Passage of game thief 4 chapter 3. Passage of game Thief (2014). Location: Underground ruins, forgotten ruins

General information:

Achievement difficulty: 7/10

Offline: 37/37 (1000 )

Online: 0/37 (0 )

Estimated time to get 1000: 25-30 hours

Minimum number of passes: 2

Missable Achievements: No (Chapter selection available)

Does difficulty affect achievements: Yes (See Travel Guide/Guide)

Non-Knockable/Glitchy Achievements: Not

Optional equipment: Not required

Introduction:

After 10 long years, Eidos Montreal has finally revived the classic stealth series Thief. The setting of the game takes place in Victorian/Steampunk fantasy world in a city with a simple name "City (The City)". You play as master thief Garret, who steals from the rich and tries to uncover the dark secrets of the City using various gadgets and stealth techniques. Gameplay is choice-based, so you can decide how you want to play each moment. As for achievements, you will unlock part of the secret achievements after completing 8 chapters of the game, as is usually the case. The game also has a lot of collectibles, challenges to spend a certain amount of gold, and achievements that require you to complete the game without killing and undetected. Follow the guide and guide below and you should be able to get all the achievements without any problems.

Story (Rogue/Thief difficulty):

I recommend going very slowly the first time. Set the game difficulty to low to get used to the controls, enemy AI behavior and level design. During this playthrough, you will get 9 of the 12 secret achievements after completing the Prologue and 8 story chapters. You should also focus on getting “” and the secret achievement “ Two Faced” in the very first chapter of the game. Also, you need to get FocusontheTasksatHand / Concentration on the essentials”, One step Ahead / One step ahead , hail of Glass / Glass rain and throughout the progression of the story. Also don't forget to pickpocket throughout the playthrough to achieve "". And finally, do not forget about trophies, caches and side quests, which will bring you 9 more achievements.

Miscellaneous/Additional Tasks:

There are several achievements that can be obtained during the first playthrough, on subsequent playthroughs, or after completing the game. After finishing story missions, you need to complete the "Thieves' Trials," for completing which, you will receive achievements Dark Archer / Dark Archer and . Next, you will need to find all the caches in the City for achievements. Hidden Agenda and “Finders Keepers / It was yours - it became ours”. Finally, complete all side quests for WorkingOvertime / Overtime” and . You will probably spend more than 15 hours to complete everything, which will unlock the achievement Predatory Drive / The quieter you go - the more you steal .

Second Playthrough (Special Difficulty):

Second full walkthrough it will be more tiring and stressful, as you will have to complete all the most difficult achievements related to stealth. First, the achievements you'll want to complete together: ”, “ , and . These achievements will require you to complete 3 chapters without taking any damage; do not kill anyone and do not stun; complete almost the entire game without using concentration. Along the way, you can also complete the achievement “ ChildoftheShadows". Remember that the special difficulty must be the equivalent of the Master difficulty, so for the passage you will receive the achievement in one Hard Times . Read more about the special difficulty settings in the corresponding section of the guide.

NOTE: The reason we recommend doing hard stealth achievements on self difficulty is because the modifiers we use in our strategy are not only the easiest, but also great for stealth. Although it may be easier for you to get the achievement A Moral Victory on easier difficulty, you still have to use the No Kills and Stuns modifier, since it costs quite a lot of points, and other equivalent modifiers make the game much more difficult. And don't forget that this will only add an extra pass on your way to 1000 .

Challenge Mode:

Challenge Mode is a fun little spin off from the main game, but still true to the thief's cause, which is robbery! In total, there are 2 maps in the challenge mode - the Northcrest Mansion and the House of Flowers. In addition, there are three game modes - "Time - Money", "Special Loot", "Time - Money (Limit)". In the Time is Money mode, you need as much loot as possible in 60 seconds to earn the maximum number of points. The “Special Loot” mode is similar to “Time is Money”, but with the only difference that a special item is available on the map, which can only be found using the hot / cold indicator. During “Time is Money (Limit)” there is an additional time limit. There is only one achievement in the game that can be obtained in the challenge mode - modestyDenied / Without false modesty”.

Finishing:

At this point, you may only have a few unfinished achievements left. If necessary, you can go to the open world to continue working on the achievement “ Sleight of Hand ". Also, if you're missing a few stashes or side quests, you can complete them in the City, or download previous chapters if needed. For Achievements Priceless / Priceless" and“What" s Yours is Mine / All yours is mine ” make sure you have collected all the collectibles. If you haven't unlocked the achievements yet , “Cache Dispenser / Shake your wallet” and ”, then now is the time. Also, if you missed the last 2 secret achievements, then ask the guide for help.

It is worth remembering that you can replay chapters by returning to the starting point in open world. These starting points are usually marked with glowing gates or doors. But it is also worth remembering that these points are not indicated on the map, so you have to remember the places where they appear. After you decide to replay the chapter, then all your previous statistics and tests will be reset to zero. And this means that all "Thieves' Trials" in each chapter do not accumulate. The trophies that you have found so far will remain in your inventory, and will not be lost. Only statistics will be reset.

Conclusion:

All in all, Thief will be an enjoyable project for any fan of the stealth genre. Although the game does not have a memorable plot, style and classic game process make the game just shine. The achievements proved to be quite long to complete and tedious, but they shouldn't cause any particular difficulty over a few playthroughs. Whether you're a fan of the series, a hardcore stealth player, or looking for something new, Thief will satisfy your needs to the fullest with its compelling and addictive game mechanics. Don't miss this game.

Obsessive Compulsive / Obsessive Compulsive

5

Steal all loot and all items in one chapter.

You can get this achievement already in the first chapter - Blockade. At this level, you have to collect 60 valuable items, which is quite small compared to the rest of the chapters.

You will find many different valuable items ranging from gold coins, bracelets, mirrors, wallets and more. Each item of value will emit a bright sheen, so be sure to carefully look around you throughout the first chapter.

This achievement will NOT unlock immediately after collecting the last item in the area. You will need to finish the chapter to the end. The last piece of loot is in the Jeweler's house, so before jumping through the window, press the button, select Progress > Statistics. If it says “All loot collected”, then you can jump out the window into the street.

Sleight of Hand

20

Complete 100 pickpockets in a single playthrough.

To pickpocket an NPC, you must sneak up on them from behind and pinch to steal the wallet hanging from their waist. Please note that not all NPCs can have their wallets stolen. I advise you to use concentration in order to determine from afar the guards who can be robbed.

This achievement is cumulative and you will most likely get it by the end of your first playthrough.

Quickly Pick a Lucky Lock

10

Unbelievably fast to open the lock.

Throughout the game, you will encounter locks that can be picked using Garrett's tools. To get the achievement, you need to pick the lock in less than five seconds. There is a little trick that will allow you to easily get the achievement. You need to find the lock, do a quick save, then try to open it. It is worth noting that each spring is usually located approximately at the 3, 6 and 9 o'clock positions. After you remember the location of the springs, then reload the save and quickly pick the lock. If you do this fast enough, the achievement will unlock.

You can watch the video guide.

Something to Prove / Yes, it means something!

100

Complete the game on Hard difficulty (700 points or more).

In fact, this achievement is not as scary as it might seem at first glance at the modifier. You can play on Master difficulty with some modifiers that will help you get some of the achievements related to the hidden passage. So you kill two birds with one stone. Additional information you can see below, but first the recommended settings:

  • Difficulty Master [ x 1 modifier]
  • No kills or stuns
  • Don't raise the alarm
  • Without concentration
  • Only silent stun
  • No scope
  • Only special arrows
  • Without food and poppy flowers
  • Without damage
  • Expensive Resources

Total = 725

Below you will find out why the choice fell on these modifiers.

Although this walkthrough will not be so easy, but this method will allow you not to activate the Iron Man modifier for you, which disables manual saves and checkpoints. Without using this modifier, you can save at any time and if something doesn’t work out for you, you can always boot up and try again.

Dark Archer / Dark Archer

20

Complete 10 additional thief challenges.

Cm . “Legend in Leather”.

Legend in Leather

75

Complete 25 additional thief challenges.

For each mission, whether it be a story or a side mission, additional optional thief challenges are available in each. You can find out which additional tasks you need to complete in a particular mission by clicking on , selecting . Additional tasks are shown on the left side of the screen. Tasks can be very different, from blowing out a certain number of candles to killing guards in the head, and as usual they are associated with a certain style of play. You need 25 of any of these quests to get the achievement. You can check the number of completed tasks in the same Statistics section, and click on or to go to the general statistics. The total number of tests performed will be indicated on the left.

Please note that if you want to replay the mission, your completed challenges will be reset, so it's not worth replaying the mission 2 or 3 times to complete all the objectives. If you still want to replay, then you can see images with all the starting points of chapters and additional tasks from clients.

Mint Condition / Ideal Condition

10

Complete 3 chapters in a row without taking damage.

I think that you will get this achievement naturally during the passage on the difficulty of Master or Special. Will explain plain language: Just stay away from open skirmishes with opponents. Garrett does not have the ability to get out of such a situation unharmed, which means it is better to avoid conflicts. If for some reason you received damage, for example, from a guard who noticed you, then you can always download the latest checkpoint.

Focus on the Tasks at Hand

5

Use concentration to pickpocket and pick the lock.

