Dark Project 2

Dark Project 2

01.10.2013 16:29:53
Cheaten mit DromEd
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C H E A T I N G W I T H D R O M E D . E X E
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Contents
- 1.0 Foreword
.1 Notation
- 2.0 Preliminary Procedures
.1 Setting up Dromed.exe
.2 Safeguarding and Copying Existing Files
.3 House keeping
- 3.0 Fundamentals of Dromed.exe Operations
.1 The On-screen View(s) and Mouse-Ops
.2 Commands in 2D
.3 Commands/Moving in 3D
.4 Other commands (from the main Dromed window)
- 4.0 Precautions
- 5.0 Adding Objects (i.e., time for some serious ass-forkin')
.1 Navigating The Object Hierarchy
.2 Placing the Object
.3 Sizing, facing, and positioning
.4 When you need more than one...increasing stack count
.5 Putting Items in Chests (Linking)
- 6.0 Last Words: How to Cheat Responsibly
.1 Why Do My Editted Levels Not Work?


=====================================================
<1.0> Foreword:
=====================================================

I cheat. A lot. Whenever I can get away with it, I'll go to any
lengths to win/finsih first/kill you. If you're like me, then Thief
and its even harder sequel Thief ii, is not the game for you.

However, there are so many things to steal it just appeals to my
kleptomania -- not to mention killing people in the dark -- this
game is a stalker's dream and a victim's nightmare.

I'm not weird, just eccentric.

IMPORTANT NOTE: This guide only serves to brief gamers on how to
adjust/add objects in Dromed, not how to build levels. I ain't got
that time and I sure as hell can't get any decent voice actin' from
where I come from to warrant a fancy schmancy original Thief/Thief
ii level. The damn thing's also too complicated and will probably
blow up in my face if I screw it beyond normal parameters.

Also, much of the game details are netted from the Normal Difficulty.
Since finishing Thief/Thief ii on any level of difficulty nets the
same result, it is "unprofitable" (and lame) to do any part of these
games on a difficulty greater than Normal -- any novice thief should
know that.


-----------------------------------------------------
<1.1> Notation:
-----------------------------------------------------

I have been game raping both Thief Gold and Thief ii maps liberally,
so I will use the notation "ii-" before any Thief ii maps as to avoid
undue confusion between the games. Just remember that you DON'T rename
your Thief ii files (they should look exactly like Thief/Thief Gold
files). You, of course, can try that and e-mail me what happens to
your game if you do.


=====================================================
<2.0> Preliminaries:
=====================================================

For those of you lucky enough to have bought Thief and/or Thief 2 with
the level editor (retail ~$20 or less; 15 pesos in Mexico, and $75,000
in Canada), you are indeed holding a tool far more powerful than a mere
Gas Arrow. With this program, you can increase and adjust your starting
gear to obscene quantities -- making even the expert level on par with
Super-Easy (not available in Guatemala). But before you get all excited
and possibly do something that will kill your system, let's set up our
files and folders first.

-----------------------------------------------------
<2.1> Setting up Dromed.exe:
-----------------------------------------------------

#1: To proceed, you will need Winzip.exe or Pkunzip.exe inorder to
extract the necessary files for Dromed to run. Don't have it? Do a web
search and find it you cheap bastard.

#2: Thief Gold's level editor is on the first disc (Installation) and
is housed in the directory CD-Drive Letter:\goodies\dromed\dromed.zip.

Ditto for Thief ii (Disc One: Installation), except the pathname is
CD-Drive Letter:\editor\dromed.zip.

You will need to unzip that file to the folder where you have Thief/Thief
ii installed (i.e., extract to C:\Program Files\Looking Glass\ThiefG).

When you do, Winzip/Pkunzip will ask if you want to overwrite certain
files such as Dark.cfg etc.; to insure that Dromed runs perfectly, you
should select "Yes to All", however; if you are unsure whether or not
you wish to overwrite critical game performance options (such as the
IDE83 video bug), you should say "No" to each overwrite.

