Thief: The Dark Project Game Guide

Table of Contents
  • INTRODUCTION
  • BEING A THIEF
  • WALK-THROUGHS
        Lord Bafford's Manor
        Cragscleft Prison
        Down in the Bonehoard
        Assassins
        The Sword
        The Haunted Cathedral
        The Lost City
        Undercover
        Return to the Cathedral
        Escape!
        Strange Bedfellows
        Maw of Chaos
  • Table of Contents
    Escape!
    You're in big, big trouble. Constantine is actually an ancient god known as the Trickster, Victoria plucked out one of your eyes to use on the Eye, you've lost all of your equipment, your health is extremely low, and a group of Keepers has seemingly rescued you from certain death, or worse. The good news is that you're in Constantine's mansion - the one you broke in and out of - but with some major changes.

    Tip: These last levels also happen to be populated with a variety of creatures, including crabmen, apemen (ape/man combinations that wield swords), bugbeasts (creatures that attack with swarms of biting insects), fire elementals, exploding frogs, and all sorts of spiders.

    screenshot
    All sorts of nasties down there - best to take them out early before they can get close.
    Some of your equipment is lying around the main chamber - pick it all up before heading downstairs. Because you're in no shape for hand-to-hand combat, you'll have to rely solely on your bow skills to keep the beasties at bay. The stairs lead to a balcony overlooking a hall populated with several apemen and a bugbeast. Across the hall is a niche in the wall with some valuable equipment - shoot a rope arrow into the ceiling and quickly get yourself across. Use the gas arrow to take out the bugbeast and whittle down the others with arrows.

    The following area is a maze of corridors and can be very confusing. There are quite a few arrows lying about, and it's be a good idea to try to pick up each and every one before continuing. To finally get out, go to the set of stairs that, from the balcony you began on, are on the right. Turn left, go down the path, turn left at the junction, enter the next room, then turn right, and head down the long tunnel. You'll end up on a platform overlooking a wide-open area with a fire blazing below. Watch out for fire elementals. Once you've dispatched with the creatures, move off the platform and head to the big open chamber on the left. A number of platforms along the walls provide good sniping spots, which you can get to with rope arrows. Now go up the ramp and turn left.

    Wait and kill the patrolling apemen from the shadows, then move down the corridor and turn right and then left at the end. You can find places to hide in little niches as more apemen go by, and you may be able to conserve arrows by using the blackjack. When you're done, move all the way down the corridor, take a left, and then a left again. Now take two rights in a row and you'll come upon a door. Go up the stairs and you're on the first familiar level of Constantine's house. The second floor is blocked off, but you can still exit via the balcony you used to enter earlier in the game, though it's guarded. Lastly, you can blast your way out through the front door. The halls are also heavily patrolled by various creatures, so it will indeed be a fight and flight.

    Next: Strange Bedfellows