Thief 3 Hints: UNECESSARY SPOILER SPACE (EXPLAINED INSIDE)

loony

Distinguished
Jan 28, 2001
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Archived from groups: alt.games.thief-dark-project (More info?)

I Promise to not spoil the story or give any clues how to beat the training
or first mission.

There were a couple things that pissed me off right away but would've been
much easier had I known about them ahead of time. Most are just differences
between the two games. The fact that I was about ready to throw my mouse
through the wall after trying to pick my first lock for 10 minutes is why
I'm writing this post.

That being said some of you die-hards might not want to read things like
"How to Pick Locks" or "The difference between setting stuff down and
throwing stuff" that I'm going to mention in this post.

That being said here's the spoiler space for not really any spoilers (in my
opinion)
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TRAINING: There's no way to change the difficulty in Training, so don't
bother 🙁

TRAINING II: STOCK UP! When you use your water arrows for the first time,
there's what appears to be an endless supply of them, in case you miss a
lot. Every time you grab one a new one appears. Stock up, you can save
these through the whole game.

HOW TO PICK LOCKS: It's quite simple, but there's a very serious problem
associated with it.
SWEET SPOT: The sweet spot is a gap that opens up on a ring as you pick the
lock.
There are multiple rings, you move the pick around until the outer most ring
moves. The closer you get to the sweet spot, the more it moves. When it
spins a slot opens up on it. Then your second pick automatically holds that
slot open and the 2nd outermost ring is begins picking.
Finding the "Sweet Spot" that is the slot for each ring takes less than 4
seconds. I literally spent well over 10 minutes trying to pick my first
lock... here's what they don't tell you:
The lock is 2-D. So not only do you have to spin it around like the hand of
a clock, but you have to be aware of it's angle/depth.
Nearly all locks I've seen so far require the pick to be laying as flat as p
ossible. So if your sweet spot is at 3 O'clock, move the mouse as far to
the right as you can. Most sweet spots are at 12, 3, 6 and 9.

PICKING UP/SETTING DOWN: This threw me a little at first (no pun intended).
The "USE" button (right mouse button) is also the set down button. The Drop
Item button throws it. I made much racket before I figured this out.

WINDOW LIGHT: Often you find yourself looking down a hallway with ghostly
blue light streaming through the window. These are more forgiving then they
appear. You can edge around them fairly well and not give yourself away.
However if there's a guard anywhere near you, forget about it!

GUARDS: Guards will notice you when your light meter has the tiniest glint
of gray if they're within 5 feet of you (on Expert). So be careful. Crouch
as often as possible. They also seem to have eyes in the back of their
heads! I ran through a heavily lit area behind a guards back and he said,
without turning around "I SAW SOMETHING THERE!" Dirty cheating Guards.

FLASHBOMBS: These only work as a stun for a quick escape. If you club a guy
when he's blinded all you do is remove his blindness and piss him off...
Then you usually die.

More to come when I think of more.

Happy Gaming
Loony
 
Archived from groups: alt.games.thief-dark-project (More info?)

> The lock is 2-D. So not only do you have to spin it around like the hand
of
> a clock, but you have to be aware of it's angle/depth.
> Nearly all locks I've seen so far require the pick to be laying as flat as
p
> ossible.

Don't you mean 3-D?

Took me a while to figure this out too. I do like this better than T1 & T2
where you just saw a progress bar.
 
Archived from groups: alt.games.thief-dark-project (More info?)

More spoiler space this time it's kind of a spoiler as I reference a
specific object from the first mission
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SPECIAL LOOT ITEMS: On Expert you have to collect special loot items. Much
like having to find the Blood heart ruby or whatever it was in the Bonehoard
when you went to Expert. So far it seems this has been dumbed down as
well... sort of. You know you have to collect, say 3 special loot items,
but you have no idea what. As you explore you find one. In the first
mission at least there's a letter or note that tells you what the second one
is. Then near the 2nd is a note telling you where/what the third is. Kind
of cheesy and unrealistic, but whatever I guess. It beats not having any
clue what's going on.
 
Archived from groups: alt.games.thief-dark-project (More info?)

"Loony" <loony@nospam.loony.name> wrote in message
news:OTbtc.90448$hY.10374@twister.nyroc.rr.com...
> I Promise to not spoil the story or give any clues how to beat the
training
> or first mission.
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> TRAINING II: STOCK UP! When you use your water arrows for the first time,
> there's what appears to be an endless supply of them, in case you miss a
> lot. Every time you grab one a new one appears. Stock up, you can save
> these through the whole game.


!!!?

Tell me there's at least a limit on how many Garrett can carry. I can't
believe they left such a glaring loophole in the game.

(And why did they introduce supply carryover anyway? The original Thief
designers had very good reasons for corraling resource supply the way they
did and I haven't heard anything to make me think those reasons no longer
apply.)