-----------------------------------------------------
<2.2> Safeguarding Old Files:
-----------------------------------------------------

**WARNING** If you have downloaded any "patches" or "upgraded maps"
from Looking Glass, or some other loser Thief site, BE SURE TO MOVE
those files to another directory or to make a back-up on a 350 mB Zip
Disk or on a CD.


DO NOT E-MAIL ME DEATH THREATS BECAUSE YOU MISTAKENLY ALTERED YOUR FAT.


#1: Eject Disc One: Installation and insert Disc Two: The Game. Go into
the CD-Drive directory of Thief, Thiefg, or Thief2 and Copy/Paste all
the files that have a .mis extension into the thief directory on your
hard drive. On early versions of Thief Gold, this will overwrite
Miss15.mis, but that's okay -- otherwise you will miss out on one of
Thief Gold's unqiue missions, as the Dromed tutorial map was accidently
misnamed Miss15.mis. I will however, use Thief/Thief Gold's Miss1.mis
(a Keepers' Training) for the tutorial, as all training should be kept
on Keeper grounds.

#2: Remove the Read-Only Property on all the *.mis files in your
Thief/Thief2 directory. This will allow you to adjust them if
necessary. If you screwed up a map beyond your belief, retrieve them
from the Game CD. It should be noted that these missions are the
factory missions Looking Glass originally wanted you to play. All the
dialogue and crap-chat will be there, as will the objectives, enemies,
etc. The point now is to modify them so that even a blind taxi-driver
can finish it.

-----------------------------------------------------
<2.3> House-keeping
-----------------------------------------------------

*.mis files are big. A dozen of them take up an easy 150+mB. If you
are pressed for space, you should delete unecessary files, and uninstall
crappy games that take up your disk drive, like Halo or Legacy of Lame
Soul Beaver 2. You can also try just copying one file (I recommend the
smallest Thief/Thief Gold file, Miss1.mis) as I will be using that to
explain the tutorial.


=====================================================
<3.0> Operating Dromed
=====================================================

For those of you who've editted Duke Nukem 3D (mostly by putting in an
extra pair of strippers), this shouldn't be too much difficulty -- the
principle remains the same; only the commands (and certain specifics)
are different. For those who can't tell a mouse from external speaker,
then you shouldn't be playing this game; go buy porn.

Dromed is basically the program by which the programmers (probably) made
the entire gawddamn game. It offers a static but adjustable view by which
the user (i.e., you) to move about a specific level of Thief in its
entirety in order to change/add/delete details such as enemies,
treasure, weapons, items, patrol routes, rooms, objectives, etc.

IT IS NOT PLAYING THE GAME ITSELF. The enemies do not move, nor does
anything else for that matter. There is no sound save for the incessant
clicking of your left and right mouse buttons; and you cannot "finish the
game" in any respect while using Dromed. If you are still unsure of what
the hell is going on, then please read the Dromed.doc that comes with
the editor and come back when you have achieved some understanding to
what the hell we're doing. I don't need rookies, unless you're a young,
sensitive slut, between the ages of 18 and 35. Ethnicity and religion
are optional. Like dancing? Long walks? Parties where we mix with people
who think Survivor is cool and play Jenga all night? Then take a hike.
Applicants must suffer from nymphomania but otherwise be Vee-Dee free
for a period of three to five years, and preferably top heavy if you know
what I mean and I think you do, but if you claim Virgin Preference send
yourself today.

Now, given the All Mighty's power to smite thy foe and carve something
from nothingness, you may now begin to see the possiblity this program
offers. Need a 100 gas arrows? Not a prob; just one question? Where
d'ya want it? How about right next to you when you start? Can't be
invincible? How about a 500 health potion pick-me up? Get the picture?
Now let's review the basics of using Dromed before we get into some
serious ass-forkin'.

