Thief 2 metal age windows 7
Head west, then left and up the slope. Hit the red switch. Go down the slope and head North. Go to the water and find the tunnel. Swim through it. When you surface, climb up the ladder. Hit the switch. Go through the hole and walk east. Climb up the ladder. Walk past the conveyor belt. Use the switch to turn off the alarm system. Go up the ladder, flick the switch, then go to Bay A. Now you want to head back out of this place. Retrace your steps to the three large banners, and turn left, then right into bay A.
Go south until you reach the double doors, walk through, and if you've completed all of your objectives you should have finished the game. It was less than a year ago that Thief 2 found its way onto our desktops, so it's somewhat of a surprise that a game as good as this is already out on budget. Not that we're complaining. A prime example of a sneak 'em up, the whole concept behind Thief If s brilliance is stealth and subtlety, rather than the use of violence.
Faced with a series of missions, which generally involve breaking into well-guarded buildings and stealing certain items, you slowly start to uncover an intriguing plot, which is driven by some beautifully rendered cut scenes.
There's bucket loads of tension and suspense, as you hide in shadows, creep up behind guards and knock them out. You also have to watch out for some cleverly hidden traps and alarms. Before each mission you have to equip yourself with all types of weaponry, from a simple club to water arrows, which let you extinguish torches from a huge distance. There are literally weeks of gameplay here, but only for the patient, as brains and stealth will always win over brute force. Glory boys need not apply.
For everyone else though, this is one you have to buy. When Thief: The Dark Project first broke into our office, it knocked many of us unconscious with its stealthy blackjack and groundbreaking use of sound. The tense atmosphere created by having to walk in shadows, afraid every creak of the floorboards is going to alert a guard to your presence, was enough to have even the most seasoned gamers gripping their mouse.
Although we had some reservations about later levels, where stealth was discarded in favour of indiscriminate zombie-killing, the lasting impression is of an underrated landmark in PC gaming. Now that the sequel is upon us, the developers have the chance to correct all the minor niggles and make Thief 2 a name to be mentioned in the same breath as Half-Life and System Shock 2.
Once again it will utilise the original's Dark engine, pushing its capabilities even further than System Shock 2 recently did. While some criticised The Dark Project for having slightly below-average graphics for a first-person 3D game, the developers still believe this engine has by far the best AI system available, and that no other can simulate sight and hearing well enough.
From what we've seen of The Metal Age, we're not about to argue. The action takes place a few years after the events in the first one, and once again you play the role of Garrett. This time round the plot will involve the struggle to control powerful technologies left behind by a lost civilisation, with a sect known as the Mechanists intent on using them to take control of the city. As the game progresses, you learn more about the different factions and about life in the city itself.
There will be a much stronger focus on interesting environments, as opposed to the abundance of caves and abandoned areas found in the first game. There are 16 levels planned, which take place in more urban settings including mansions, banks and detailed streets. In an effort to balance the gameplay and address the issues of the 'boring' zombie levels, Looking Glass are paying more attention to the non-human characters' AI, so that they will react to sound as realistically as your human opponents.
This should mean that the ordinary action sequences in The Dark Project and which arguably detracted from the whole experience will give way to fully stealth-driven gameplay. To this end, the new tools being introduced have less to do with weaponry than with reconnaissance and camouflage. There are also plans to include a cooperative multiplayer element, so you can indulge in some coordinated robbery with your friends.
We can hardly wait. Thief: The Dark Project was a great game, but one with several obvious flaws - lack of a multiplayer option being one of them. Even after rave reviews, it remained a curiously-low key affair, with many gamers unaware of its praise worthiness even today. Undeterred, developers Looking Glass went ahead with plans for another, listening to every criticism of their original code.
By way of response to their critics, they've gone and created a stunning-looking sequel based on the same core code as the awesome System Shock 2. Naturally, the new title features multiplayer, and will even include a new co-operative mode where players have to work together to get through missions. There will also be multiplayer-specific mission objectives and challenges that require collaboration to win through. There's a swarm of new player items promised, although the development team are being careful to retain the original Thief s brilliantly balanced gameplay.
Few games can truly be said to Innovate any more, but when Looking Glass gave the world Thief: The Dark Project back in , a good many jaws dropped. Gone was the usual guns blazing. Instead, you had to sneak about not killing anyone. An alien concept to most. Still, the adventures of Garrett and the medieval atmosphere was generally praised by all. So inevitably, we've got a sequel. The story is a sort of 'Robin Hood' affair, with the exception that the noble thief gives to himself rather than to the poor.
