing men and jump on the bed to grab the next special loot, the girls comb. Take out the shaman below and go down to the stairs and read her book to learn about the ritual.



Exit through the door to the east and take out the guard there. Grab his body and bring it to the left, which will be north and go down the stairs at the end of the passage. Follow them all the way down and to the end of the passage at the bottom. Go west and read the note on the door. Here is where you will need to do the ritual. There also happens to be a huge monster stalking around the room. The easiest way to take him out is to wait for him to walk by, and then go and place the two mines you picked up in his path. Go hide again and wait for him to walk on them. They will kill him and you only have the ritual left to deal with.



You’ll need the body you brought down for the blood part of the ritual and the two moss and water arrows are supplied. Drop the body on the reed mark, fire a water arrow at the blue and a moss at the green. Grab the paw when it appears and make your way back up the stairs. Go to the east when you reach the top and go through the door there. Head south and there will be two guards there. Clunk them both on the head, the closest first. If you didn’t squish the people who were sparring earlier with the giant gear, they will be here now to fight you. Take them out and go through the door on the right to enter the hall with the giant gear in it. From here, run your way back to the tunnel ladder to exit the mission.

Day Three

When you are back in the city and Garrett’s apartment, you need to head back to Stonemarket Plaza and to the Terces courtyard where you first talked to Artemus. Make your way there, around the tavern and past the guards. When you talk to him, he will tell you to follow him. Do so and he will open a door for you to enter. Watch the scene and new objectives will be placed for you. All you really need to do in here is walk around and listen to the conversations the elders are having. You will over hear that they are looking for the Compendium of reproach, a key to open it and a scribe believes the location of the Compendium is on a plague ship that arrived in dock. Talk to Artemus and he will tell you that the Hammerites and pagans have found out you stole from them and are after you.



They have both also agreed to allow you to do a task for them for retribution. Read the note on the table and it will be from Inspector Drept who is located in the church near the Reliquary. After you read the letter you will have a new upgrade that will allow you to kill rust mites with broad head arrows. Continue to the large round room, again reading all the notes and books and you will earn of the door keeper glyphs that Isolde will give you. Talk to her in the center of the room and you will now be able to see door glyphs on walls. Since there is still the matter of getting the map from the forbidden library, head back to where Artimus was and enter the bedroom behind him. Go to the bookcase on the right and step on the floor panel there.



A door glyph will appear and that will lead you to the Forbidden Library. Of course if you don’t want the map, then you can just exit through the door glyph in the large round room where Isolde is. Since the map is nice and easy to get, let’s do it. Enter the Forbidden Library through the secret door and when you reach it two Keepers will be talking. Sneak past them along the ledge and enter the door way. Go either left or right and up the stairs. Read the book there if you like and go up the next set of stairs. When you reach the top you will be able to go left or right. Go left up the stairs and wait at the corner for the torch carrying guard to walk away from you.



When he does, go to the left side of the room and grab the rolled up map off the table. When you are on your way out. Stay at the top of the stairs where the book is at the bottom. The woman keeper will walk past it. Follow her down the stairs and along the hallway to the room where you started. Exit through the door you came in and you will be back in the room behind Artemus. Enter the large room with Isolde and go through the glyph to exit. When you are outside and back in the market, make your way to way to the south quarter and to the gate that leads to the Docks. Go just to the left of the gate and use the door glyph to get through to the docks.

When you enter the docks, you will be heading to the right, so wait for the guard there to walk by and head to the end of the street where there will be a store. Grab the climbing gloves there if you have enough money and head back out. If you don’t have enough money, go due east from the entrance to the docks and there will be a store there to sell all your goods to get more cash. After you have the gloves, head east where two guards are standing at a box staring at a tree. Fire off a noise maker in the distance and climb up the box to grab the tree. Head back to the entrance and down the alley with the other store and go to where the two pagans are talking about your letter. After you read the letter, you will be given the task of shooting corner stones with moss arrows and the elemental cocoons with elemental arrows.



Go down the stairs to the left and enter the doorway there. Enter the next room and there will be a healing fountain in the corner and a note on the table about a sapling tree. Be careful of the guard and place the sapling in the center of the green dots in the center of the room. Once you have it planted, you can just head back to the beginning where you entered and then head back to where you originally grabbed the tree from. It’s time to pay the Abysmal Gale a visit. When you reach the crate where you grabbed the tree from, make aright through the doorway to the docks there. There will be more than a few guards and people walking about so wait until the guards have their discussion about the zombies and then toss a flash bomb in the center of the area and make a run for the second pier. Head up the ladder to enter the ship.



As you enter the old rickety ship, there will be a zombie in front of you walking back and forth in and out of a room. Go into the room on the right and grab the holy water there. You can enter the room on the left for a candlestick but continue down the hallway and toss a flashbomb at the zombie to turn him to dust. Continue past where he was and enter the next door on the right. Go through and up the stairs and make a right down the long hall to the end. Go through the opening on the right and you will enter the captain Quarter where there will be another zombie walking around. Toss a flash bomb to take him out and unlock the chest there. After you take the loot, go through the open wall to the room there and read the open book.



After you have read the log, head back out into the hallway and make your way to the end. Go through the door on the left and make a right. When you reach the end of the hall here, go down the stairs there on the right with bellowing green clouds. Around the corner at the bottom will be another zombie just standing there. Toss a bomb at him and take him down. Pass the two opening on the right and enter the one on the left. Walk down the plank in the opening and grab the holy water and loot down there. Head back up and make a right in the hallway and enter the first door on the left. Drop down the hole there and pop the zombie below you. Open the chest in the corner of the room and grab the loot. Make your way through the opening and there will be another zombie to the right. Flash him as well and head to the door at the end of the hall.



Go through and make a right and another right up the small set of stairs. In the room here will be a zombie laying on the ground to the left. Toss some water at him to dust him and then make your way to the crate at the rear of the room with the manifest on it. Read it And afterwards you will have a new objective of stealing a boat in the docks to take to the Captain’s Mansion. Make your way out of the room through the door you entered from and enter the next room directly across from it. Climb the ladder there to exit the ship. Make your way back to the dock where you grabbed the small tree and hang a right and go down the stairs to the glyph on the row boat.

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