-----------------------------------------------------
<3.1> The Views Available
-----------------------------------------------------

When you run Dromed from the Start Bar (or via double-click), you will
see an unimpressive black screen split into four smaller windows. A
grid of white lines should show up in three of the four windows, with
the upper left window showing either total black or a single white line.

THIS is what the map looks like if nothing is in it -- in simple terms,
you're basically in a Black Hole so obviously, you can't see anything
from nothing. Okay, enough Nihilist rhetoric, let's get down to business.
The little purple dot/sperm cell appearing in three of the windows is
the Dromed 3D Camera -- it will serve as the marker for the 3D view and
as a marker to some extent, in the other views. Otherwise, you can pretty
much ignore it.

There are basically two views you should concern yourself about: The
3D view in the upper left window, and the top view (or as we architects
say, 'The plan view. Show us the plan view.'). These two windows wil be
your most often used, as you will basically create onjects in the Plan
View, and use the 3D view to determine most of its attributes such as
dimension, orientaton, and placement. The other two views are Front and
Side, and while not terribly important, they are nevertheless useful
when you need to determine where things are on the Y and Z Axes.

The pointer you move about resembles a red and white cross and can be
used to readjust the window sizes by holding the left mouse button (LMB)
over where the window borders intersect and moving the mouse. Adjust
the view if you like, but do note you will probably need all four
windows to check where your objects are.

On the bottom, there should be a small table of values, of which six
are extremely important. X, Y, Z, H, P, and B values. X and Y are
self-explanatory to first year algebra students: they determine the
X and Y coordinates of an object (or ;brush'). The Z value is the height
while the P value determines pitch -- whether an object is tilted as
in leaning against a wall, etc. The B value is the value of bank and
the H value determines yaw. You can click the values and manually type
in the numbers (then hit enter), but you can also adjust the values by
holding the LMB on the appropriate variable and moving your mouse
up/down, or side to side. You don't have an object to see the effects
yet, but you will soon enough.

-----------------------------------------------------
<3.2> Commands in 2D
-----------------------------------------------------

Now, move your cursor over to the upper right window (henceforth
referred to as the Plan View) and hold your right mouse button (RMB).
A small command window should pop up, and as long as your RMB is held,
it will remain. You may move the cursor over the commands and notice
that your selection will be highlighted in purple; by releasing the
RMB, you will confirm that command and it will be immediately executed.

In the PLAN, FRONT, and SIDE views, the commands will be the same:
show/hide grid; solo/unsolo; synch all/asynch all; teleport camera;
zoom in; zoom out; zoom in all; zoom out all; fit to region.

A brief explanation:

SHOW/HIDE GRID - Shows or hides the white grid lines. On maps that
have numerous objects (such as Miss5.mis - Assassins; or ii-Miss7.mis
- The Bank) you should hide the grid to make things run more smoothly.
This hides the grid for all the single-perspective views unless you
use the ASYNCH command.

SOLO/UNSOLO - makes the current view the only one you see, enlarging
the selected window to fill the whole Dromed window. Selecting UNSOLO
will put you back into the quad view.

SYNCH/ASYNCH - synchronises all three single perspective views so if
you move the purple 3D camera/sperm cell in one window, the other
windows will be adjusted accordingly to match the move. I advise you
have all your views in SYNCH all the time, as we are only concerned
with simply adding items and weapons, not floors, walls, and ceilings.

TELEPORT CAMERA - handy little command which allows you to move quickly
from one spot to another. Using it though, doesn't garuantee you will
end up in open air though. Somethimes, the camera will be in a solid
mass, requiring you to move out of the solid to see anything in 3D view.

ZOOM IN - Zooms in the current window, also activates the ASYNCH command.

ZOOM OUT - zooms out the current window; activates ASYNCH. re-SYNCH to
re-establish link.

ZOOM IN/OUT ALL - zooms in and out of all three single perspective
views and keeps synchronisation. Recommended.