This time round, Garrett is under direct attack from the city's new Sheriff and it's not long before you discover he's more corrupt than you are. There's a power behind him, the Mechanists, who supply everyone with high-tech security devices. Unfortunately, one Mechanist in particular, Kerris, has his own designs on the city involving large mechanical robots and plenty of bloodshed.
Enter the mysterious Keepers and your female contact Victoria, once again forcing you into their service as they attempt to find out what's going on and how to stop it. We'd say it's the usual fantasy nonsense except that it's actually nicely told. The stylish cut-scenes from the original game are still evident and the whole Steampunk style elevates things above the typical ores and sorcery claptrap.
There's no doubt that Thief II is a much bigger game than before. The levels have been well designed and offer plenty of variety in the ways you can approach them. They still feel very self-contained, but at least they're big enough to last a good long while even if they do feel a little easier than before, almost as though difficulty has been replaced by dimensions. Thankfully, there's no sign of the zombie menace that plagued the original.
There are the occasional nods in that direction graveyards, morgues, etc , but that's all they are. Ghosts put in an appearance, but these are for the purposes of the story rather than as another foe to avoid. In fact one of the more thoughtful levels, is where you're taking a trip through a pagan forest and as you stumble across one murdered corpse after another, their fates are depicted by ghostly after images.
The goals of each level are more intricate this time although there's still plenty of booty to nick - you mustn't forget your roots after all. Framing police officials, escaping ambushes, blackmailing, and so on. They still play a bit too much along the linear 'get from point A to point B then go to point C' line, but at least they're challenging enough to make you work hard to reach them.
Thief always had an odd look about it. Almost as though the whole game was being viewed through a very slight fisheye lens. It was always a little too 'angular' as well. A bit too straight-edged. The Dark Engine has undergone some improvements here and there, but this is still a problem. In its favour though, it now has much nicer atmospheric effects. The clouds in the sky are very nice taken directly from the Flight Unlimited technology we understand and the various weather effects, such as rain and fog, look great.
The biggest thing about Thief though, is light, or rather the lack of it. True a vast amount of the game is spent in murky darkness, which makes the lighting and the flaws therein so much more noticeable when it's there.
A good example of what we're talking about is when you're in a fairly well-lit room, you open a door into a dark corridor and there's no light spilling out. Whether this is a limitation of the Dark Engine or a deliberate design policy we can't say.
What we can say is that it tends to give each environment a sort of 'false' quality, and it does tend to show up the Dark Engine's limitations. The sound aspect still works a treat in this game. The Thief series remains one of the few that fully explores the use of sound as an active part of the gameplay and we're pleased to say that Thief II continues the tradition admirably. We're sure it's deliberate but every noise you make seems to be amplified by ten and simply opening a creaky door while you're trying to stay unnoticed is enough to put the willies up you.
The guards are still comical -except when they're trying to put a sword through your neck, of course. The amount of speech has been upped significantly, so there's less repetition in their mumblings. Sometimes you just want to sit in a comer for ten minutes or so and listen to what they have to say about food standards, how their lot isn't a happy lot and how the Mechanists always have more reliable torches a nice touch that last one, and an indication of how adaptive some of the AI routines are since he'd commented on a torch that was burning until we doused it with a water arrow.
Thief IIstill has enough atmosphere to immerse you, still makes you sit on the edge of your seat as a guard walks inches in front of you, and still makes you breathe a sigh of relief when he passes on without spotting you.
It knows its stuff from the first game and it hasn't lost any of its nervy appeal. However, the truth is, despite all the nice touches and solid atmosphere, Thief IIstill feels more like an expansion pack than a full-on sequel, especially when you look at how little has actually changed.
It's true that giving players what they want is no bad thing, the games industry moves at such a pace that the games need to be constantly re-inventing themselves in order to stay ahead.
The obvious example of this trend is the Tomb Raider series. So far Core has offered us four games that, aside from slight graphical enhancements, have been pretty much the same.
We were yelling from every rooftop following the second title that we needed to see something new, and each time we were ignored. Only now, at the fourth attempt, has the public backlash really begun and Core and Eidos know that they won't be able to pull off more of the same for a fifth title. The same is true here. The original Thief was a bold, fresh entrant into the first-person arena. At the time no one had explored stealth tactics in such a game. It was all run-frag-jump-frag-kill.
