Thief deadly shadows walkthrough: Thief: Deadly Shadows Walkthrough — GameSpot

Thief: Deadly Shadows Wiki Guide

Thief: Deadly Shadows Wiki Guide

By IGN-GameGuides, Amos Martel, IGN-Cheats, +132 more

updated

Welcome to the Thief: Deadly Shadows wiki guide.

Stuck in Shalebridge? Lost in the Old Quarter? IGN offers token of appreciation for joining our Thieves’ Guild. Get the Thief Deadly Shadows guide here.

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  • Introduction
  • The Taffin’ Basics
  • Deadly Enemies
  • Guide
  • The Blue Heron Inn
  • Day 0 — Rutherford Manour
  • Day 1 — Exploring the City
  • Day 1 — Saint Edgar’s Church
  • Day 2 — Exploring the City
  • Day 2 — Pagan Sanctuary
  • Day 3 — Exploring The City
  • Day 3 — Sunken Citadel
  • Day 4 — Exploring the City
  • Day 4 — Seaside Mansion
  • Day 5 — Exploring the City
  • Day 5 — The Stone Market Clocktower
  • Day 6 — Exploring the City
  • Day 6 — The Keepers’ Compound
  • Day 7 — Exploring the City
  • Day 8 — Exploring the City
  • Day 8 — Wieldstrom Museum
  • Final Mission — Full Circle

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Thief: Deadly Shadows

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Rating

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Platforms

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Pokemon Scarlet and Violet — All 32 Ominous Stake Locations

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In Marvel Studios “Guardians of the Galaxy Vol. 3” our beloved band of misfits are looking a bit different these days. Peter Quill, still reeling from the loss of Gamora, must rally his team around him to defend the universe along with protecting one of their own. A mission that, if not completed successfully, could quite possibly lead to the end of the Guardians as we know them.

Guide — Thief: Deadly Shadows Wiki Guide

By IGN-GameGuides, Amos Martel, IGN-Cheats, +132 more

updated

Missions in Thief Deadly Shadows are laid out differently than before. Since there’s an adventure element involved now, you need to be wary which missions you’ve completed so far. In general, once a mission is successful, a day will pass and Garrett will start his night anew in his apartment. Sometimes, he will start out in a different area of the city, depending on the different events you come across — but for all intents and purposes, the game goes like this:

  • Start off in a city district or Garrett’s apartment
  • Head outside and make way to the next mission
  • Pick pockets and burgularise houses on the way
  • Convert loot into usable credit
  • Use available credit to purchase tools
  • Start next mission

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You should exploit the time you have in the city and take all the loot you can. Exploring the city is vital since you will need to familiarise yourself with it for the last mission — hehehehehehe — plus you have the added advantage of knowing where to go and what to avoid. You’ll also find out where all the vital thieving services are in terms of fences, tool shops, and regenerating loot.

  • Training Mission — The Blue Heron Inn
  • Day 0 — Rutherford Manour
  • Day 1 — Exploring the City
  • Day 1 — St. Edgar’s Cathedral
  • Day 2 — Exploring the City
  • Day 2 — Pagan Sanctuary
  • Day 3 — Exploring the City
  • Day 3 — Seaside Manour
  • Day 4 — Exploring the City
  • Day 4 — Sunken Citadel
  • Day 5 — Exploring the City
  • Day 5 — The Stone Market Clocktower
  • Day 6 — Exploring the City
  • Day 6 — The Keepers’ Compound
  • Day 7 — Exploring the City
  • Day 7 — Shalebridge Asylum (The Cradle)
  • Day 8 — Exploring the City
  • Day 8 — Wieldstrom Museum
  • Final Mission — Full Circle

Note that four of the stages may be interchanged in the order you want to tackle them. St. Edgar’s Cathedral and the Pagan Sanctuary (Days 1 and 2) may be done in either order; similarly, the Sunken Citadel and the Seaside Manour (Days 3 and 4) may be done in either order. Which order you tackle these missions is completely up to you and does not change anything in terms of quests and other side missions, although each will require you to look up the appropriate page in IGN’s guide.

