Marbrien on 25/4/2023 at 21:38
This FM definitely repays replaying!
I have a question concerning the thieves' den which is immediately above the starting room.
On the same level as the roulette table, there is a metal door that clangs. It looks like it might be a storage space for their loot. Can it be opened?
klatremus on 26/4/2023 at 00:29
Quote Posted by Marbrien
On the same level as the roulette table, there is a metal door that clangs. It looks like it might be a storage space for their loot. Can it be opened?
It can, but only from the other side. Don't worry, you'll get there
much later.
Marbrien on 26/4/2023 at 08:25
You have assumed I am near the start of my explorations. I am not. I have completed all the main objectives, and am revisiting places in the map to reinvestigate and gather missing loot. So I would appreciate a clue as to how to access the place on the other side of that door.
Marbrien on 26/4/2023 at 12:01
For anybody else who missed this, once you've been through the vault and got inside the shop with the sign "Closed on account of the crisis", explore the store room at the south end of the building. There's a lever that opens a door there into another area which, eventually, leads to the door I originally asked about 3 posts back. You don't have to go back through the vault.
styora on 11/6/2023 at 15:01
Never would have thought this was your first mission. The atmosphere was amazing in this, great use of ambient sounds in that regard. I'm still missing 33% loot and couldn't find a way in every house, will definitely replay this again more carefully. Nice, balanced difficulty, I liked the verticality and routes you can take. The room with the mini "dolls" was pretty funny :)
meprim on 7/7/2023 at 02:42
I hate to reply to such an old Mission thread, but I just finished this mission this morning, and I have to say I absolutely loved it, and have to give praise for your design philosophy.
Even before playing the missions itself, just reading the info file got me excited, it's refreshing to see an author forcus on dialing back a mission to the core of what makes Thief fun to play moment to moment, and being convicted enough about that philosophy to mention it. The info file really let me know I was in for a mission I would 100% love, from the TDP/Gold jump speed to knowing going in that there were no cryptic hints in readables (I often end up carrying around 100 papyrus's just in case I'm missing something hidden within), no overly long, copious books to read, its great!
That's not to say the opposite of any of those is something I hate, I just feel like its rare lately that I've played such an intricate and big mission that was almost pure stealth, and didn't have me sitting around reading 10 pages of notes or picking a lock for 2 minutes. It's absolutely refreshing, and I look forward to new missions by you, knowing that you think about Thief and its missions in a similar way I do.
<Username> on 13/4/2024 at 13:13
A mission so good I immediately started replaying it on Expert after finishing it on Normal. I am at around 8000 loot now during my second playthrough and still feel motivated to find the more elusive valuables. This one is a must-play for Thief fans.
Stats:
* Normal difficulty
* 1 hour and 21 minutes
* 4780 of 10090 total loot
* 0 hints needed
Elements I liked:
* Unusual angles throughout, great environmental storytelling, slightly surreal in parts, several chances for rooftop climbing, and an unbelievable amount of hidden areas made exploring the map highly engaging. I always felt another interesting area or plot-related discovery was just around the corner.
* The mystery of what happened in Navenvolk felt intriguing: Why are there so many dead bodies in the streets, with guards casually patrolling nearby? What was the unspecified crisis that caused the compulsory egress? The revelations in the journals Garrett eventually finds did not disappoint.
* No long lock-picking, tiny hidden switches, cryptic puzzles, elaborate key-hunts, objects and loot hidden in illogical or deceptive places.
* No lengthy readables that detract from the flow of the gameplay.
* The mission does not shy away from some gruesome scenes. Examples include a dinner table with a human rib-cage and a person who messed with the wrong people crucified in a basement.
* All objectives can be finished quickly, but the mission is an open invitation to explore more areas.
* Guards shut doors they expect to be closed and turn lights back on.
Could be improved:
* If you look up the chimney of the landlord's fireplace in the Cyric-style apartment building, the texture is plain black; not black as in "covered in soot", just a plain black texture.
* I did not understand why there are some stock paintings that were defaced with crude pixel art.
* In the small bar next to the theater hall, you can snatch the goblets from the lower of the three rows and the upper goblets will continue to float in the air.
MarchÖrDie on 7/1/2025 at 15:15
hello.
firstly, i want to thank DirkBogan for this amazing FM.
i played it recently and found Medallion. not as item from inventory or gold piece, but as item, appeared above lightmeter, like crate or Unconscios Body. Medallion have mark of keyhole on it, so i wonder if it have any use in Keepers' place.
oh, and i found it in the room above Landlord's office. check left side of darkness in the fireplace.
i read the topic and searched internet as well but didn't find any information.
thx.
Snacks2 on 28/6/2025 at 00:53
Logged in the first time in years to post about this mission, easily one of my favorite missions right now. Spent a little over 2 hours in-game time, picked up 7370 loot. The way so many of the buildings in the city interconnect makes this one of the few FM's I would play again right away to see what kind of routes there are. Almost every room seems to have treasure, secrets, or new ways to get around. City Hall is easily one of the best buildings I've seen in a Thief mission, aesthetically and for design. The atmosphere is such a unique mix of cozy with all of the beds strewn about for the soldiers and foreboding, because you know what they've been doing.
The only things I didn't like about the mission were 1. the whole Caretaker subplot with the slow footsteps, the weird rooms, then the reveal. But all you get for it is a bit of loot and a letter accusing the Captain of "impropriety." Well DUH, there are civilian corpses all over the streets. 2. I found one room a little tedious to work with, as somebody who plays no knockouts and minimal gear. I had to put out the lamps to get past the guard on the top floor, and getting the guard inside the office to come turn on the light while not getting caught was very finicky.