Renault on 10/5/2017 at 02:45
Thief Noir
Posted in Reviews
August 5th, 2006 by russellmz
Author : Tim (Gumdrop) Murray
Version : 1.03
A very small map in a black and white world outside the Thief universe.
Visually its like a noir film, but the small size and having few of the other tools in your normal arsenal makes it somewhat limited. Play it when you don't want to spend more than fifteen or twenty minutes on a map.
Download if you want a quick game
Renault on 10/5/2017 at 03:09
Zombiekiller
Review posted on January 9, 2008 by Ganac
Tagged with Bad Mission • Crypt • German • Undead
Here is a quickie for the wall of shame!
This mission comes to us only in German, but trust me non-German speakers, you are not missing anything.
In this mission, you are being chased by some very fast zombies. You need to find a few, and yet Ill admit, cleverly hidden weapons to destroy the zombies. Then you find a key, open the door, and the mission ends.
That's it.
Renault on 10/5/2017 at 03:10
A Thiefs Holiday 2004 (wip)
Review posted on November 25, 2007 by Ganac
Tagged with Thief 2
Garrett entertains! By Yandros.
Garrett has planned a Christmas party with a few close friends, and you have top help him put it together.
Each difficulty level has more objectives, and ways to make them harder. For example, on easy, the cookies are all on the table, but on hard, they are hidden everywhere. I think one is in the shed outside.
Other objectives include, lighting the tree, cutting cake, sweeping dust piles, making a fire, etc.
This mission nails the atmosphere. It really gets the feel of Christmas time, and that is why this is no doubt my favorite mission of all time. I especially love the O Holy Night record (TSO rules!).
Renault on 10/5/2017 at 03:22
Debt to Nate
Review posted on January 26, 2008 by Ganac
Tagged with Bad Mission • Thief 2 • Undead
Another quicky for the wall of shame!
Here to save you from wasting your time, the quick summary for Debt to Nate.
An OK storyline tells how this Nate character bails G out and he has repay him by stealing a horn.
The mission takes place in one room. Once you steal the horn, what do you know, the room fills up with undead. Nothing is ever that simple, right? Using their telekenisis, the zombies lock the door, and of course, you have to find the key, unlock the door, escape, and obviously lock it behind you. Now you should get that warm and fuzzy feeling.
Debt to Nate: leave him hanging, don't bother!
Renault on 10/5/2017 at 03:23
THORKReview posted on November 25, 2007 by Ganac
Tagged with Guards • Outdoors • Thief 2 • Thieves
THORK
Author : Terry “Ricebug” DeLaney
Contact Info : [email]ricebug@cableone.net[/email]
Homepage : (
http://www.ricebug.net)
Release Date: October 2007
Zork meets Thief.
Zork. That was a name that belonged to another time. It was a text based adventure pioneer. You know, for those intellectual people with better imaginations. And there's no precious graphics shmaphics to help you out, either! But now-a-days there ARE graphics shmaphics to help you out, and Thork is a modern day what if Thief Mission.
I myself have never played Zork. So if there is anybody who can gauge the accuracy between the two games, contact me!
The visuals are quite big, and open, and even though they convey the fantasy world, the amount of ground that needs to be traversed gets a little annoying. There are a few custom characters, like the giants, and the robots.
Renault on 10/5/2017 at 03:25
Night At the Theatre
Review posted on June 27, 2006 by Ganac
Tagged with Bad Mission • City • Guards • Thief 2
Night At the Theatre
Quite simple. First, you have to break into a small theater, which happens to be heavily guarded, and filled with nobility, where apparently, the theater is not even open yet.
Right from the start, there is sneaking problems, because the drunk at the window easily spots you, and if he does, all hell is broken loose. You have to be A) Fast B) lucky to get by him.
The owner of the place has a problem with his new star, who happens to be a TRANSVESTITE MECHANIST. Need I say more?
He seems to have more problems too. Tenth grade physics do not seem to matter here, as guards like to walk strait through stock wooden benches (nobility?) and doors, as well as shoot and see right through thick theater curtains (which often disappear).
If you can turn off the lights without attention from the nobles, The light backstage seems to not function properly, as in you are invisible in the light. Another bug that seriously kills this mission, is that you can get stuck in a small pool of water, also back stage.
In one room, it is basically full of nobility, right next to all the treasure. Another problem for ghosters.
The guards are another issue. It is impossible to sneak by these guys, who will gladly cut you to ribbons when they see you. I think the City Watch have better things to do right now.
Is ghosting impossible in this mission?
To take a wild, random guess, I would have to say, yes.
Don't bother with this one.
Pros: Had a good idea, it just needs a lot of work.
Cons: Illogical, buggy, impossible to ghost, defies the laws of chemical thermodynamics
TRANSVESTITE MECHANIST!
Renault on 10/5/2017 at 03:28
Ack! There's a Zombie in the Basement
Review posted on June 27, 2006 by Morrgan
Tagged with Guards • Mansion • Thief 2
Ack! Theres a Zombie in the Basement by Polygon is a short mission, but its fun and pretty. Garrett is low on cash and has decided to break into a rich guys house and steal everything of value. I don't think Ill spoil it for anyone if I say that there's also a zombie involved.
The first impression is rather lovely, with a nice view of the façade of the building, snow slowly falling down. Finding the way inside is easy and you soon find yourself looting a stylish little townhouse. The architecture is detailed, enjoyable to look at and the amount of eyecandy is always appropriate for the rooms in question. I couldn't find a single misaligned texture, nor any poorly placed pieces of furniture. After knocking out the guards on Hard, I spent several extra minutes just wandering around and looking at the surroundings.