Concentration allows you to easily detect collectibles, interaction objects, and also slows down time. To use the ability, simply click on . Before you get the achievement, you will need to spend 2 points of concentration to increase the Agility parameter of your ability. Concentration points become available after you visit the Beggar Queen shortly before the start of Chapter 2. You will be rewarded with 1 concentration point, and will also be given the opportunity to buy them with gold. You can immediately approach her and purchase the missing point to immediately improve the ability. Once you've upgraded the ability, you just need to pickpocket and pick the lock while concentrating and the achievement will unlock.

This is a cumulative achievement, you don't have to do both actions in one focus activation.

You can watch the video guide.

A Moral Victory

100

Complete the game without killing or stunning anyone.

Cm . “Something to Prove / What- thenYesmeans! ”.

One Step Ahead

20

Defuse 10 traps.

In order to disable the traps, you will first need to purchase wire cutters from the merchant. It can be found near Basso's store. The wire cutters will be available for purchase after Chapter 2. Traps are scattered throughout the City and are often found in chapter transitions and during the most important moments of chapters. The trap is a pressurized plate in front of the loot box.

If you click on this plate, an arrow will shoot you. If you are focusing, you will notice that the trap glows red instead of blue as usual. Usually near the trap, there is a source (power supply), by disabling which you can turn off the trap. Once you've found the power box, open it up and use the wire cutters to cut the wires and disarm the trap. Do this 10 times and the achievement will unlock.

Clear Headed 30

Reach the final chapter without using concentration.

Cm . “Something to Prove / What- thenYesmeans! ”.

Hard Times

60

Complete the game on Master difficulty.

Cm . “Something to Prove / What- thenYesmeans! ”.

Modesty Denied

30

Get an epic score of 5,000,000 points or more on the challenge map.


For this achievement, I recommend playing normal mode“Time is Money” on the House of Flowers map. In "Time is Money" you have to steal a lot of things as quickly as possible. As soon as you take the first valuable item, you will notice a 60 second timer counting down in the upper left corner. In addition, a chain of collected loot will be indicated above it, and a multiplier to the left. The goal of the game is to collect all the valuable loot on the level before the timer runs out. Each valuable item you pick up resets the timer and your multiplier goes up depending on how much chain of collected loot you have collected. If the 60 second timer expires, a 45 second timer appears in the middle of the screen, after which the round ends. The multiplier will improve with each valuable item collected up to a 10x increase, but it can also decrease if you do not collect loot for a long time.

The House of Flowers card contains 175 valuable items, and you will need to complete a chain of at least 130 items to get exactly 5,000,000 points. While you are collecting items, your score will not be close to the intended goal, since there is no bonus chain added to it, which is calculated in the background, and if you have collected a fairly large chain, then the bonus will be huge. For example, during my playthrough, I had 2.5 million points indicated on the indicator, and when I finished collecting a chain that already consisted of 140 items, my bonus increased the total score to 6 million points. Below are some tips to help you through:

  • Guards' wallets are one of those items that are considered valuable, so be sure to loot the guards. As a rule, each of them has 2-3 wallets. If you're going to get rid of the guards, then clean him up first.
  • Don't be afraid to stun a few guards if you're having trouble getting any loot. You are penalized for each stun, but by a fairly small amount compared to the final result that you get. Stunning five guards will fine you 75,000 points.
  • You quickly increase the bonus chain if you steal each subsequent item within 10 seconds. If you see a place with several items and a guard is patrolling nearby, then wait until he moves away, and then quickly collect everything.
  • Pay attention to the mini-map, as there are places in the level that are difficult to see, but they are indicated on the mini-map. Like the room behind you as soon as you start, or the door at the far end of the room with two stone stairs that lead to a room with great loot.
  • If you are moving from one room to another and guards are patrolling them, then try to leave a couple of loot items nearby so that you can assess the situation, and if you sit for a very long time, then you can reset the counter painlessly and without revealing yourself. Even if the path is clear, this is very useful as you give yourself an extra 60 seconds head start to look in the next room.
Play carefully and try to make the passage easier. The main advantage is that the places where the items lie and the guards patrol are always the same. Practice clearing each new room until you master the level completely. After that, it will be easier for you to complete the entire level and get the coveted 5,000,000 points. Once you do this, the achievement will unlock.

You can watch the video guide.

Child of the Shadows

10

Complete a chapter without disturbing anyone with your actions.

Cm . “Something to Prove / What- thenYesmeans! ”.

Hail of Glass

10

Break the bottle in the air with an arrow.

This achievement can be completed at any stage of the passage. The first place you want to try to get this achievement is near Clock Tower Plaza in the open world between chapters. If you can't find this location, it's in front of a store with a "Reynard's Coffeehouse" sign.

You'll find several glass bottles scattered around the street nearby. Take the bottle in your hands and throw it directly over you, and you will have a little time to shoot the bottle before it hits the ground.

Also, before throwing, make a quick save in case it doesn't work out. If it doesn't work, you can load the checkpoint and try again.

You can watch the video guide.

Health Hazard

25

Kill or stun 10 people using the environment.

There is a very easy way to get this achievement in Chapter 3 Dirty Secrets. Before you start, get some wire cutters. Now, as you progress through the chapter, you will be taken to the House of Flowers. When you go through the curtained opening, you will see a girl who will start moving forward as soon as you enter. Follow her, trying to avoid the guards, and when she gets to the opposite side of the room, she will walk through the doorway and start flirting with the guard.

Don't touch them and in a minute or two the guard will leave. Immediately to the left in the center of the room on the level just below is a large opium plant, which Garrett will comment on. Now go forward and you will see a locked door. Hack it. Once you get inside, look to your left and you will see a hole in the floor. Jump into the hole and find the back of the opium machine. As soon as you are near it, then find the power supply and turn off the trap with the wire cutters. Go back to the door that was broken open.

After passing through the doorway, rest against the partition in front of you next to the opium machine. Look below and you will see a lever on the machine. There may be several ladies near her, but don't worry about it. Jump over the partition and pull the lever. With this, you will fill the entire brothel with opium smoke and deafen everyone. The achievement will unlock.

Priceless / Priceless

20

Collect a collection of trophies.

Cm . “What's Yours is Mine / Allyour- my”.

40

Collect all trophy collections.

There are a total of 82 trophies in the game. Find them all and you will get the achievements.” Priceless / Priceless" and " What "s Yours is Mine / All yours is mine". You will receive one of the trophies in the story in the prologue and cannot be missed. The rest will be scattered throughout the main missions and across the open world.

NOTE: Finding all the trophies in the first chapter will also unlock the achievement “ Two Faced". In addition, by collecting all the trophies you will receive 30,000 gold coins.

To see how many trophies are in a given location, open the journal by clicking on , selecting "Player Progress" and then "Statistics". Here you can see how many loot and trophies you have found in this chapter, and how many there are in total.

The magazine has a "Trophies" section, which lists all the trophies and they are divided into categories. This makes it easier to find missing trophies. Also remember to buy enough arrows of all types before starting each mission. Some trophies can only be obtained using certain equipment.

Also at the end of each chapter, you can see statistics on collected items. If you missed something, then here you can immediately replay the chapter. You can also replay chapters through certain points in the open world.

  • Prologue - Fall (1 trophy; given by story, unmissable)
  • Chapter 2 - Ashes to Ashes (5 trophies)
  • Chapter 3 - Dirty Secrets (5 trophies)
  • Chapter 4 - A friend in need (6 trophies)
  • Chapter 5 - Forsaken (6 trophies)
  • Chapter 6 - Single (6 trophies)
  • Chapter 7 - Secret City (4 trophies)
  • Chapter 8 - New Dawn (2 trophies)
  • Open World - City (27 trophies; start all 25 quests from Basso to unlock all locations)
  • First order "Handmade” from Hector (3 trophies)
  • Second order"Silence is gold” from Hector (3 trophies)
  • Third Order"Broken heart” from Hector (2 trophies)
  • First order "Golden mean ” by Vittori (3 trophies)
  • Second order"Gourmet” by Vittori (3 trophies)
  • Third Order"Additional attraction ” by Vittori (2 trophies)
Happy Birthday / Happy birthday 15

16 years old - and that says it all.

it secret achievement, but it is very simple. Just go to the candle and press to extinguish it. Do this 16 times and you will unlock the achievement. This is a cumulative achievement, so you don't have to blow out 16 candles in one chapter.

Hidden Agenda

20

Discover 15 caches.

Cm . “Finders Keepers / It wasyour- becameour”.

Finders Keepers / It was yours, it's ours

40

Find all secrets.

Throughout the game, you can find 73 caches. Unfortunately, it is not possible to track the progress of this achievement in the game. The only sign that you have found a cache is the sound that starts playing when you find the cache. You can watch a video guide to all cache locations.

Cache Dispenser / Shake your wallet

100

Spend 40,000 gold.

Most of the gold you will get from loot quests, which will give you a total of 30,000 gold coins as a bonus for all items found. Combined with all the gold you've collected, you'll have just over 40,000 by the end of the playthrough.

If you don't want to spend money just for the achievement, then save and then spend the money in the store. Once you get the achievement, load your saves and you'll get your hard-earned money back.

Working Overtime / Overtime

40

Complete all additional orders in the City.

Side Orders are smaller quests than side quests that can be found in the City between chapters and the main storyline. In total, there are 6 additional orders in the game. Three from Vittori and three from Hector.