-----------------------------------------------------
<3.3> Commands/Moving in 3D
-----------------------------------------------------

Now, move your cross cursor to the 3D window (in the upper-left) and
again, hold you RMB until a command window shows up. Like the
single-perspective views, the 3D view also has its share of commands.
I will only concern you with the ones we need: show/hide grid;
solo/unsolo; wireframe; solid world; solid & selection.

SHOW/HIDE GRID - same for the other views, hide it if there are too
many things to discern.

SOLO/UNSOLO - Solo view is useful if you want to explore Thief
levels without being chased by guards. You can find all sorts of
secrets in Dromed simply by walking around.

WIREFRAME - shows the level in wireframe; the box things come in.
This is the only mode (in the 3D window) where you can select an
object or brush to be manipulated by your mouse.

SOLID WORLD - see the level as you would in the game. Combined with
the SOLO command, this allows free exploration of every nook and
cranny of Thief. This mode is used primarily to check an object's
facing (such as chests), as wireframe doesn't show surface textures.

SOLID AND SELECTION - see the solid world, but allows you to see the
bounding box of the selected object (in white). This allows you to
manipulate the object to a specific degree, or if you just need to
see if the object is really embedded into the surrounding wall or
floor.

The keyboard is used to move the purple 3D camera/spermcell in Dromed,
much like it's used to move Garrett the Thief in the City:

W/S - move forwards
A - turns left
D - turns right
X - moves backwards
Q/E - strafe upwards or downwards
Z/C - strafe left or right
R/V - angles camera view up or down
F - resets camera view parallel to the grid plane

-----------------------------------------------------
<3.4> Other Commands
-----------------------------------------------------

Under FILE - Open Mission; how else are you gonna see the level?
If you copied the *.mis files (and removed the Read-Only Attribute
like I told you woman), then they should show up when you activate
this command. Don't do it just yet though.

Under FILE - Save Mission (as an *.mis file) allows you to save the
changes you made to the mission in question. It is very important,
as Dromed doesn't warn you about any unsaved data, like those other
wussy programs Microsoft markets.

Under VIEW - Toggle Light Maps temporarily removes all shadows and
dark areas so you can see what you're changing. It's not a permanent
effect, even if you save the mission while you have the darkness
arrested; as soon as you run the game again, the proper lighting
returns. This is useful in more ways than one.

Under OBJECTS - Object Hierarchy. The reason why this game is so
easy. Read on, fat boy.

On the Dromed screen, FLOOR ME - Sets the Z axis of a selected object
to the first available floor below it. Naturally, if the object is
inside another mass, this command will make it behave oddly.

On the Dromed screen, PROPERTIES - Adjusts the object's physics and
other stuff. However, we'll only concern ourselves with the stack
count.

On the Dromed screen, LINKS - Connects two objects with a predetermined
behaviour. For simplicity, we will only be using the "Contains" link.

On the keyboard, DELETE - erases the selected object (the only one
in white)

************************************************************
************* *************
************* W A R N I N G *************
************* *************
************* Read This *************
************* *************
************************************************************

<4.0> Precautions

DO NOT UNDER ANY CIRCUMSTANCE, use, press, or hold the LMB in
any window unless you have an object already selected and created,
otherwise you will instead, create an undefined brush that will
require you to relight the level -- unless you know HOW to relight
the level (I do not), you will need to delete the offending mission
and re-copy it from the game CD (if you want to edit it) or you
will not be able to play past that level.

You've been warned ass-wipe.

************************************************************
************* *************
************* W A R N I N G *************
************* *************
************* Read Above *************
************* *************
************************************************************

=====================================================
<5.0> Adding Objects: A Cheater's Training
=====================================================

Now go ahead and load Miss1.mis (A Keeper's Training). This is a
fairly small map and the time it takes to load in Dromed should
be multiplied by 2-3 for the bigger levels. Carefully, single
click with the LMB on any of the red bits on the screen -- just
be sure not to hold the LMB and drag it -- otherwise you've just
screwed the map and should re-load it by opening the same file
again.