Tips About Saving

Quicksave. Quicksave often and back up with a real save after every two quicksaves. When should you save? You should save at the beginning of each mission, so you have the option to restart it from that file (from the Load Game menu). You should save right before you enter a map junction, in case you are discovered in the next area over and get killed.

You should save when you are safe — i.e., dark and on a spot where no enemy or spell can reach you. Save when you are about to do something stupid, like climb the inner chamber of the Keeper Compound or attempt to blow up every zombie in the Graveyard. Saving is relatively minor once you get used to it. It will allow you to collect your thoughts and plan out your next move. Not doing so results in poor loot, poor scores, and poor you as you struggle to finish the game using mediocre resources.

Patience is the key. Forget that and you should not be locked up in Pavelock, but in Cragscleft with the undead eating your face with Hamburger Helper and a roll of raw Pilsbury dough.

Talk to fellow thieves on IGN’s Thief Forum
Get more help on the Game Help Boards

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In This Wiki Guide

Thief: Deadly Shadows

Ion Storm

Rating

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Platforms

PCXboxPlayStation 2

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About the game

Truly, Thief Deadly Shadows is a revolution in the world of Thief. And do not be afraid of the fact that everything here is completely different from the first two «Thieves». After all, what is the main thing for the game? Atmosphere. And here she is. There is this kindred spirit of our beloved «Thief»! The most interesting thing is that Thief DS was created by new developers, most of whom knew nothing about the good old Thief. But they did it, they revived our game for us. For which they bow low! Such luck happens only once in a lifetime…

The name of the game «Deadly Shadows» hints that even in the safety of a thief, danger will await. So it will be … So, the first thing that breathed life into the Third «Thief» is the same medieval setting, the same castles and beloved stone walls, the same native factions. Yes, the Order of the Hammer is resurrected here, and there is not even a trace of the Mechanists (I will say in defense of the Mechanists again that they were needed, but only in the Second Thief, and then they disappeared, and they did it right). There are also pagans who worship the Forest God — the Trickster. Not only that, in Thief DS you will meet creatures that you could not even imagine. The pearl dignity of this youngest sister from the whole trilogy is that she is finally very beautiful. Graphics have always been Vor’s weak point, but they did a good job here. Of course, she also has critics who scold low-poly objects, but just compare: Thief1,2 and Thief3 are heaven and earth! Personally, I really like the relief and clarity of textures (at first glance I didn’t even believe that the convex stones on the wall were just a drawing), the richness of colors and the predominance of ultramarine tones in this game. Even such trifles bring their drop into the atmosphere. As a designer, I couldn’t help but comment on the design of the game itself (menus, inscriptions, style of intros, etc.). I never expected much from the creators of different games, including Thief. If good design is not enough in life itself, then what can we demand here? But Thief Death Shadows really surprised me. She has thought out a clear graphic style, which has never been violated during the game. It’s nice that this style fits the game itself, its idea — with colors, golden inscriptions, and sounds. The main menu is clear and beautiful (it could have been simpler, but nothing), the inventory is characteristically made. All in all, in my humble opinion, the graphics side of Thief DS is in perfect order.

The Guardians will be the protagonists here (long overdue, because they usually remained terribly secret): we will finally see how they live, appreciate their style and order. But the main thing is that everywhere in the game, Garrett, like any member of the Guardian society, will use glyphs — magic signs invisible to ordinary people that open secret doors (to other areas, etc.). This innovation is one of the most convenient and pleasant. Plus, the whole Thief DS is simply saturated with prophecies and their fulfillment. But the Guardians only read the prophecies, and only such a cynic as Garrett can undertake to «adjust» the fulfillment of some of them. Thus, he will finish playing again, which will pull a chain of new adventures with him …