You will be able to meet Hector for the first time after Chapter 1 when you visit Basso in his shop. Take all the tasks from Basso, and one of them will be visiting Hector in his workshop. You will meet Vittori for the first time on the top floor of the tavern. Siren's Rest , which is located in the southern quarter of the City, not far from the docks. You will be taken to the southern quarter at the beginning of Chapter 3.

Below you can see the list and description of 6 additional orders:

  • Handmade (Hector ) - To complete this task, you need to sneak into the atelier and steal a mechanical arm.
  • Silence is gold ( Hector ) - To complete this task , you will need to steal another mechanical item - a voice box.
  • Broken heart ( Hector ) - In the last order from Hector, you need to steal a mechanical heart.
  • Golden mean (Vittori) - In this small task, you need to return the “skull” stolen from Vittori.
  • Gourmet (Vittori)- In this task, you have to return one of Vittori's valuable trophies, with the beautiful name "Oktokot".
  • Additional attraction (Vittori) – In this task, you need to release the love of Vittori from the post of the Guard, where she was detained on suspicion of prostitution.

After completing all the orders, the achievement will unlock. Remember that in each order there are trophies that affect the achievement.“What "s Yours is Mine / All yours is mine”.

Dastardly Deeds

80

Complete all of Basso's orders in the City.

You will meet Garrett's supporter named Basso for the first time after first exiting the Clocktower into town and reaching the first marker in Chapter 1. After talking to him in a cutscene, you will be able to visit him between missions and receive additional orders from him. Usually he has several of them, so take them all and they will be saved in your journal in the Orders tab.

Most orders from Basso require you to find and steal a valuable item from various people or places. Below is a list of Basso's orders. There are 25 of them in total.
  • Sick Willy: Steal the gold watch from Sick Willy.
  • beauty inside : Steal the hand mirror.
  • medical problems : Steal the medicine bottle.
  • Dangerous Fiction : Steal the thief's manuscript.
  • Shenanigans: Meet Ector in his workshop.
  • Attack of Madness: Steal the painting.
  • Lost Poet: Retrieve the Poet's last verse.
  • Steal the loot: Surround the dealer's shop.
  • Lady's Will: Steal Lady Christina's will.
  • Save Face: Steal the bust of Lord Alderley.
  • Cover the Cargo: Steal the Guardian's records.
  • Shark Bait: Rob Eddie Levak's shop.
  • Royal luxury: Bring back the Comfort necklace.
  • Hangman's Pen: Return Basso's pen.
  • Path to Wealth: Steal the paper of the White Sail.
  • Keep your eyes peeled: Steal the telescope.
  • Board move: Steal Basso's chess knight.
  • Matter of Life and Death: Steal Grandpa's ashes.
  • Rule of thumb: Steal Jeb's scissors.
  • Stonemarket Witch: Steal the Ceremonial Knife.
  • Point of No Return: Surround the shop at the Lame Gate.
  • General's Bling: Steal the Thief Catcher's Bauble.
  • Watch Your Step : Deactivate all traps.
  • Poor defense: Surround Yel's cache.
  • Carnival: Meet Vittori in the Siren's Chamber.

All That Glitters

15

Steal 5 special trophies.

This achievement will come naturally by working on “ ObsessiveCompulsive / Obsessive Compulsive". See the corresponding achievement for details.

Old Habits Die Hard

10

All caches in Moira found.

This achievement can be obtained during Chapter 5. You can watch the video guide.

Two Faced

5

Lightgrove's secret is revealed.

This achievement is related to Chapter 1. Once you reach the middle of the chapter, Garrett will want to go to the Jewelry Store nearby. When you enter the building, you will need to find two masquerade masks. The first mask is in the basement inside the safe behind the portrait. Safe combination 7-3-9. The second mask is in one of the locked display cases in the hall. Be careful, as there is an NPC in the basement who can call for security if he spots you. In addition, there is an NPC patrolling the hall. Knock them out first before stealing the masks. Once you get both masks, the achievement will unlock.

The Drop

5

Prologue completed.

Story achievement, not to be missed. Unlocked after completing ‘Prologue – The Fall’.

Lockdown / Blockade

5

First chapter completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 1 – Blockade’.

Dust to Dust

5

Second chapter completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 2 – Ashes to Ashes’.

Dirty Secrets / Dirty Secrets

5

Third chapter completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 3 – Dirty Secrets’.

A Friend in Need

5

Fourth chapter completed.


Story achievement, not to be missed. Unlocked after completing ‘Mission 4 – A Friend in Need’.

The Forsaken / Outcasts 5

Fifth chapter completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 5 - Outcasts’.

A Man Apart / Single

5

Sixth chapter completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 6 – Solo’.

The Hidden City

5

Chapter seven completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 7 – Hidden City’.

The Dawn's Light / New Dawn 15

Chapter eight completed.

Story achievement, not to be missed. Unlocked after completing ‘Mission 8 – A New Dawn’.

More Heist Less Speed

30

Complete the game in 15 hours or more.

You are more likely to get this achievement naturally if you take your time, complete all of the side bounties, and look for all the loot. You can see the total game time in the menu section "Player progress". If you are close to the end of the game, then you can just leave the game for a few hours and go about your business if you still have not received the achievement.

NOTE: If you completed the main story in less than 15 hours, then you can return to the city and finish everything you didn't manage to do, or just goof off to pass the time, and then replay chapter 8 to unlock the achievement.

Prologue. The fall

We choose the level of difficulty on which we will play: rogue, thief, master, special. Let's start the passage Thief games in apartments. A drunken man is sleeping on the bed, we extinguish the lamp, we are looking for valuable items in the apartment: cups, spoons, pocket watches that shine in the dark. We also inspect cabinets and drawers. After everything is done, we climb out the window and go along the board to the next house, open the closed window with a screwdriver.

We get to the attic of the house. Birds are sitting in the cages, we carefully move between the cages so that the birds do not get scared and make a fuss. We approach the picture and look for a hidden switch on it. During the search, there will be a small circle in the middle of the screen, as soon as it lights up, it will mean that you have found the switch - press it.

Behind the picture there will be a closed safe, we work with master keys to open it. There will be three circles in the middle, move the mouse until the first circle is highlighted. We do it with everyone. We open the safe inside we find a brilliant necklace. We go outside through the window. The box will contain a rope arrow. We pull it and shoot at the anchor beam, which is above us, we climb up the rope.

Follow Erin. Reach your destination

On the roof we meet a girl named Erin, after talking with her, get ready for mating games - run after her on the roofs of houses, jumping over obstacles. In the alley, together with the girl, we carefully make our way, as soon as she climbs up and leaves us, we go around the talking guards on the right side to the stairs. Let's go over it. Elin will jump with a claw through the window, but we walk along the boards and break the winch so that the stairs come down to us.
We climb the stairs, and get to the window into the house, we penetrate into it. Inside the house we open the door, opening the keyhole, we get into the room, we search it. We get out of the window, we reach the next closed window, we raise it, we get inside. We are at the destination.

Walk through the gardens

We move carefully behind Erin, holding on to the shadow and making sure that the stone of light remains dark. We approach the guard who is standing in the passage with his back to us, we are waiting for him to be called and he will leave. We jump over the railing, water will flow in front of us, on the “shift” we pass along it so that the guard on the bridge does not hear us. To the right of this guard in the ledge there will be water arrows, we pick them up and shoot at the torch hanging opposite the guard to create darkness. Along the wall, where the torch was extinguished on the "shift", we pass the water.

We get to Elin, who is eavesdropping on two guards, we wait for her to kill one of them, after which we wait for the second to stand with her back to us, we get close to him and stun him. we drag the body behind the bench to Elin. Then we break open the door nearby

Meet Erin on the roof

There are bottles on the boxes in front of us, a little further the guard is facing us. We take a bottle and throw it behind his back so that he turns away from us, after which we go around him on the right side, and climb onto the box, and then onto the gate, we pass along the top of the gate. We get to the hanging rope, cling to it and climb higher. We meet with our companion on the roof, and steal her claw.

Chapter 1

Go to the clock tower

We move where the direction indicates, our landmark, using Elin's claw. We climb up the stairs and then with a claw even higher, they will show us a tower in the distance. We pass along the beam above the street along which the guards walk. There's a curfew in the city, so you can't see them. After we pass on the right, we jump onto the boards, go along them all the way and jump onto the boxes. We find ourselves in an alley, you can rob a man who is standing over a corpse and stun. To the right of it there is a ladder we cling to with a claw to reach for it.

We rise along the stairs, after which we jump down, break open the lattice door on the left. We go inside, move the beam, we get into the yard of the masons.

Pass the locked gate

We carefully jump down until the guards see us. They walk in a circle, in the center of the courtyard, there is a cart, we get to it, and then immediately to a dead end opposite, we wait again when the guards pass, we approach the jewelry store to the left of the alley, we open the door.

There is a guard inside, we quickly and imperceptibly approach him and stun or hide, do not forget to close the door behind us so that the guards on the street do not hear anything. In the same room, to the right of the door into which we entered under the curtains, we open the box, it contains an inlaid mask. We go up to the second floor, there the guard should sleep on a chair, right along the corridor there is an open window through which you can leave the jewelry store, be careful, the jeweler's wife can walk from room to room. If you search the jeweler's house, then behind the painting you can find a closed safe code 7-3-9, the painting is located in the basement where the jeweler himself works.

