Note: These screenshots were done in the Linux version, but they are not here exactly as dumped from Doom 3. For your convenience, the pictures have a stretched dynamic range. We've all had enough jokes about pitch-black Doom 3 screenshots, thank you very much... So, in the real game, some of the scenes depicted here vary from a little bit darker to pitch black. I've indicated where the results differ, and you can look at the GUI elements such as the light gem to gauge that, too.
![]() | And thus begins our foul journey of crime. With one of the traditions of the Thief series. The Main Menu. |
![]() | For such an early demo, we obviously don't need massive intro cinematics, but here's the fascinating backstory, anyway. |
![]() | You can't really get far without some meaningful objectives. Let's see - grab a scepter (quite traditional), plant evidence (almost as long a tradition), find tips, loot stuff, get the heck out of here... sounds like a plan! |
![]() | Some random notes from a friend. Note that in TDM, the game will not pause as you read the readables. However, if you go to the menu (to look at objectives, etc) it will pause. |
![]() | And here's the long-promised map of Peril's Court and Stanke Row. |
![]() | Most games offer legendary vistas when the player starts up a new game. This game surely isn't an exception! The blazing light, by the way, will disappear once the door behind you closes. |
![]() | And here we run into a legendary fixture of the Thief series: The First Guard You See. Now standing in front of a door, soon off to a patrol. |
![]() | We see that there's a random pacing fellow with a torch in the courtyard. At this point, the brains of most people get furiously ticking: (thief 1/2 gameplay) + (doom 3 lighting) = (KICKASS INCARNATE) |
![]() | Here, I'm demonstrating What Not To Do. One of the first things most people learn in the games is that you don't walk to the friendly city guard and ask for directions. |
![]() | Because they are brutal. And make your vision just as bloody as zombies as imps can do. |
![]() | Guard has been skirted. The worst is over? |
![]() | Well, At this point, you probably look up and ask "how the heck do I get up here..." |
![]() | ...and newbies ask "how the heck did he get up there?" I'll tell you how: Rope arrows rule. |
![]() | And when a thief meets unlocked window shutters... |
![]() | ...he obviously gets inside. This room is above the door the guard is standing on - and there's regrettably not much to see here. But you can follow the roof forth... |
![]() | and soon you're above the yard. How do we deal with the bad evil crook's servant? |
![]() | Well, I did it in a pretty boring way. But effective. Too bad I never knew his name. I'm calling him Arrowthroat. And note that I did not put out his torch... wonder why it was extinguished? *looks up* Oh. |
![]() | And we go in Creep's apartment. This is how dark it usually is... |
![]() | ...so apologies for the GIMP-boosted light here. The integral part of "things that go *thwap* in the night" is the "night", so obviously, water arrows to the fireplace... |
![]() | ...and wall torch do the trick. Creep is walking around in the dark. Note that he hears pretty darn well, so the *thwap* part might take some effort if you're used to the relatively easy blackjacking in Thief... |
![]() | ...but as this screenie shows, it's pretty much possible to knock the guy down. |
![]() | I dragged the guy to the main room to see something, and look! He's got a key! |
![]() | And the ladder leads to... |
![]() | ...upstairs, where the guy sleeps. And he has a nice candle too - we can move it around to see things. |
![]() | Ah! A chest! But why the damn heck the key doesn't work? Must be the wrong key. A kingdom for lockpicks! |
![]() | But then we find this button on the wall. Wonder what happens when I push it... |
![]() | Dang! It's green in the original screenie. This boosted screenie doesn't exactly look green. Like Viktoria. But wonder what we can do here? |
![]() | A lantern lies beside this chest! Woohoo! This is amazing. |
![]() | The big chest opens with Creep's key - and reveals good stuff. |
![]() | The lantern really helps me to see every dust speck, every tiny bit of coins, every hidden main-objective scepter in the area. Whee. Oh, a key! |
![]() | So we finally know what's in Creep's chest. |
![]() | I can imagine the exchance between the guards and Creep: "I didn't write this thing, honest, guv..." |
![]() | "So why is it in your chest, sir?" |
![]() | And from the room, we find a scroll that emits a strong odour of foreshadowing. |
![]() | As promised, we get a key copy and can go back to the street. |
![]() | Annnd we did it. |
Notes
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by User:Wwwwolf, moved from parent pageFM:TDM Thief's Den - Fidcal
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