Character detail isn’t the best (and how horribly they bend when they fall!), but the difference from previous games is just huge. Firstly, here they are much better drawn, secondly, the characters are more noticeably diverse, and thirdly, they already have more or less different faces and physical build. It brings the game world to life. It’s funny that now ladies walk around the city, hung with mouth-watering jewelry, which Garrett can take off, standing in the shade nearby. At the same time, the victims of theft begin to resent that their jewel has suddenly gone somewhere. Yes, opponents have developed artificial intelligence, they begin to notice more. They also move faster: they stretch, yawn, and the servants do not stand like a pillar, but do something, fumble over their tables… The faction of Pagans (Pagans) has become more atmospheric and deep. Now there are more surprises in their green dungeons, and they themselves have learned magic. In general, I am glad that each faction is noticeably different from the other, each has its own style. The Hammer Hammers are still fighting evil spirits. Oh yes, evil spirits! Nobody removed the scary hunts and favorite zombies. But even those have become different: the hunts are more realistic, and the zombies have learned to run! Now we are deprived of the pleasure of chasing them like lazy ducklings. Throw the holy water, and run! And zombies will die in a puddle of that water. Thank God, light bombs can be used here as before, and their light is just as powerful in the fight against all evil spirits. Another unusual innovation in the Third Thief is that here you can build a policy towards factions! For example, when killing zombies, you notice that the Hammerite aggression towards you suddenly dries up. So you can smoothly become even their ally, and they will not attack you in their temples (for example, in Ironwood)! But then you will not be able to steal from them, the same applies to murders. However, being an ally of the Molotovs is a pleasant feeling, familiar to us from the First Thief. Worth a try! You can also earn trust with the Pagans. To do this, destroy the rusty mites crawling all over the City, and take care of the trees of the Pagans themselves. And everything will work out for you :).

Garrett’s arsenal will be greatly improved, at least noting the priceless climbing gloves that will help the thief climb anywhere: hiding places have not yet been canceled! It’s a pity, though, that our brave sword will not be there: instead of it, a miserable dagger will be slipped into our hands. And let Garret deftly wave it, in such a battle there is practically no chance of winning. But any sword will envy the cruelty of a dagger, which, being cold-bloodedly marked over the head of a poor victim, in a second breaks the poor fellow’s skull with a terrible crack. With a sword, this trick does not look so creepy. But, on the other hand, a thief is a thief, and for such a not very noble status, it is too cool to carry a sword. Garret — The Great Thief, an exception, but here he was just unlucky …

As for the City, cardinal changes have taken place here. In a good way! Now the City itself is separated from the main missions (there are ten of them in the game). The above glyphs allow you to move from district to district, which can be done endlessly! Thief DS gives the player unrealistic freedom. Anyway, that’s how I felt. Walk around the parts of the City and rob without end. The big minus is that here, unlike missions, the guards killed yesterday are generated again. Alas! So do not rush to leave the area just like that. It’s better to do everything you can there. Otherwise, when you return, you will meet with a new company of evil opponents. But still, the ability to climb the areas as much as you want makes you feel at home. By the way, about the house. There is also Garrett’s house, in the South Quarter, and it has even grown noticeably. Another nice thing about the City is that in almost every part of it there are shops for weapons and selling loot. It’s incredibly convenient! I didn’t have enough money for an arrow — I went back through the streets, took off the jewelry from the impudently walking passers-by, returned to the store, sold it, and then immediately bought what I needed! And as for the missions, each of them can be completed once: a mission is a mission. Here Garret again and again goes to some business (whether it’s an artifact-«trinket» or the need to learn something), and each mission meets him differently. Plus, there are more missions, so even get bored. With all this, the game itself «Deadly Shadows» seems small. Paradox!

It’s impossible not to mention the mission «Widow Moira’s Mansion» — it’s worth playing The Third Thief at least for the sake of it. How atmospheric it is!.. And the music!.. It is a mixture of gloom and sorrow. Cold goosebumps will come to you as soon as this background plays. If you think of other missions, then the Hammerite Chapel comes to mind — that’s where the music brings sadistic satisfaction :). It is terrible, but you just need to delve deeper into it, and you understand its gloomy majesty. An atmosphere of knowledge and order hovers in the libraries of the Guardians. But they will give you a pig… It is worth noting the luxury of the Sheilbridge Museum… The ship «Terrible Storm» makes you feel a certain nausea and impending heaviness, fear of claustrophobia. And the word «Cradle» gives rise to animal fear in me… 🙂 Shalebridge’s Cradle is generally a separate world with its own history, and it will have to be known…

In the end, although I love the First and Second Thief more (they are just more familiar), Thief Deadly Shadows is the Perfect game for me. In all senses!