See how the object name changes as you click on various objects?
You'll notice things like "ambstartpoint" or "trolpoint" or
"metaldoor" etc. These are the objects that create the world of
Thief. Assuming you didn't TELEPORT the Camera, your camera
should be where Garrett starts off in the Keeper's Training
mission. Now let's have a look around in 3D.

Use the RMB and SOLO the upper left window. Now RMB and select
SOLID WORLD. Look familiar? Next, highlight the VIEW command and
TOGGLE LIGHT MAPS. Nothing will change **until** you move the
camera with the keyboard or unless you TELEPORT. You can practice
moving the camera if you want, just remember that there is no
gravity and as long as you "see" and don't "touch" (with your
mouse) you should not do anything harmful to the map.

When you're finished goofing off, piss off to the next section.

-----------------------------------------------------
<5.1> The Object Hierarchy
-----------------------------------------------------

Now we are going to add a fire crystal and place it right in front
of Garrett so he'll be able to pick it up right from the get go.
Why? Because that'll let you kill the Keeper walking right above
you when you start.

RMB, and WIREFRAME the 3D view. Then choose UNSOLO and go back to
the quad view. Now pick the OBJECTS command from Dromed's main window
and select the OBJECT HIERARCHY command. Chances are that you have
a really object selected like "ambwindsound" or something esoteric.
Nevermind it. Collapse the object tree by pressing the left arrow
button on your keyboard. This window behaves somewhat like Windows
Explorer, but the marked difference of doing something useful.

If you keep collapsing the tree, you should eventually wind up with
only four to five objects labelled, "sfx", "fnord", "physical", etc.

We are only concerned with the physical objects. LMB single click
the "+" next to physical and you can see that objects have been
grouped into thematic categories: "household", "decorative",
"weapons", "projectiles", etc.

Select the "tulz" category and expand it like you did with the
"physical" category. You'll see more subject headings. Select
"crystals" then "fire crystal." Even though it has a plus next to
its name, we are only interested in the "firecrys" itself, so single
click the name with the LMB. [NOTE: some objects will have a variant
of itself under the parent object; in this case, a "firecrysphys" is
a derivative of the normal fire crystal for the flame spirits that
drop these suckers on Expert. Sometimes though, the parent object is
undefined and will show up as a white wedge. In such a case, you only
have to delete the offending object and select a defined object. This
does not irreversibly damage your map by altering the room database, so
you don't have to reload, but drawing an undefined brush with your
LMB will.]

-----------------------------------------------------
<5.2> Placing the Object
-----------------------------------------------------

With the fire cystal selected, click the CREATE command on the right
side of the OBJECT HIERARCHY window. Now you can create a fire crystal
by moving the cross cursor over the Plan View Window and holding the LMB
over the desired place where you want the crystal to be. Click and drag
a box the size of four to nine grid squares large and release the LMB.
A new object (in white) should appear in the vicinity. If you release
the LMB too early, or selected the wrong object, you should DELETE the
mistake and start from 5.1 again.

-----------------------------------------------------
<5.3> Sizing, Facing, Positioning
-----------------------------------------------------

Now if you take the time to go into 3D and look around, you may or may
not see the newly made crystal. Why? Go back into quad view and check
the other single perspective views to be sure that the cystal is at
the same height and location as you are. Adjust the fire crystal's Z
axis value until you can see it is on the level with the purple
spermcell-camera. If you want, you can try to floor the crystal by
using the FLOOR ME command.

Single click with the LMB on the value for "p". Type in the value "90.0"
and hit enter. Notice how the crystal now lies on its side like in
real life? Click FLOOR ME again. It should look pretty natural now.
You may adjust the H and B values to make it look like it was discarded
in a haphazard fashion.

-----------------------------------------------------
<5.4> Modifying Stack Count
-----------------------------------------------------

You only created one fire crystal; what if you wanted more?

Why?

Have you heard of the saying, "There's never too much of a good thing?"

Make sure the fire crystal is still selected as your preferred object
(it should be white in WIREFRAME), and click the PROPERTIES command
near the Floor Me command.