Once in a small place, the only window is raised to open it and go through the house further. We go outside again, into a small alley. To the right of us, two guards near the gate will be talking, we jump to the left with a jerk. A guard wanders there, in a bright place in the corner you can hide in a closet and wait for him to pass us. Two more guards will stand next and laugh, we are waiting for the woman to shout at them from the window above and they will go further. We follow them, to the pipe, for which you can catch a claw. We cling and along the boards we reach the Clock Tower.

Meet Basso at the Burrique

We examine our shelter in the clock tower, after which we go to the city market on a mission. Down in the square people are talking, We go around them and get to the tavern “Lame Burrik. We listen to Basso's lamentations, and then we take the task from him to steal the ring.

Meet the beggar queen

We go first to the merchant of black goods standing in the alley, we look at his goods, which suits us, we buy. Then we go to another area of ​​Morningside to the old chapel. Listen to the story of the queen, get the opportunity, improve skills

Chapter 2

Infiltrate the factory

There are two guards in front of the gate to the factory, we go down on a rope, there will be a lattice gate on the right side of the gate, we get to them and break the lock, we go further to the wall of the factory, climb the pipes to the ventilation in the wall, penetrate inside the building. We crawl through the ventilation, to the guard swarming near the dummy. We jump on it from above and cut it down.

Walk the path of the dead

We go down the stairs we see that the dead are hung by hooks. One guard walks on top and two more below, we sneak up on the fact that one walks and stuns him. We pass further and cling to the hook.

Having hooked on the hook, we go watching the corpse in front of us. We jump down as soon as we see the guard standing on the left before he notices us. We pass under it, broken glass will lie on the floor. We open the door lock, go into another room and search it.

If you have a wrench, then unscrew the screw at the grate in the same room, crawl to the next grate and go further under the corpses and guards. If not, then go through the door and break through the guards. By the way, if you follow the two guards in the hallway with mannequins, they will reach the closed door and talk about how to crack it. To the left of it there will be a hole in the wall through which we can climb into the cache, with a sitting robot at the table and a safe. Code 3-1-4

In another room, a guard will sleep on a chair. In the box opposite him will be the key to the engine room. We open the box and use the key to open the locked door.

Steal the ring from the general

We go upstairs, the guards are standing by the stove, and in the center are tables with corpses. The oven constantly opens and closes, giving light at intervals. We hide behind the tables with corpses, wait for the stove to close and it becomes dark, at this time we jerk ourselves to the tables with corpses. The door to the general's office is closed and we need to find another way. To the right of the guards standing near the furnace there is a blue grate with which you can climb up and climb into the ventilation.

We get to the general's safe, we need to open it to get the ring. The usual puzzle, we select the figures that we can scroll, and twist them so that they coincide with each other.

Run from the factory

As soon as we take the Cornelius ring, they will notice us, we empty the safe to the end, and open the lock on the door. We go out into the courtyard in which there are two guards, quickly extinguish the torch to our right with water arrows and jump over the railing. If not, we wait for the arrows when they separate and one of them goes straight for us, we break it in, and then the second if it also notices us. We go around the rest of the guards, and climb through the hole in the gate. we find ourselves in a dark room with some carts. We climb through the pipes to the window.

We are in the outer courtyard of the factory, walking further along the roof, it collapses under us and we fall down. We hide in the closet, from the checking guard. We are waiting for him to come out, climb out the window, then jerkily move from cover to cover, hiding from the guards. We go into the house to the left of the closed gate, go up to the second floor, and then go to the roof to the main gate. This completes the chapter.

Go to Black Lane

We get to the new location Black Lane, Basso is already waiting for us there, and takes us to our customer, who gave the order to steal the Cornelius ring. We receive from him a new task to steal a rare book in the House of Flowers.

Go to Erin's hideout

We go to the blockage of boxes and pass between them to another location. We see how many guards are standing around, you can dodge trying to get through them, or you can just stupidly run forward, to the gate and get into the southern quarter of the city.

Further, according to the classics of the genre, hiding from the guards and trying to move along the roofs, we reach the entrance to Erin's mill. The entrance can be found by jumping into the water. We find a small closed opening in the wall, next to it there is a protruding stone in the wall, click on it and the entrance to Erin's shelter will open.

Search Erin's hideout

We turn on the concentration and look where the girl set her traps. We do not step on the red squares, we press the switches to turn off the trap. Having climbed the stairs and eliminated all obstacles, we press another switch, a passage will open in the floor, we jump down.

We catch glitches, we find ourselves in a closed room. The woman asks us to find the key ourselves, and she will tell you when we are close. We examine the room, when we find what we need, she will say "Follow me, to the truth." We go further to her silhouette, she will say "You are close." We approach the drawings, interact with them.

After that, the glitches will pass, we approach Garrett's drawing and click on the eye, a secret department will open nearby, take Erin's medallion and leave the shelter through the window.

Find the House of Flowers

We are heading to the house of flowers where the arrow points or we are guided by the map. In front of the entrance there will be a raised wooden bridge, to lower it on the right we press the lever. We go to the entrance to another location of the city

Chapter 3

Find the entrance to the brothel

To the right of us, two guards are rubbing, we throw the bottle to the side. to divert their attention, while we ourselves slip further down the corridor. We reach two people. The guard is digging with the lock and cannot open it. We are waiting for him to open the door and they will go further, follow them, or if there is a wrench, we find a sewer grate nearby and move along it. We jump through a few more guards who will meet along the way.

Infiltrate the House of Flowers

When we get to the main entrance of the house of flowers, we will see two guards. We need to bypass them. On the right side of the entrance we cling with a claw and climb up, go along the corridor to the iron gate. Pull the lever to raise them. We pass further pull another lever to open the door inside.

Search the brothel

We are inside the brothel, we search the premises for precious things. Behind one, behind the curtains, is a room in which a girl boils opium in a tank. If you already have wire cutters, then we pass to the closed door to some kind of utility room. Inside it is a hole in the floor, we jump down and crawl to the tank, use the wire cutters, and turn the flaps. Everyone in the house is asleep.

If you don't have cutters with you. We need to go up to the second floor, if we look out from behind the curtains in one of the rooms, we will see how a guard is standing with his back against the wall, on his right shoulder is the ladder we need. We go around it around to the right behind the wall, having time to extinguish the candles. The guard at some point will go hiding in the shadows. As soon as he passes, we go up the stairs. There is another guard there. We are waiting for him to turn his back on us, then we stun him or slip past.

We go into the room with the bust on the table. From it we open the door to the chambers of Xiao-Xiao. There will be a diary on the table. We examine the chambers, the code from the Xiao-Xiao safe is 5-7-3.

Find and activate the mysterious catwalk

We search the picture on the wall, and find a secret passage in the house. We go along the secret corridor peeping at the clients through the cracks in the walls. We find a protruding stick into which you need to insert a medallion. But before that, you need to find 4 characters. Turn on concentration. One symbol will be visible on the scratched wall in the corridor itself, the rest you will find on the walls, spying on customers.

After you find all the symbols, we take the medallion, the symbols that we found will be highlighted on it, arrange them vertically and insert them into the podium. Opposite the door will open

Explore ancient ruins

We make our way through the rubble, along the way we will meet ancient traps, use concentration to find switches. We go down lower and lower into the old ruins. When we pass a mill powered by water, we will get into an abandoned library.

Find a book in an abandoned library.

We search the library, if you look at one of the shelves with books, you can find a secret passage to the room, we will see a sign of a little man on the wall, for this we will get a skill point. We search another rack with books, we find a passage further.

Enter the central tower

We reach the valves that turn the stairs, then a small puzzle begins, how to put the stairs correctly in order to go further.

We scroll the first valve, putting the ladder in position, the Roman numeral I will be visible under our feet, we go down it to the next valve. Forget about this ladder in general.
We rise along the III stairs, without touching the valve and without turning it.
We jump down to the II stairs, we scroll it from us. We return back to the III stairs.
We scroll it towards us, climb it to the tower and jump down to II
We climb up and jump through the opening into the tower.

Take the book of rituals

Inside the tower, we set up the symbols on the medallion, and insert it into the podium. The book will open, take it.

Escape from the ancient ruins

We climb the rope, above us, we pass along the boards to the next tower, we cling to another rope and go down along it. We run straight, and then we rise a little higher to the left to go to the boards above the two guards. We make our way along the boards directly above them. Then we move along the target designator along the spiral staircase around the tower, hiding from the guards.

We get to the guard standing with a torch in the center of the columns. We go around him, climb onto the boxes behind him and jump clinging to the ropes above him. We pull up. Next, we go along the planks, run up and jump onto the ledges, on the wall. We move along these ledges, crawl out under the bed, in the room in which the general is having fun.

Go to Lame Burrick

After we find the wounded carrier pigeon, we go to the tavern to Basso. We learn from Odin that our friend was taken by the Baron's people. He offers to find a certain Jacob who can help rescue Basso. Let's go to Greystone.

Chapter 4

Find Jacob in Greystone

Break into the house

We get to the city house of engineer Eastwick. We jump down. guards walk everywhere, there are gaps between houses on both sides, but there are dogs in cages, so we try to walk quietly. so the dogs don't notice us and make a fuss. On the right side, you can go into the house and pull the lever, then it will turn on, the fountain and the guards will be distracted by it, freeing the central passage into which we can slip unnoticed.