The following is a description of each level and Garrett’s overall goals in Thief DS. I write little so as not to burn anyone’s interest:

Description of missions

Thief 3: Shadow of Death — review and game review on AG.ru

He goes to work at night when
the last ray of the sun hides behind
roofs of houses, and the streets envelops
darkness receding only before the light
torches and electric lights.
The whole city knows him by sight
guards. He causes black envy
with fellow craftsmen. Order
Guardians dedicated to him a whole
treatise. Ladies and Gentlemen,
hold on to your wallets — thief garrett
returned.

Light & Magic

First impressions — bad
adviser. Thief: Deadly Shadows ,
like a night robber, penetrates
into the soul slowly, giving time
look around and see
limitations. large font,
created for
TV picture, annoying.
«Blurred» textures that have become,
as in Deus Ex: Invisible War ,
a victim of parallel development
under Xbox, save only unscrewed
full anisotropic filtering and
occasional bump mapping.
It’s better not to look at the faces of the characters,
otherwise it may seem as if
times Thief 2
they didn’t change at all. engine,
built on the bones of the Unreal Engine, barely
crawls on computers average
power, requiring at least a Radeon 9800
for normal operation in 1024×768 with FSAA
or the Bloom effect. All in all,
we meet games exclusively by
clothes, we would have to announce
creation of Ion Storm persona non grata.

Give Thief a chance and
after a couple of hours the game will change.
Of course, «blurred» textures
and angular figures will remain on
place, but there will be charm and a feeling
atmosphere. You will see the shadows dancing from the torch in the hands of the guard, soft
moonlight streaming through the windows and
beautiful medieval
architecture, seasoned
steampunk scent. You
hear myriad night sounds,
filling your life
precious 5.1 acoustics under
controlled by SB Audigy — the chirping of cicadas,
the clatter of heels on the pavement,
muttering into the board of a drunken watchman,
the creak of the door opening and
electric buzzing street
lanterns. For complete happiness
just enough rain.

You can do it in ten missions
be in the role of a noble
prince of thieves, helpless victim and
savior of mankind. You
learn to live in the dark, cut
wallets and move silently
from one island of shadows to another,
getting rid of opponents well-aimed
club blow.

They will also scare you. Not no
graphics. For real though TDS
does not claim to be
survival horror. Believe me, there is
places where even the lord of the night
will feel uncomfortable. standing in
hall of a half-burnt hospital
Shalebridge Cradle, try to convince yourself
that the evil voices
annoying knock due to doors,
leading to the attic, beating on the nerves
flickering lamps and those who are barely audible
steps on the floor of the cabinet of shock
therapy is just a combination
zeros and ones. Try to open
lock pick, listening to piercing
whisper to the bone. Try
get rid of the thought «Oh no, I’m NOT
I WANT to go down to the morgue!”. Not
Only Looking Glass Studios and the creators of Silent
Hill
know how to drive the audience into
shiver.

Unlikely messiah

Fans’ gloomy predictions
series worrying about fate
adored game, did not come true. Team
developers, partly consisting
from former LGS employees, neatly
transferred familiar ideas to a new one
ground, resisting temptation
turn the universe inside out.
Garrett makes love again
business — robs rich mansions and
public buildings along the way
saving the world from another evil (of course,
willy-nilly). stuffed with values
art museum, impregnated
salty breeze villa by the sea,
the ticking insides of a huge
city ​​clock tower, saint
holy citadel of the Guardians, where
once learned wisdom
thieves’ art is our protege …
You can surrender if you wish.
authorities and visit the damp dungeons
Pavelock Prison, during the escape
taking from there not only fresh
impressions, but also a lot of someone else’s
of good.