You should get a window that allows you to adjust the physics and
other parameters of the fire crystal -- try not to. Just select the
ADD command from the new window and select the ENGINE option. A
secondary window will show next and the correct course of action is
to select and click STACK COUNT.

A new window should pop up with the number "1". Add a zero to the end
and make it "10". Enter. Select FILE from the main Dromed window and
SAVE MISSION as a *.mis file; overwrite Miss1.mis and the next time
you play A Keeper's Training, you will have ten fire arrows lying
right at the start point.

Kill you masters and join me on the Dark Side of the Game.

-----------------------------------------------------
<5.5> Making your Own Damn Treasure (Linking)
-----------------------------------------------------

Most treasure in Thief/Thief ii htough do not lie on open ground
waiting for you to come by -- they wait in treasure chests to be
discovered and found. Half the time, it's the discovery of treasure
in an overseen hiding spot that gives thieves their delight in theft.
So how about putting an object in a chest of some sort?

First let's create another crystal (your choice) -- but this time,
instead of putting it anywhere near the starting point, create it
in a place Garrett cannot go normally in the game; i.e., null space.
On the Plan View, use the command ZOOM OUT ALL until you can see the
large unfiddled-with black areas of the level map; this is the
left-over space that can be utilised for these purposes. Place your
crystal in the "Twilight Zone" and leave it in the middle of no where.
You will only be concerned with the Plan View for now.

Next, go to the OBJECT HIERARCHY and back up the tree until you can
find the CONTAINERS category under PHYSICAL. Open the CONTAINER tree
and select the object COINBOX to be created (remember to LMB click the
'CREATE' command!). Although there are other types of containers
available, this is the only one that seems to be consistent between
the two Thief games [Besides several new ornate chests, a new steel
foot-chest was added, bumping the old wooden foot-chest down to a
new location.]

TELEPORT the camera to where Garrett starts (and where I instructed
you to create the fire crystal that gives you ten fire arrows from
the step in 5.1). Create the coinbox much as you did before and place
it on the floor (in a place where Garrett can get to) using a
combination of 3D View and adjusting the X, Y, and Z values. Now notice
that there should be an object name somewhere to the left of the XYZHPB
value table that should say "Coinbox ###" where the ### should be a
one to four digit integer. This is the object identification number for
that specific map. If there are more coinboxes or similar objects, they
will be numbered accordingly. REGARDLESS of how many other like objects
you have, ALWAYS remember the exact number of the two objects you want to
Link. If you input an incorrect object number (along with a link that
cannot occur with said objects) there is a high probability your game
will be irreversibly screwed and Dromed will crash.

I recommend that you write down the Coinbox Object ID# (now referred to
as the OID#). LMB click the crystal you created (in null space) and
write down the crystal's OID#. Now, LMB click the coin box and with it
highlighted, click the command LINKS on the Dromed main screen. A window
will pop up with a set of command buttons on the right. Click the ADD
command and in the top-most box, select the "CONTAINS" link.

Next, input the coinbox OID# in the FROM box and the OID# of your crystal
in the TO box. That task done, click OK, then DONE to create your first
successful self-made treasure. This process is the same for ALL items
that Garrett can carry as inventory, from flashbombs to invisbility
potions to treasure. You can also link *multiple* objects by creating
as many objects as you want to be stuffed in the container. So, you can
technically link a Gas Arrow, a Fire Arrow, a Health Potion, and several
Invisibility Potions into one container.

This of course, assumes that you check your stash after you open it as
the game only displays the last item on the list. Also note that a "~"
as in "~Contains" means that the link is reversed for the objects in
the TO & FROM boxes; don't mix up the "~links" with the "non ~links"
otherwise you will get an undefined object in your inventory -- just
how can picking up a fire crystal net you a coin box?