Another option on the left side if you look up is where to shoot a rope arrow. We climb the rope and behind the back of the guard on the balcony we penetrate inside the house. And two more options to knock down the stairs with a blunt arrow. Find a secret entrance in the greenhouse.

Climb up to the architect's office

To get into the architect's office, you need to go through the greenhouse near the main entrance or get inside the building, go to the kitchen and go down to the small basement to find the passage to the secret passage. We reach the elevator, call it and go upstairs. We press one more button, the passage opens and we see the hanged Eastwick.

Find the plan of the fortress in the office and run

We go up the stairs, search the picture, a large layout of the city will rise from under the floor, with a fortress in the middle. We need to solve the Diorama puzzle. We approach the fortress and turn the details, repeating the exact copy that is visible through the window opposite us. As soon as we manage, a plan will appear on the wall. We are ready to run all the time.

Go and infiltrate the fortress

We get to the fortress crawling through the passage, at the exit we see how the fortress is blazing, we go through the broken gate, then we go through the pipeline to the fortress. Passers-by through the pipe of visas which fire periodically breaks out, waiting for the right moment. As soon as we pass through it, it will collapse behind us. Ahead of us will be waiting for a narrow passage and some kind of moving press, we skip it.

Find and free Basso

We see how a worker runs into a fire in the wall and burns out, we need to pass by, there is a valve in the back, we scroll it to turn off the fire. Then we quickly run through the smoky room, scroll it to the valve to slightly open the passage in the wall. We climb there, jump down and open the lock in the door. We go inside, one dead guard has a trophy "In memory of a soldier." We call the elevator, we go upstairs to the prison. We get to Basso's cell and free him.

Find and open a large safe

We rise on the elevator even higher. We climb into the hatch at the top of the elevator shaft, climb through the ventilation to the lever in the room, press it to lower the large safe. To activate the safe, press the buttons on the right and left sides for the allotted time, enter the first code of the safe cipher 3-1-9. The general will appear and will not let us enter the second code to the safe, he will send guards to us.

When we find ourselves at the top, we hide in the shadows from the guards looking for us, jump up and press the button on the panel to turn off the light in the room. If you go back from the panel in a small gap, you can find the trophy "Bracelet: Slate Serpent". Now the room is dark, we hide from the guards and get to the safe, enter the second code 0-1-8.


Steal a shard of the Primal Stone

We go along the luminous flowers to the door, we go into some room with beds. We listen to Garrett's dialogue with Elin. Further we go along the corridor, we take a fragment from the hands of the statue. This chapter ends.

As we said before Thief (2014) reveals its maximum potential not at an easy or medium level of difficulty, and not even at the “master”. It is much more interesting to customize Thief for yourself and play on the Custom difficulty level. Concentration, special arrows, food, and poppy flowers are all for the weak. Whether it's when you can not inflict damage on your opponents, kill or stun someone. Particularly sophisticated users can turn on the Iron Man mode, where it is worth dying at least once, and the passage of the level will have to start over. In general, how to complicate your life, you choose - our walkthrough will help you complete the game to the end.

Prologue

Garret, along with Erin, must get to the mansion of Baron Nordcrest, where there is a primal stone, for which someone is willing to pay a lot.

Tips: even the prologue in the game must be played with the utmost care. Pay attention to the situations you will be in main character, and remember all button values. This affects the speed of the game.

Basic Rules: it is advisable to move only in a squat position so as not to make noise. Watch your step and slow down when you walk over broken glass, behind a guard, or past birds. Never make sudden movements if a dog or a crow is nearby - they will reveal your location. Always close the doors behind you - the guards pay attention to such a seemingly trifle. Never neglect the opportunity to turn off the light or snuff out the candle. This will help you hide even in the most unusual places. Keep track of the number of arrows in your arsenal so that at the most critical moment you do not have to reinvent the wheel. And finally, after going through the prologue, focus on accumulating money with which you can buy boring tools: at least wire cutters, a wrench and a razor.

Chapter 1 "Blockade"

A year has passed since the accident. Garrett has gained strength and is now ready to return home to the tower.

Chapter 2 "Ashes to Ashes"

Garrett receives a message from Bass, who has a task for our hero. He just needs to remove the ring from the corpse of a dead aristocrat.

Chapter 3 "Dirty Secrets"

The customer wished to personally meet Garrett. This time, a servant of the people named Orion instructs a thief to steal an ancient book from the library, which is located deep underground.

Tips: In the third chapter, the main difficulty lies in the last segment of the level, when you run along the roof and suddenly fall into the barn. As soon as you are in the room, head to the locker. After a few seconds, a soldier with a torch will enter and begin to inspect the room. After making a couple of circles, he will calm down and take a standard position. The problem is that it will be right in front of the exit. Therefore, you need to divert his attention. For example, try to put out his torch. Then he, along with his partner, will begin to rush around the yard, trying to find out who dared to put out his torch. At this point, you should sneak into a small opening on the right. Next, you need to divert the attention of a soldier who looms in the distance. To do this, put out the torch behind him, and then quickly move along the wall, go around the cart and jump into the window. All you have to do is go to the roof.

Chapter 4 "A Friend in Need"

While Garret jumped across the rooftops and explored underworld, The Thief Catcher caught Bass and imprisoned him. You have to save a friend and deliver him to a safe place.

After you get to the territory of the mansion, move on the right side. If you raise your head, you will see a ladder, which will be fixed by a certain mechanism. One bow shot at the mechanism will solve all your problems.

Having made your way upstairs, passing the wife of the architect and her maid, head to the other end of the building, where there is a room with a secret passage. The territory is patrolled by a soldier, a servant acts as an assistant. You first need to quietly enter the room and climb onto the closet. Then move to the other end of the room and throw the bottle at the place where you came from. As soon as the guard goes to the sound, you jump to the floor and quickly look for the right book, which will open the passage to the secret room.

Chapter 5 "The Outcasts"

Garrett and Baas travel to the island where Moira's orphanage is located to find information about Erin. Something tells Garret that she is not dead.

Don't forget to purchase wire cutters before Chapter 5, otherwise you won't be able to complete the mission at Moira's Asylum. The only difficulty that may arise during the passage of this chapter is when you have to slip past two monsters into the dungeon. There is only one option - run, run and run again.

Chapter 6 "Single"

Garret suspects that Baron Nordcrest has Erin hidden away. He goes to his mansion to find out.

Breaking into the mansion is a special adventure. There is only one way: at the very beginning, follow the guard. Wait for him to start going down the stairs and jump up. Ahead you will see two guards who, after a nice friendly conversation, will run to take up defensive positions. The difficulty lies in the fact that you need to choose the moment when both guards will look not in your direction. Only then can you start climbing the stairs. It is very important to move slowly at first, as soon as the dog notices you, legs in hands - and forward. In the garden you will be met by 3 more guards. One bottle can distract their attention. Then jump over the railing and calmly pick the lock.

You should only have trouble at the end of Chapter 6, when you need to get past a group of aggressively-minded guards. It is necessary to act here slowly and very carefully. So, wait until the first guard goes around the corner, and only then open the door. Move to the left, stop at the turn. A second guard will appear in front of you. Take your time to reach the stairs, and then jump over the railing to the ledge. Wait for the guards to go to their corners and jump down. Seconds will decide here. Move silently - there are a lot of fragments. If you don't find anyone around the corner, run as fast as you can, first straight ahead and then to the left. In the next room, only one guard will be waiting for you. It is very important to slip past him and sneak into a small opening, which will also be on the left. After that, head to the far right corner. There you will find a brick that will open a secret door. After that, you'll be on your own.

Chapter 7 "Secret City"

It turned out that the baron was out of business. Orion is the one who is going to destroy the City and its inhabitants. It was he who managed to capture Erin and hide her in a secret city.

The most difficult thing in the seventh chapter is getting into the territory of the secret city. The difficulty lies in the fact that it will be quite difficult for you to get past a large group of guards who control almost all the moves and exits. However, not everything is so hopeless.

So, once you get into starting location Chapter 7, move straight all the time until you see a door in front of you. Hack it and move on. You will appear in the courtyard on the right side of the gate. Enter the house and silently move to the second exit. Carefully take the bottle from the table near the sleeping guard and move straight to the wall. As soon as the guard who makes the round is far from you, throw the bottle. Then the guard who blocks your path will go to check what happened there. At this moment, climb up rather, dodge the arrows, and then jump into the opening. After that, ring the bell and run behind the boxes. As soon as the guards go to see who it was there who asked to open the gate, sneak past them and move to the right. There you will see a sleeping guard who is actually pretending. You have exactly one second to hide behind the next column. Nobody will find you there. When the second guard that makes the round moves to the other end of the corridor, do two quick dashes to the left, and then jump down. Wait for the civilian to move away from the torch and put it out. The guard who tried to find you will go to the elevator and look down for a long time. You need to move quickly and very quietly. There is nothing difficult in this. Then call the elevator. As soon as he arrives, jump into him and press the button.

Only the Thief Catcher will cause more difficulties, as it will shoot explosive arrows. As soon as the battle starts, head to the left side of the tower, where one of the two valves is located. As soon as you open one part of the mechanism, move to another valve. However, your path to it depends on which direction the Thief Catcher starts shooting. As soon as you turn the second valve, get ready for the boss to head towards you. Run away from him so that he does not notice you. As soon as you find yourself behind him, put out the light and calmly pick the lock. You have no right to make a mistake, otherwise you will have to jump all over the space again and hide from the Thief Catcher. When the door opens, go forward. Your opponent will die under a pile of stones.