Pleasant experience from
sustained in the familiar vein of «stealth»
amplify rich three-dimensional sound,
allowing you to navigate
space by ear, honest
calculation of shadows from sources
lighting and practical card design,
encouraging search
non-standard solutions to problems.
The visibility indicator is almost not needed
— to determine how
well you hid enough
look around, let alone the opinion
enemies will not keep you waiting long.

The city is waiting

But something has changed. Thieves
the arsenal has been severely
I will review. Instead of rope
arrows came gloves with hooks,
allowing climbing on stone
walls like Spider-Man. Without a trace
invisibility potion evaporated —
nothing to rely on magic where
there are shadows. Collector’s Sword
Konstantin ended up in a landfill
recyclables; took over his place
appropriate (and just as useless)
dagger. Hit the enemy in the face
moss arrow makes him
choke on what’s growing in your mouth
lichen — beautiful
the ability to get behind and
beat the poor fellow with a club. Too much
cruelly? Then use
soothing gas.

Local equivalent of the banana joke
peel — a broken bottle of oil,
which can be set on fire
arrow. Water extinguishes torches and fires in
fireplaces, and before strong ghouls
fall backwards from a couple
flashbang grenades, crumble into
dust, having tasted the holy «ash-two-o»,
and explode on successfully planted
mines. Close combat still
tantamount to suicide: fragile
Garrett «gives mooring lines»
after two or three wounds.

The authors of Deadly Shadows decided not to
be limited to the standard
mission chain and added to the game
interlevel walks around the city.
Sell ​​the loot, replenish
stock of arrows and «grenades»,
listen to the latest news
do a couple of side
assignments, look into closed houses …
There are relations with factions,
but, in fact, they exist only for
convenience — having in allies
pagans and Hammerites, you can
calmly walk around their neighborhoods, not
afraid to get the blade between the ribs.
Up to level GTA: Vice City
midnight promenades are still far away,
however, its task is to play a role
«cement» for missions and give
the opportunity to experience all the delights
thieves’ life — they perform
excellent.

Many are annoyed in advance
resurgent street characters.
And in vain, because in a couple of hours
practice even the lazy will learn
slip past the
vigilant adversaries. In addition, on
tasks are all the old fashioned way — a man,
immobilized by a blow to the head,
stay until the last
minutes. And there are no scripted «surprises»
pretty spoiled the blood of others
stealth action. AT Deadly Shadows not
accepted to «paint»
opponents, who knows
sneaking into the already «cleansed»
room, every five minutes to torment non-interactive
scenes and in general
do something suddenly .

People talk

Makes a good impression
the intelligence of the NPC and how skillfully he
integrated into the fabric of the game.
idle residents,
bored guards and gloomy
soldiers of the «special forces» of the Guardians
hear, see and properly
respond to changes in the environment
environment. They are worried
as soon as they notice the extinguished torch,
draw a sword from its scabbard when they hear
suspicious stomping behind
back, in a difficult moment in a hurry
to help colleagues, nervous
at the sight of the open door and the missing
values.

Seeing the scarlet stain left on
murder scene, commoner
definitely stop and
mutters: “Oh, blood! Must
be, here someone really got it.
Encounter NPC with a corpse takes place over
emotionally: the citizen raises
scream and rush to the nearest
guard. And if he sees nearby
Garrett, then he will inform about this. for the sake of
interest can follow
city ​​dweller and see how the game
honestly fulfills all the scenes,
up to the corresponding dialogues
(do not miss the comments of our
opponents!). And although for sclerosis
inhabitants Deadly Shadows not
complain, no «freebies» for
no computer provided — AI
remembers only the last
the location of the thief. Try
quietly crawl into a dark corner
on the contrary, and to be sure, snuggle up to
wall — the enemy pushes around for a minute,
exercising wit and
continue the interrupted tour. How
well that eye with the device
night vision only we have!