Gameplay is basic, straightforward sneaking and thieving. On Normal you can pretty much play as you please, but no kills are allowed on Hard and theres a big emphasis on stealth on Expert, with a limit on knockouts as well. All the challenges come from sneaking past guards, which are few but strategically placed to make sneaking past them as tricky as possible. Expert difficulty will definitely challenge your stealth skills. You might get frustrated if youre as bad at ghosting as I am, but if that happens, theres always that zombie you can lure over to take care of the guards. I found it most relaxing.
The background story is a familiar one, but its plenty good enough for a small, light-hearted mission like this. There's a little information to be found on the inhabitants of the house, explaining the mysterious zombie, which gives a bit more life to the setting. It even contains such a rare thing as a funny diary. Nothing obvious is missing from atmosphere, but there's nothing especially intriguing either.
Its hard to find faults with this mission. The sound propagation is a bit iffy in places and more ambient sounds could have been used to set the mood of the place, but that's about all I can think of. This FM may be small and quick to complete, but whats there is very good. Its a mission I was happy to play more than once and will probably play again later. If you want a quick, stylish and fun diversion for 15 minutes or so, this is a mission I highly recommend.
Pros: Great architecture; sneaking is challenging.
Cons: Nothing major, but sound propagation could be better in some areas.
Bottom Line: If you're looking for fun and quick, stealthy thieving, this missions for you.
Renault on 10/5/2017 at 03:34
Some Shopping
Review posted on February 26, 2007 by Renault
Tagged with City • Guards • Thief 2 • Warehouse
This excellent city mission by T. Nagy Levente will definitely put a strain on most taffers out there, purely from difficulty alone. I cant say I agree with making (nearly) every single guard un-blackjackable, but once you accept that this is the way its going to be, its not so bad, even for non-ghosters like myself. It does provide an incredible challenge, especially on expert difficulty (where no killing is allowed). Not a bad thing, especially considering how easy some of the levels released in recent times have been. What makes this FM so tough is not only the knockout limitation, but the abundance of AI, all who are on a short patrol route in tight quarters. It makes for some tense moments, and in certain spots it can be extremely frustrating, but overall its quite fun. Just get ready to reload often.
The City layout itself is very good, with a nice variety of buildings and pathways to explore. The author takes advantage of heights and distances well, with entrances to various areas by both ground level and rooftop. Entrance to most locations requires a key, and there are quite a few keys to find. Unfortunately, not only are they unmarked, but there doesn't appear to be much rhyme or reason for their placement (two are actually just sitting in random places on the ground - not the greatest decision). The design here definitely could have been done better, but if you just kicking back and enjoying the exploration of the surrounding areas, you'll run into most of the keys anyway. A map would have been a nice addition, but also has the potential to ruin the exploration effect, so its a tough call. The story here is rather weak, with a friend of Garrett's basically giving him a shopping list of things to obtain, although were not really sure why. There are other minor weaknesses such as some bad sound propagation and some ladders that are infuriatingly hard to climb onto, but overall this mission should please most Thief fans. Due to the difficulty and the lengthy shopping list, this mission will likely take you in excess of three hours. Not a bad way to spend an evening.
Renault on 10/5/2017 at 03:35
Citadel of Douro
Review posted on February 25, 2007 by Renault
Tagged with City • Guards • Hammerite • Mansion • Thief 2
Cardia1 is quite busy these days creating FMs. This is a fairly large one, consisting mainly of some city streets, a castle/mansion area, and a church or cathedral. My first observation was that the mission is very dark, and that point does not let up throughout the level. Some additional lighting would have been beneficial, and even provided some more atmosphere. There is some very nice construction here, with towering bastions, multiple paths to follow and plenty of niches to explore. Your goal is to find the Hand of Dreams, although no details are ever given about what exactly it is. In fact, this FM does not appear to have any plot at all. A mission of this size could use even a minimal story, and subsequently some objectives to direct the player in the right direction. Sadly, there are only two (find the Hand and get some loot). In any case, clues are left throughout the mission as to the exact location of the Hand, although its really just a single sentence broken up into six parts. No explanation is ever given as to why these clues (and some hints about loot locations) are scattered about. In fact, most of the readables here are complete immersion killers, drawing attention to themselves outside the bounds of the level. One is even a direct address from the author to the player, a huge pet peeve of mine. That's what readme files are for.
While I did enjoy this FM, there are some additional glaring faults that could have been addressed. The sound issues are probably the worst, with many of the AI being able to hear me from areas they should not be able to (and me being able to hear them). Several times, a guard burst into the room I was in from out of nowhere, and I could not figure out for the life of me where they came from. That said, the music used throughout was perfect for the setting and really added to the mood of the mission. Back to AI, the placement of them in most areas was sparse, and overall they didn't provide much of a challenge, even on expert. This is also related to one of my previous points about lack of light - many of the city areas provide too easy of a hiding spot for the player, allowing them to basically walk right up to any alert AI and blackjack them. And while the architecture was very interesting in most places, the overall height of the mission screamed out for the use of a small rooftop area, or even a room or hidden area only accessible by rope arrow. There is unfortunately none of this.
A lot of time was put into the development of this FM, and it is without a doubt an entertaining journey. However, music and architecture only go so far, and most Thief fanatics enjoy a solid story. This might be an area the author focuses a bit more on in the future. With that in mind, I look forward to their next project.
Edit - This mission was originally released in 2007, but there have been several updates since that time that have addressed the audio issues.
Renault on 10/5/2017 at 03:36
Bestest FM
Review posted on June 25, 2006 by Renault
Tagged with Thief 2
In a crazy attempt to pull the wool over our eyes, Sluggs originally released this FM anonymously. Maybe it should have stayed that way. Unless you are into lame novelty crappy FMs (and don't get me wrong, they can be amusing), you should avoid this one. No real plot or architecture, just a simple kill objective. Can be finished in under 10 minutes.