However, you can kill him. Then just shoot him in the head. How many arrows it will take is unknown. But the more you have, the better.

Chapter 8 "Morning Light"

Orion and Erin managed to escape to the ship, which is due to go to sea very soon. Garrett must catch the ship and save the girl.

In the eighth chapter, you can describe each step, in principle. Here, opponents are much smarter than their predecessors - you can expect anything from them. I personally saw how one level was passed by two, or even three different ways only because in one case one guard was standing, in another he walked along a certain route, and in the third he simply froze. Why this depends is unclear. So there is one option - watch our walkthrough carefully and save yourself a lot of time.

The article describes the storyline of the game Thief 4 in stealth mode, indicating the most unpleasant and key places, opens some codes for locks and gives a description of tactics for the main characters and leaders.

The game itself can be played in many different ways using different tactics. This passage based on the active use of stealth and minimal use of brute force. Even during the game, I practically did not use the combat arsenal in the form of grits or arrows, so I'm almost a pacifist. The description contains a complete walkthrough of the story in phantom mode and difficulty - thief.

Walkthrough Thief 4 (2014)

The first episode is a simple training in the methods and techniques of "correct" theft. It will be necessary to search the room, then forward along the beam to the window. We go next to the cells and approach the picture, feel it, look for the button, the indicator at the bottom of the screen helps in this. We break the lock, pick up the trinket and leave the room through the window. On the right, you will need to pick up an item, then select it.

We shoot at the upper beam from the bow and climb the rope to the very top. We talk with the girl, then an easy run, do not disturb the guards and skip past. We rise to the stairs, then we move according to the index, we find the handle and we break it. We examine the room through the keyhole and only then you can clean it.

We go after the girl, stop next to the guard and rob him, take his purse and carefully make our way through the water. We select water arrows, shoot at the torch and again we go through the water. The next enemy will need to be stunned, then we silently make our way past the guard, throw the bottle at his back and rush through the archway on the right, and leave, climbing up the ledges.

Chapter 1 Blockade

We use the hook and climb up, bypass the guards, for which we need to jump away, onto the boxes. Then you need to take the arrows from the person, how, decide for yourself, you can stun or cheat, in general, the main thing is to achieve the goal. Then we go to the wall, from it you can inspect the area. We go down and bypass the street by lanes, quietly pass the guards and climb up the grate. Here it will be necessary to jump off, stun the witnesses, pick the lock and leave this place with a trophy in the form of a mask through the window above.

We jump, through the window we get out. Now you have to go down the street without alarming the guards, who, however, are not very vigilant, idlers, in a word. The main thing is not to fall into the field of view of the patrol. When we manage to pass the laughing soldiers, we carefully jump onto the pipe and leave the level.

We study the lair, improve, acquire new skills, select the necessary ammunition, then go upstairs, the next task awaits us. We go straight until there is a window on the way, we jump down to the ledge, we go further along it, we need to get into the tavern. We talk with the hatter, leave the room and already on the street we buy the necessary equipment and go further. The marker will lead us to the queen of thieves. Then again follow the pointer and so on until the task is completed.


Chapter 2 Ashes to Ashes

For the descent, we use the rope, we pass under the bridge, we find the stairs and go upstairs along it. We move along the left side so as not to disturb the sleeping guard, our goal is the door. Be careful: there is a dog on the right, you should not go there. Behind the bars, you will have to climb up, then go to the flower, and then acrobatic ascent along the ledges.

We penetrate the ventilation, beat the guard (we turn off or quietly go around), we go down. We get out, we need to go along the right ledge and quickly, the guards are still calm, and there is time to open the lock. Then we climb onto the hook and roll to the first guard, here you need to jump off. We examine the surroundings, carefully with glass under our feet.

After a successful opening of the lock, you need to proceed further and quieter. It is better to remove the light so that it is easy to bypass the guards. When the extreme guard is distracted, quickly go to the door and go inside. We quickly go down, we will see a guard on the left, there is a button next to him, you need to shoot a blunt arrow at it, after which you can safely move on. At the top right, you need to get the key, it will be possible to steal it when the person stops at the table. Everything is in our hands, we move on, quietly pass the guard, let him sleep, open the metal door and enter.

Inside we climb onto the platform, search the box, then climb onto the hook. We land next to the sentry and go forward, there will be a video. After viewing, we climb up, pass the guards in jerks, we do them when the furnace is closed. We follow the baron through the glass, then into the ventilation and dive under the stairs, there is an entrance.

Below you will need to solve the puzzle in the castle, after which we take the ring and leave the room. On the right side of the street we go around the guards and dive into the lattice door. We are waiting for the start of the bypass of the guard, when one goes, we must manage to bypass both and climb into the hole, then along the ledges to the window.

After the fall, we hide in the closet and sit until the guards leave. You can still make some noise and, when they appear, jump out the window and already on the street go along the right side of the boxes. There will be an archer behind, you should not catch his eye. We enter the door and continue to the second floor.

We covertly pass to the carts, then on the right side and bypass the guards. To the right, near the chests, weapons are hidden.

In the next location, we head to the alley on the right and go to two guards who take money from the townspeople. They will need to go around the ledge and get through the window, but be careful, the guards can see the Thief, so you have to wait until they disperse.

We pick up what we need inside and go outside, there is also something to take here. Then down and follow the sign to the point. We go down again, go to the marked place, look around. To the left of the hatch we find a button. Inside you have to be careful, there are many traps. We start by bypassing the plates, then we climb onto the box and use the button on the left wall, the trap works. When we consider the hatch, it will need to be opened with the button located at the back.

Behind the hatch, running around the maze awaits us, then a girl, and it will be necessary to collect three posters. Then you need to go to the image of your beloved and take the medallion outside the door. Ready. We head to the brothel, finding the way there is not difficult, use the box to climb onto the roof, and go along it. On the descent, you need to outwit the guards, and then activate the raised bridge with the lever located on the right on the beam.

Chapter 3 Dirty Secrets

We follow the baron, we try not to disturb the guards. The first post is weak in the knees, but it will not be easy to pass the second. Carefully! On the left in the cage there will be a loud-mouthed bird, you should not disturb her. Bypassing the bird at the very end, it will be possible to get to the baron. We follow him to the door, then follow the sign up and, opening the doors along the way, we go to the brothel.

In the brothel, you will have to squat past the sleeping people to the stairs leading up. We don’t go up to the end, we need to find the ring in the ventilation and pick it up, then we go down to the guy at the end of the stairs. It is necessary to slip through before he pays attention and looks down somewhere. You need to move smoothly, a bird in a cage can ruin everything.

There will be a room ahead, it should be searched, then look behind the picture, there is a secret entrance. We get down, go to the column located on the floor, near the candles. The next thing to do is to find three symbols on the stone door. Here you will need to run around the level and center the camera on the symbols. Then we select a combination and use the key.

We go deeper, there at the door there will be traps that can be turned off by a button on the wall. At the bottom near the door we pick up the treasure, just as before. Symbols can be found in wall openings. Then we move back to the tunnel, not forgetting to press the button to disable traps on the wall on the right.

In the library we activate another vision, we find a false shelf, this is just the entrance we need. Nearby there is a similar entrance. We go down and come to the moving bridges, use the levers and move forward. If everything goes right, a demonstration of some comrade will be activated. When bridge No. 2 is installed, you need to go back and turn bridge No. 3, go down and, having passed along the nearby bridge, use bridge No. 3 again, then you will be able to climb higher and jump to bridge No. 2.

After jumping through the window, we get back into the room with a riddle, the solution method is the same as before. We get the book and together with it we crawl up the rope. On the way back, guards will come across, but the darkness will help to accurately pass everyone. You will have to wait until the last guard turns to the passage, and then you can jump on the boxes and then climb up the ropes. At home, we collect everything we need and again to the task. Let's go to the tavern, and then we'll have to wander around the city.


Chapter 4 A Friend in Need

Follow the signs to the mansion. One of the options for penetration is to scare the dogs, everyone will go to the center, and then you can go to the door. Inside, we go forward, throw the bottle, which distracts the guard and slips into the right room. There will be a housekeeper and a security guard, who will eventually look at the shelves, and you can go to the illuminated shelves and press the button in the center.

Inside, on the second floor, there will be drawings, then you need to rotate the tower below (the sample is outside the window). Then we grab the drawing and quickly run away, then along the rope and further into the ventilation.

We go through the ruins of the city, then we go down. Now up the stairs to get around the fire and press. There is no escape from the next fire, you just need to quickly pass this place. Next, you have to squat, then get higher, open the valve and you can go out. On the elevator we rise upward, we find the opponent.

We lower the safe with the lever and approach it. We press two buttons on the sides and the mechanism opens. Lock code 3.1.9, now watch the video and enjoy. And run again, now you just need to run back. We climb onto the grate and move to the panel on the left. We remove the light and quietly go to the safe, enter 0.1.8.

We select a prize, collect flowers and go into the light (something reminded me of this ...). We re-equip ourselves at home and continue on business, along the familiar route.