Do not feed the local population with bread
— let me exchange remarks with
colleagues and bystanders.
«Evenin'» cheers
law enforcement girl out
local branch of Greenpeace.
“Goodsie day, officer,” she replies
ingratiating tone. Two on the pier
guards decide what to do if
zombies break into the docks, a couple
nouveau riche from a wealthy area
discusses the latest gossip, and
Hammerite Priest Offers Praise
Heavenly Builder on perverted
Old English.

Texts and voice acting are good
so much so that to interrupt someone
the conversation seems the height of rudeness. AT
tenth time running through
thoroughly explored area, you
don’t hear the same discussion
twice — no joke, 18 and a half
hours of dialogue! Team Randy
Smita walked where they stumbled
Dozens of RPGs, creating live, compelling
the world within a single
city, and already deserves it
forgiveness of sins.

«Receive your pounding!»

And there are plenty of them. black coffin xbox
hooked with its tentacles
only graphics. Most
got the cards — cramped
pathetic 64 MB of attached RAM,
developers cut
locations into small pieces and
reduced the scale of the scenery.
Remember the deep shaft that led into
the heart of an abandoned settlement at Thief
2
? Alas, from the former gigantism
only nice ones left
memories. Entrance to the citadel
kurshok, located according to
plot, deep underground,
is almost three meters away
from the sewer. Called to inspire
awe fort hammerites
shrunk to the size of a village
churches. Kilometers of warehouses in
the docks have completely disappeared.

Does this make the design worse?
levels? No. It just became another .
The architecture itself, like four
years ago, excellent. To those who
resents intimacy
cityscapes, I advise
visit old Prague, Dresden or
Vienna. There you will find out that close
streets where a horse could hardly crawl
wagon, built from pure
practical considerations. Is
that without the tedious 15-second
loading levels.

The animation has also suffered. torn,
monotonous movements of people
half the trouble, but the golem, surprised
spreading the limbs to the sides,
like some kind of hammerit, is
already complete nonsense. View from the third
faces are best ignored.
avoiding cat nostalgia
plastic surgery by Sam Fisher.

Classic FPS mode too
not devoid of «cockroaches». Sometimes
the game does not count pressing the «space»
for asking me to climb
nearby obstacle, and
risky walks in
drainpipes become
doubly dangerous because
misalignment of the camera’s gaze and
reversal of the hero’s legs. you make a move
forward and … crash into the pavement with
third floor height. Soothe
nerves just stuck on a flat
place of the NPC — it’s nice when others have
there is a problem.

Even a physical person caught the infection
Havok engine throwing wild
tricks in the spirit of the unforgettable Trespasser .
Take the vial of oil
on a pair of wooden boxes, and
the latter jump sharply, as if
balloons filled with helium.
Glass bottles do not break when
hit the wall, and the flight path
objects is contrary to the laws
Newton. Apparently boneless corpses
when convenient, twist into
oddly shaped bagels.

The main surprise came from two
heavy marble statues, peacefully
located in one of the nooks and crannies of the museum.
Once upon a time stone idols
twitched and crawled with a roar
towards each other, to death
frightening not only the author of these
lines, but also the entire surrounding «vohru».

Eternal light

The abundance of stupid people is alarming
conventions, allegedly invented in
gameplay name. Some of them
can be accepted (for example,
reduced firing range
onions — after all, it’s not
simulator, but entertainment), others
make me raise my eyebrows
eyebrow.

Sitting NPCs don’t react for some reason
to friendly tapping with a baton
— have to use arrows
or sleeping gas. Candles standing in
double candelabra, and
kerosene lamps cannot be blown out,
not fill with water. Claims could
and not be but developers
built on this «little thing»
design of two levels at once.
Electrical switches
lamps were found on a single
map. Is it only in the Cathedral of St.
Edgar care about savings?

Most surprising is the rudeness, with
which designers promote
secretive lifestyle. Considering
Garrett’s short health bar
not convincing enough
incentive, they resorted to cunning
trick. An undisturbed enemy
allowed to lay down with one blow
or a shot. Worried or
fighting — at least three, even
if you aim for the head.