Thief was a breath of fresh, sneaky air into a testosterone-filled genre. Since then we've had 'stealth' games galore. Granted, most of them have been on the side of goodness. But as each one has come along it has taken hold of the softly, softly aspect, worked with it and tweaked it about.
For instance, Rainbow Six allowed you to plan out tactics in advance, MSOgave you third-person perspectives. Everyone has built upon Thiefs initial skeleton. So for Thief 2to just ignore the competition, to pretend that the intervening year and a bit hasn't happened is, well, criminal ho ho.
But that's what Looking Glass appears to have done, as Thief II constantly feels identical to its predecessor. Not to say it isn't a good game - it is. The first game was great and this is just as good. But that's all it is. What it no longer has is the freshness and the originality that the first title showed. Hence you come away thinking it's somehow lacking.
So what's the lesson here for Looking Glass? They listened to us about the zombies after all, so there's no reason to think they're not paying attention now. Quite simply this: don't fall into the Tomb Raidertrap. If you are going to give us a Thief III, then it needs to be much more than just bigger levels with the same engine. Aesthetically, the Dark Engine has gone about as far as it can. The fact that so much of Thief II is spent in shadows and perpetual twilight has helped to disguise the wrinkles to some extent, but you can only push it so far.
What's even more important though, is the nature of the gameplay. Sequels need to constantly reinvent, not just repeat. Make the city in which Garrett works feel like a real city.
Make it live and breathe, a la The Nomad Soul. In fact, while playing Quantic Dreams' under-appreciated epic we kept thinking how great it would be to have first-person titles like Thief make use of this kind of world. Or why not have the levels merge seamlessly like Half-Lif? You managed it with System Shock 2 after all. Anyway, this is turning into a rant against mistakes of the future, rather than a review of the present.
What it has given us is a game that's still very good, still very atmospheric and still very playable, but one's that is not setting our world on fire as much as the first one did. A more clear-cut case of sequel-itis there has never been. The best thing about It was the 'bionic eye' feature, a small telescope affair in the back of his head that allowed you to spy on your friends and made you look as though you had your nose stuck up the doll's arse which makes the previous name clarification doubly important.
We only mention it because one of the new features of Thief 2 is Garrett's own 'bionic' eye and its zoom function, which is all it does incidentally. Some of you may have been reading various reports about heat and night vision functions. Sadly, these appear to have been the ramblings of a diseased mind as there's no sign of them in the game.
Oh, it does have one other function, it can be linked to a handy remote camera device that Garrett can chuck around comers and over walls. Of course, it would have been more comedic if Garrett actually had to take out his eye and hold it around walls and the like. But then, no one ever asks us Pausing only to retrieve his withered arm from the floor, he continued: "To remove our presence from this sequel is a direct slur on our members' good name and those of us with working legs won't stand for it.
Furthermore, the inclusion of non-corporeal and nonunion ghosts is an insult to every hard-working member of the living dead. They're taking the brains right out of our mouths. Knowles immediately called for a cessation of all moaning, shambling and being shot in the head activities and declared that necessary decomposition was to be kept to an absolute minimum.
The long-term effects of this action are yet to be determined with Looking Glass Technologies so far declining to comment on the action. Concerned representatives from CapCom, however, are believed to be flying in to act as mediators in the negotiations. About 18 months ago Thief: The Dark Project blew us away. However, it wasn't rocket launchers, miniguns, plasma rifles and all that childish tomfoolery that tickled our fancy. No, no, no - that would be too easy.
Thief managed to stun us all into appreciative silence by turning the first-person perspective action game on its head: Thief controversially encouraged players to avoid combat, concentrating instead on sneaking about stealing other peoples' belongings. For some, this was just plain boring. For others, Thief was a breath of fresh air and a benchmark in gaming realism.
The only thing it lacked was the ability to nick a car and ram raid it into the nearest Post Office. That aside, Thief pioneered a new genre. What genre? The 'sneak 'em up'. Garrett has vanquished the Trickster and the town has moved into a more prosperous era. Royalty and nobility lord it up on a daily basis, while Sheriff Gormon Truart keeps crime at a virtually non-existent level; the slightest hint of criminal activity and guards swoop in to administer instant decapitation.