Chapter 5 Outcasts

We head to the shelter, climb over to the right at the gate. To open the central door, you need to hit the road to the basement door, on the right. Inside, you need to go up to the second floor, find the men's department there, turn the valve there and proceed further along the marker. Once in the room through the entrance to the ward, we take the key and go to the women's department. You just can’t enter, you should find a hole in one of the neighboring chambers, through which you will have to climb up.

Having searched inside, we go to the treatment room. And again the door does not give in, you need to apply energy. You can find it by the index, and, of course, turn it on. We return and press the button in the security room, the door to another room opens, which will have to be cleared. Here we take the object from the chair and activate the script. We leave the room through another door, and, bypassing the mentally ill, we go to the elevator.

At the bottom we go forward, if possible not colliding with monsters, since it is useless to fight with them, it is easier not to rustle. We go to the pointer, jump over the fence and head to the ghouls at the entrance. Exceptionally carefully we pass them and go straight, enjoy the video, collect flowers, a fairy tale, in a word.

From the house we follow the sign.

Chapter 6

We head to the main entrance, go around the guards, following on the right side. To enter, you will need to distract the two blockheads guarding it. Then there will be three more comrades guarding the passage to the basement. We distract them with a bottle and jump over the railing.

You shouldn't rush inside the building, there are traps. The easiest way to get to the baron is to bypass the guards and get to the second or third floors. Having passed the corridor with traps, we get to the littered entrance, and on top there will be the baron's office, which, however, is locked. Further you will have to climb along the ventilation, the entrance to it is to the right of the door. In the place where there is a broken staircase and a dead elevator, we climb onto the illuminated gratings and further to the right, and then to the very top.

We leave the elevator, now to the left and past the guards, jumping along the ledges on the columns. Then we follow to the barricades and, having outwitted the enemy, we jump over the box. We move along the wall to the button at the very end, the exit is found.

To break the generator, it will be necessary to lower the lever, and then center the rotating parts on the crack and wait for the vibration. It will be necessary to increase the speed several times with the help of a valve, and so on, until it falls apart. Now we take a fragment and get out along the hanging grate.

We move along the sewers, beat off the rope holding the boat, and further to the other side. We rise and go through the burning city. We study the surroundings for ledges and blue bars so as not to suffocate.

We rearm in the lair and hit the road again. It's just not possible to go to the point, there are a lot of people. Here, either rush like a saiga, or carefully sneak behind your back.

Chapter 7 Secret City

We follow to the closed gates, they will have to be broken and get inside, past the vigilant guards.

On the right, you will need to squeeze past the sleeping guard, and the next one will need to be distracted with a bottle and climb over the gate. The bell must be struck to open the gate. Then it is better to hide around the corner on the right, otherwise the hero will be discovered.

Inside, you will have to go on the right side to the lever. We activate the lever, call the elevator, but be careful here: you need to wait until everyone moves away from the elevator. At the bottom we jump onto the wall with a grate and go along it to the right to the rope, along which we go down, the main thing is to bypass the trap in the tunnel. You will have to go down very carefully, the enemies are attentive, and they look through all the levels. Squeezing through the gap, you will again have to face the ghouls.

We go around the three on the left along the bridge or with the help of fashionable arrows with ropes. Then we raise the door and go in. To disarm the trap, it will be necessary to fasten the valve until the fire subsides. Then past two guards and dive into the gap. We move forward and eventually exit to the castle, here to the right and up. We move along the ledge until the railing on our side ends.

We go down, go left and squeeze next to the bird quietly, otherwise it will squeal. Then it is worth stunning the guards, but the box will still fall. The place is difficult, if you manage to pass quietly, then you are lucky, and it is still possible. Further way up, use the places marked with highlights.

The fight will be difficult, you can, of course, refuse and stupidly go into the gate, but the bastard must be punished! It is best to kill the enemy with arrows and it is best to hit the head. The method is simple, first we extinguish the light with water arrows, then attack. During the fight, it is best to move around in a circle in one direction, it is best to be behind your back, then victory is in your pocket.


Chapter 8 Morning Dawn

Carefully we go through the catacombs, meetings with ghouls are possible. Near an incomprehensible type of construction, we jump down and dive into a hole in the wall. Then we overcome the cliff along the pipes located on the left. We jump down, here it will be necessary to bypass two guards, and we continue to go further. We go around the guard and enter. Inside we do not yawn, while the guys are talking, we will have to dive to the right. At the bottom, you will have to bargain with the character, and then climb over the box located on the right.

We pass the guard, moving along the right side, at the top, using an arrow with a rope, we climb onto the ship. Further down the rope and along the ledges we leave the tower. Then past the door. We go down, below it will be necessary to print a large group of enemies, this is not very easy, since sentries are everywhere. So we pull out one with noise, the routes of the other two will have to be remembered, and so we act.

Once at the bottom, we follow the street to the right or to the left, it all depends on whether you have an arrow with a rope for jumping on the right. On the left, you can pass two thugs and jump down to the ledge. We jump to the beam and silently fall behind the backs of two guards. The lock will have to be cracked precisely and in one run, without errors, otherwise everything will have to be redone from afar.

There will be a video inside, then we rush after the lady, which in the end will have to be bypassed from the back, for which we dive into the underground and go there. Then we go around the monsters, everything is simple here, they are blind and cannot see beyond a couple of meters.

After the cutscene, we go to the left, grab a fragment, then follow the top to the second fragment, and finally, we get the last one at the bottom, after which the girl discovers the character and strikes. And yet, after picking up the first fragment, phantoms will appear, they don’t need to be seen, since there’s no point in fighting them, it’s easier to be quiet and not rush. When the stone is collected, we carry it to the girl.

Here are the Happy End games Thief 4 (2014).


Begin Walkthrough Thief 2014 from watching a short video at the end of which we will find ourselves in a room that first we need to inspect and steal everything of value. Items that can be stolen will gleam, you can also extinguish standing candles and inspect the cabinets in the room (all these actions are performed by pressing the E button), while not waking up the man sleeping in the bed. Then, by pressing the “space”, we get out into the street through the open window and, after walking along the board, we get to the house opposite, we also climb into it through the window, and to open it, first hold down the E button, and then press it several times. Thus, once in the attic of the Aldale Bridge, we pass to the end of the corridor and turning right we get into a room with birds in cages. You need to go through this room without making sudden movements, to do this, press Ctrl while walking. At the end of the room with the birds there will be a picture that will attract the attention of our thief, approaching it, press E, then by pressing the movement buttons and moving the mouse, we probe the frame of the picture for hidden switches, as soon as you find the switch, the circle in the center of the screen will turn white, at this moment press E. After the picture leaves, press E to start cracking the lock of the safe, to do this, simply move the mouse until each of the circles turns white, then immediately press E. After repeating the procedure three times and opening the safe, we take away the Shiny Necklace lying in it, which is unique prey.

Hearing footsteps on the roof, we get out into the street through the window to the left of the safe, after getting out of the window we pass along the building to the right, around the corner before climbing to the roof we will find a small chest in which there will be a rope arrow, select it by pressing 8 and shoot at the beam wrapped in a rope above your head. Next, press the “Space” to jump on the cable and W to climb it, after which we press the “space” again. After talking on the roof with Erin, we follow her overcoming all sorts of obstacles. As a result, having descended from the roof into the alley, we continue to follow Erin, trying not to catch the eye of the guards (you can look around the corner by pressing E, and then using the A and D buttons). After Erin climbs onto the roof again, we continue to move along the alley, trying to stay in the shade and picking up all sorts of shimmering trinkets along the way. Having reached the stairs by pressing the “space”, we will climb it to the roof where Erin is already waiting for c, after a short conversation we continue to follow her again (to crawl under the pipe, sit down by pressing C.

When viewing, to switch between videos, use the “Playlist” tab, and if the video helped or you liked it, you can like it) ...

Having concluded a bet with Erin, we turn right and go to the winch which we break by pressing R and then go up the stairs. Having gone forward along the roof, we jump into the window, after passing along the corridor we open the door lock on the left, but before that you can look through the keyhole into the room while holding E. Having entered the room, we take everything of value, including the peeping diary lying on the table. Having got out of the room through the open window, turn left and go along the wooden beam to another building where again you will need to open the window marked with a marker. Indoors, we rise to the second floor where we again communicate with Erin.

Once at the entrance to the gardens and after talking with Erin, we move in the indicated direction, remaining in the shadows and trying not to catch the eye of the guards patrolling the territory, to quickly move between the shadows, you need to press the "Space". Having reached the guard standing with his back to us, we approach him closer and rob him while holding E. And after he retreats, we move forward to the indicated point, in order not to attract attention, sit down by pressing Ctrl (especially while moving through the water). Having reached the casket with water arrows, we shoot at the torch on the wall, extinguishing which and crouching we can walk through the water past the guard standing on the bridge. Further, having climbed the stone stairs, we meet with Erin and two guards, the girl will kill one of them, and we need to stun the second by approaching him from the back and pressing Q.

While holding E, we remove the body into the shadows and, after talking with Erin again, we break open another lock. Having opened the door, we pass forward and taking a bottle from the box, we take it in our hand by pressing 0 and then we throw it to distract the guard standing in front. Having bypassed the distracted guard, we rise to stone fence on which we get to the cable leading to the roof where we meet Erin again. After talking with the girl, we approach her from the back and hold E and steal a device called “claw” from her. Then it remains to watch another video.