>PICKING UP/SETTING DOWN: This threw me a little at first (no pun
intended).
>The "USE" button (right mouse button) is also the set down button. The
Drop
>Item button throws it. I made much racket before I figured this out.

Is there at least an option to separate "use" from "set down" (for those us
have PC's with more than 16 keys...) This sounds like a recipe for a lot of
mistaken setdowns (I didn't like the way Deus Ex overloaded use with
put-away either.)



>FLASHBOMBS: These only work as a stun for a quick escape. If you club a
guy
>when he's blinded all you do is remove his blindness and piss him off...
>Then you usually die.

Just as well - Thief 1/2 flashbombs were just always cheatcodes in disguise,
IMO.
 
Archived from groups: alt.games.thief-dark-project (More info?)

> > I Promise to not spoil the story or give any clues how to beat the
> training
> > or first mission.
> >
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> > TRAINING II: STOCK UP! When you use your water arrows for the first
time,
> > there's what appears to be an endless supply of them, in case you miss a
> > lot. Every time you grab one a new one appears. Stock up, you can save
> > these through the whole game.
>
>
> !!!?
>
> Tell me there's at least a limit on how many Garrett can carry. I can't
> believe they left such a glaring loophole in the game.
>
I only grabbed 15 new water arrows (you start with 10), so I don't know. It
takes a couple seconds for it to come back so I didn't want to waste my time
stocking up. I imagine there's either a limit to how much you can carry or
how long the "infinite" water arrows last. There's at least 16 😉

> (And why did they introduce supply carryover anyway? The original Thief
> designers had very good reasons for corraling resource supply the way they
> did and I haven't heard anything to make me think those reasons no longer
> apply.)
>
It's yet to be seen. But I think it's kind of cool. Adds to the immersion
when you have to save your tools because you know you'll need them later.
And as long as the in-level tools are few and far between (so there's not
more tools than you could ever use) then it should work out pretty slick.
If you're one of those people who uses as few tools as possible, then you
won't use them no matter how many you have, so it's not a big deal there
either. This lets players play any way they want, which isn't necessarily
the hardcore way some of us do :)

> >PICKING UP/SETTING DOWN: This threw me a little at first (no pun
> intended).
> >The "USE" button (right mouse button) is also the set down button. The
> Drop
> >Item button throws it. I made much racket before I figured this out.
>
> Is there at least an option to separate "use" from "set down" (for those
us
> have PC's with more than 16 keys...) This sounds like a recipe for a lot
of
> mistaken setdowns (I didn't like the way Deus Ex overloaded use with
> put-away either.)
>
NOPE! Pickup/Set down is the "Use Object" button. Throw item across the
room is the "Drop Item" button

>
>
> >FLASHBOMBS: These only work as a stun for a quick escape. If you club a
> guy
> >when he's blinded all you do is remove his blindness and piss him off...
> >Then you usually die.
>
> Just as well - Thief 1/2 flashbombs were just always cheatcodes in
disguise,
> IMO.
>
Yeah but still... man, I'm gonna miss the thonk thonk thonk thonk of bopping
4 guards that I've been running around getting to chase me so I can drop em
all in the same room. Obviously when I'm just screwing around :)

Loony (at work)
 
Archived from groups: alt.games.thief-dark-project (More info?)

"ReddShadoe" <reddshadoe2@comcast.net> wrote in message
news😛oudnRyO74Va0Cjd4p2dnA@comcast.com...
>
>
> > The lock is 2-D. So not only do you have to spin it around like the
hand
> of
> > a clock, but you have to be aware of it's angle/depth.
> > Nearly all locks I've seen so far require the pick to be laying as flat
as
> p
> > ossible.
>
> Don't you mean 3-D?
>
Yeah, sorry. :)

> Took me a while to figure this out too. I do like this better than T1 &
T2
> where you just saw a progress bar.
>
Good, it's not just me then!
 
Archived from groups: alt.games.thief-dark-project (More info?)

"SpammersDie" <y@y.yyy> wrote in message
news:TCctc.31177$fF3.807203@bgtnsc05-news.ops.worldnet.att.net...
>
> "Loony" <loony@nospam.loony.name> wrote in message
> news:OTbtc.90448$hY.10374@twister.nyroc.rr.com...
> > I Promise to not spoil the story or give any clues how to beat the
> training
> > or first mission.
> >
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
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> > '
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> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> > '
> >
> >
> > TRAINING II: STOCK UP! When you use your water arrows for the first
time,
> > there's what appears to be an endless supply of them, in case you miss a
> > lot. Every time you grab one a new one appears. Stock up, you can save
> > these through the whole game.
>
>
> !!!?
>
> Tell me there's at least a limit on how many Garrett can carry. I can't
> believe they left such a glaring loophole in the game.
>

25 is the limit.

I installed on my laptop (not supported, of course) this morning and since
I'd played the training and part of first mission already I found that the
water arrow 'respawned' almost immediately. Yesterday I only took a few
extras. Today I kept on going until my inventory stopped increasing. That
was 25.

Mike