The trouble is with all these rich folk poncing about there's a lot of loot lying around just waiting to be pilfered, so any self-respecting thief will take the risk to reap the rewards. Our Garrett is no exception, except for him things are slightly different: for some unknown reason the new Sheriff wants him dead.
Gratitude for saving the town from Pagan rule one year ago doesn't even enter into this vile policeman's head. Garrett won't stand for it, of course, so he sets off to discover why his head is wanted on a plate.
One thing leads to another and it's not long before our master thief stumbles into a plot of corruption and betrayal that goes beyond mere thief persecution.
Once again, politics play a huge part in the story. The game contains three main rival groups; the mysterious Keepers; a technological sect known as the Mechanists; and the Pagans. Their contempt for each other runs deep, so as far as sub-plots go, expect plenty. Thief II does contain one very welcome change from the original: you can forget about zombies, ghouls and all that other undead lark. Looking Glass has decided to keep Thief II 'real', as project director Steve Pearsall explains: "Garrett will be operating mostly in die city itself, so the missions will be set in more of an urban setting.
You'll see missions in places you'd expect to find in a city - mansions, museums, banks, warehouses and churches. That's a huge relief for those of us who found ourselves floundering in the underground crypt stage on the original game.
Furthermore, Thief II spans 15 gargantuan stages. Associate producer Lulu Lamer jokingly implies that one particular level is almost as big as the whole of the original game. A slight exaggeration possibly, yet playing the single level demo on this month's cover disc will give you an idea of what she's getting at. There's also a hell of a lot more variety this time round. Instead of simply ninning around nicking stuff, you can get involved in a whole host of nefarious sidelines.
One stage sees our world-weary thief plan and execute an after-hours bank robbery, and you can also try your hand at framing somebody for a crime they didn't commit.
If that's not devious enough for you, how about kidnapping someone? Interestingly, you also get the chance to sneak aboard and stow away on an enemy boat. And in a strange twist of fate, you're also called upon to investigate a murder site.
Poirot anyone? Basically, there's an entire city at your disposal, almost every major building in the game plays an important part in the story at one point or another.
And, as you can see from playing the demo, you can traverse the entire city via the rooftops, or as it's known in the trade - 'the thieves' highway'. Thief II uses the third revision of the Dark Engine.
The second version was used in System Shock 2 incidentally, so graphically things look pretty hot, if a little on the dark side. And get your head around this spark of brilliance: you can actually hide in the fog. This is a world first, and rest assured it's a spine-tingling experience.
Imagine it: you're hiding in the mist, you can see out, but your enemies can't see in. Talk about a thiefs best friend. The potential for mischief is limitless.
As in the original game a 'lightometer' at the bottom middle of the screen informs you how visible you are to prying eyes. When the meter is dark you are safe and cannot be seen.
When it lights up you are visible and in danger of being rumbled. There are no changes at all in that department apart from the fact that the light density spectrum has increased, meaning there are even more levels of shade. What's causing it to do that. I'm running it in my Thief 2 folder as it tells to do. Here is the link of the instructions I'm using, maybe it's outdated or something, but I have no clue why it still doesn't work. Maybe installing TafferPatcher is the solution to getting rid of that annoying crash to the game.
Thanks, I'll try this then, if the error still persists then I'll message you again for another solution that you may have. Per page: 15 30 Date Posted: 18 Jul, am.
Posts: Discussions Rules and Guidelines. Having trouble with Thief 2 x. Still worth it if you haven't played these before? Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website. The setting is steampunk with elements of dark fantasy, magic, and modern devices, which gives an unusual symbiosis at the exit.
The protagonist of the previous part, a thief named Garrett, remains the protagonist of the single-player campaign proposed for the passage. The events of the second game of the series start shortly after the end of the original. In the city where the main events of most missions take place, chaos is still going on due to the incessant showdown of all kinds of groups that want to gain power over the rest and push their ideas to the masses through propaganda.
Thief 2: Metal Age has the most attention given to a sect called Mechanists, which was absent in the first part of the franchise.. The artificial intelligence used by the "Dark Engine" engine is able to create difficulties for the gamer in a wide variety of situations, whether it be during infiltration into the headquarters of the main antagonists, or in the process of searching for necessary things in a cathedral where sectarians pray. The bulk of the enemies are people who have succumbed to the influence of villains, and robotic creatures that work on steam.
Most of the tasks presented require secret execution, but there are also skirmishes with crowds of enemies.
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