Thus, a valid link would be:

Link CONTAINS
To Coinbox(1344)
From Firearrow(1348)

But not:

Link ~CONTAINS
To Coinbox(1344)
From Firearrow(1348)

Another valid link would be:

Link ~CONTAINS
To Firearrow(1348)
From Coinbox(1344)

Since the Fire Arrow is CONTAINED BY the Coinbox, not the other
way around.

========================================================
<6.0> How Not To Look Like You're Cheating Your Ass Off
========================================================

You can now (hopefully) operate Dromed with the flourish of a
gamer out for revenge. However, you will find Thief and its sequel
regrettably more enjoyable if you DON'T have a standard cache of
500 Gas Arrows, 500 Fire Arrows, and 999 Invisibility Potions waiting
for Garrett at the beginning of each mission.

My advice is to cheat -- responsibly. You will find that on Thief
Gold, the stack count for Moss, Gas, Fire, and Water (normal and
Holy H2O) are undefined, meaning if you somehow get a Gas Arrow
without having one in your inventory before, you will get an infinite
amount of Gas Arrow (they corrected this oversight in the Thief ii
Dromed). However, it was for me, better to operate with an increased
**but limited** stash of equipment after I played through the mission
at least once.

Because Thief/Thief Gold is so repetitive game-wise, I recommend a Standard
Equipment Cache for each mission to be:

20 Gas Arrows
20 Fire Arrows (double for undead)
10 Health Potions/Healing Fruit

If you still have problems, I can't help you; but I know a supremely
stacked nymphomaniac who works with the retarded in my town.

You can also make the arrows infinite with the "null stackcount" quirk,
but if you're working with limits then I would increase the arrows by 10
and the potions by 5 per level of difficulty above normal. I did this
for almost every level except in Bafford Manor, where I only added a
single Rope Arrow in the wellhouse before you have to go down into the
water (as I know that place like the back of my hand). The only exception
is the Lost City, as the presence of Fire Elementals require the use of
Water Arrows. Add another 10-20 Water Arrows for that mission (or expend
all the water arrows and you can also get a 'stackless' water arrow
projectile if you want). I ususally link all these items into one
convenient stash, thus the nickname of "Garrett's Coinbox."

Guess that little sucker holds more than you think, eh?

For Thief ii, the missions are varied enough to warrant a specialised cache
for each one -- and it should be done to suit each player's taste.


For example:

Shipping & Receiving (The Docks)
--------------------------------
Stash Location: By the large cube crate on the left wall near the start
5 x Health Potions
5 x Flares
10 x Gas Arrows
30 x Broadheads
2 x Rope Arrows

** Easiest mission in the whole game due to the fact you can kill lots
of people with no/weak retaliation. One or two Gas Arrows should be
saved for use on the little spiders in Mynell's Steaks storage bay.
There is no need for additional Slow-fall as there are only places
that mandate Garrett to jump down and sustain light damage. The Rope
Arrows are used to get secret chests in the last warehouse (near the
pirate boat), Building-B.


-----------------------------------------------------
<6.1> Why do my editted levels not work?
-----------------------------------------------------

#1 - Did you save the .map file to your Thief Gold or Thief ii
directory? It's hard to play a level you never saved.


#2 - Do you have a saved game that places you on the results screen
of the last mission? Thief, Thief Gold, and Thief ii loads the
next mission's map immediately when you go the misison objectives
screen.

GAME SEQUENCE
-------------

* Objectives Screen (you can also choose difficulty)
* Load Out Screen
* Mission
Save Here --> * Results / Pass and Fail / Go to next mission
* Objectives Screen
* . . . repeat from top . . .
* . . . repeat from top . . .


#3 - Did you do something other than add an object? You may need
to relight the level or do some other crap I'm not familiar
with. In this case, pull the mission from the game CD again.
I can't help you.


=====================================================


Quabbin, Massachusetts

Home of "No! Fornication!"

Not to be confused with "No fornication!"


simalcrum@hotmail.com

faqs.ign.com

=====================================================

 
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Hinweise

02.Oktober 2013
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Savegame

03.Oktober 2013
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