Chapter 1
Blockade

At the end of the video, we go to the Clock Tower, before we continue on our way, we will be asked to concentrate on vision, for this we need to press F. During concentration, you can see both valuable objects and movement paths, such as this time you can see the stairs. And so, having collected everything of value in the courtyard, including the newspaper with the note “On the curfew” lying at a dead end on the left, we climb the stairs on the wall on the right, to jump to it, press the spacebar. Next, pick up a bag of food from the barrel that can be eaten to restore health by pressing H, climb the wall with a grate illuminated in blue. Thus, once in the Stonemarket at the “Gate of Traitors”, we move to the other side of the street along the wooden flooring and the pipe, jumping from the pipe to the flooring on the right, we pass along it into the gateway, as a result, jumping onto the boxes on the street called the Back Door. Then you can go forward along the street, stunning a person who searches the corpse next to which you can pick up hunting arrows, and a little ahead you will again have to jump onto the stairs along which we will get to the locked door. Having opened the lock, we go forward picking up food, after which we hold E to squeeze further past the boards and barrels. One of the trees will have to be moved by pressing E several times.

Once in the Stonemason's Yard, you need to go past the next locked gate for one, looking into the jewelry store along the way. You can get into the shop both through the main entrance, and bypassing the building to climb out the window. But before you go to the shop, you can go downstairs to look into a small nook on the right side called the East of the Stonemason's Yard. In the end, if you decide to get into the jewelry store through the main entrance, hiding in the shadows, let two guards patrolling the street and then quickly move to the entrance. The door will be closed, and there is little time before the guards return, so we quickly and carefully open the lock and go inside. In the room, first of all, we stun the guard, and then we collect all the valuable items in the room, including the Mask with jewels in the display case. Also on the first floor of the shop, which you can navigate along the beam under the ceiling, you can find a room with a safe and a guard snoring nearby, try to open the lock of the safe on the first try, as an unsuccessful break-in can wake up the guard, then if you don’t want to fight with him you will have to hide quickly. In the safe you can find money and a trophy - Blackened Bracelet.

Having climbed the stairs to the second floor, we will stumble upon another sleeping guard, as well as a woman sitting in an armchair in one of the rooms. You can quietly walk past the guard, and stun the woman so that she probably doesn’t make a fuss. Opposite the room with the fireplace there will be a small room with a bed in which you can find another newspaper with the note “Who watches the watchdogs”. Also, before you leave the building, you should look into the basement, there you will find a safe with a code to open it. 739 . As a result, having cleared all the premises of valuables jewelry shop we get out of the building through the open window of the second floor, thus bypassing the locked gate. After landing, we select from the bench on the right one more object, after which we pass to the closed window, opening which we climb into the next room. Inside, opening another door, we will get into the back street of Blackfarrow, where there are a lot of guards, so moving forward we try not to catch their eyes, keeping in the shadows. As a result, with the help of the “claw”, it will be possible to climb up the pipe to the top, where, moving along the wooden flooring, you can bypass all the guards. In the end, you will need to go to the wall with a white spot and climb it, thus reaching the Clock Tower.

Clock tower

Once in the tower, we examine the room, which will now become the refuge of our thief, in front of the right there will be a chest in which you can find supplies, as well as some improvements. Also in this room on the table you can find a newspaper with a note about the “Star of Aldale” necklace, in addition, here you can see the unique trophies looted during the passage of the game. having looked around, we go up the stairs to the second floor where we watch a short video, after which, going to the window and pressing E, we go to a meeting with Brasco in the tavern “Lame Burrick."

clock tower square

After listening to the conversations of the guards, we pass along the upper tier of the building in the direction indicated by the marker, along the way you can look into the premises of the main guard department. Having opened the window, we turn off the light in the room using the switch on the wall on the left, then going down we read the document on the wall of the room, after which we examine the desk on which, among other things, there will be a newspaper with the note “Blockade” and a magazine with guard reports. There will also be a safe on the wall behind the table, which is also worth cleaning out. Having got out back to the street through the window on the second floor, we go down to the street and go to the entrance to the Lame Burrik tavern, and going inside we watch another video.

beggar queen

Leaving the tavern, we go to a meeting with the Queen of the Beggars, but before that we replenish supplies from the merchant marked with a marker. Having bought supplies and improvements from the merchant, we go to the chapel in Morningside to meet with the Queen of the Beggars. On the way to the old chapel, we simply move along the street in the indicated direction, nothing interesting awaits us here, in the chapel itself, on the table with candles, there will be a newspaper with the note “Old gods in the new city?” Entering the chapel, we watch a video where Garrett communicates with the “Queen of the Beggars”, after this conversation, in addition to information, you will also receive one skill point that can be spent on concentration abilities.

Task: Handmade

The task is taken in Hector's store in Stonemarket, the store owner will ask you to return to him a mechanical arm from his iron man. The hand is held by a ferret-like tailor named Alfonso, to get to Alfonso's studio, you need to exit Hector's store and climb the stairs on the wall to the left. Next, we squeeze between the boxes and boards while holding E, thus reaching Baron Avenue. Further, moving in the indicated direction, we twist the sign “First Bank of Stonemarket” from the wall, and when we reach the studio, the first thing we do is get rid of the guard standing at the entrance. Next, you can try to get into the studio through the main entrance by opening the lock, although you will most likely be noticed there, so if you want to complete this task, quietly go around the building on the right and get inside through the open window of the second floor. Having cleaned the premises on the second floor, we go down the stairs to the basement, where one guard will be located. By turning off the light in the basement, we will attract the attention of the guard who will approach the switch at this moment it will be possible to stun him, after which it remains to open the safe and takemechanical hand. Next, we get out of the studio and go to the exit from the location, after which we return to Ector's store and return the mechanical arm to him.

Quest: Bank Robbery

First of all, we pass to the entrance to the bank, which is located on Baron Avenue. Once on the territory of the bank, we move over the wall in the illuminated place, then you will need to get inside the building, you can do this from the left or right side, although it is also possible to go through the main entrance. The easiest way to get into the bank building is to the left of the main entrance, the main thing is not to get into the “mechanical eye” hanging on the wall and reacting to movement. Having reached the dead end, we shoot with a rope arrow at the beam from above, after which, standing on the box, we jump onto the cable along which we climb up. Having jumped from the cable onto the pipes, we climb into the open window, thus hitting the second floor of the bank.

Inside we see two guards standing at the table, from their conversation we will understand that one of them has a note with the number of the locker in which there are possible combinations of the cipher from the bank's central vault. We examine the contents of the table and adjacent shelves, we follow the guards, turning off the light along the way and stunning another guard with a lantern patrolling the second floor. In the end, the guards will stop near the bookshelves, here they can be safely robbed, one of them will have a note that says about cell # 7. However, it is not necessary to look for a cell, on the second floor on the left side there will be a small room in which on one of the bookshelves you will find the “Letter of Maunders” in which the access code to the vault 682 will be written, although this code will not be entirely correct. Further going down to the first floor we go into a small room to the right of the entrance, you can also get into it from the street through an open window.

In this room, you can find another document on a bookshelf, and to the right of the window you can find a ventilation grate. Having removed the bolts from the grate, we climb through the ventilation into the next room, there, having stunned the bank employee, we examine the contents of the desk in which we will find the “Vault Repair Report”, which says that the number 8 in the combination has been changed to the number 3, so the combination we need 632 . Then, after examining the room, collecting everything of value and stunning the guards, we open the lock on the door leading to the external storage. The next room will be full of "mechanical eyes", so trying not to fall into their field of vision, we look at the tables and bank safes, collecting everything valuable from them, while trying not to step on the parts of the floor highlighted in red. As a result, having stolen everything that is possible, we approach the door dial and put numbers on it 632 , after which opening the door we will get into the main storage.

Here, first of all, we carry out the premises in the back of the vault, both on the first and on the second floor, after which we will need to open the door to a small cage in its central part. The door opens with two levers, first you need to pull the right lever after it we will have a few seconds to get to the left lever without stepping on the floor highlighted in blue. So you will need to go around the blue marked areas of the floor, there are several ways to do this, for example, go around the top by climbing up there on the bank cells, or run around, or climb through the ventilation under the stairs leading from the main entrance. In general, pulling the left lever and opening the door, we go inside and steal the “Star of Aldale”, after which the room will begin to fill with gas, so we immediately run to the exit to open the door, press the button in its center. Then it remains to get out of the bank building without getting caught by the guards.

Basso's orders
Dangerous Fiction

Taking from Basso all the orders that are available on this moment we go to fulfill them. Let the order “Dangerous Fiction” be the first, having arrived at the indicated coordinates, we climb inside through the window and steal everything we can, and for one we eavesdrop on the conversation of the author of the book that needs to be stolen. Next, we get out and go along the new coordinates to the bookmaker's shop of the clock tower, it will be possible to enter the building from the left side through a small nook. In the bookstore, in addition to the usual theft, pay attention to the shelf with books behind the counter, with its help you can open a secret hatch leading to the basement, you just need to find the right book on the shelf, the same principle as with lock picking. Having gone down to the basement, we steal everything that we can pick up, including the book “This is a cursed city”, thus fulfilling the order “Dangerous Fiction”.

medical problems

Having got out into the street, we go to fulfill the next order, this time you need to steal a vial of medicine. Arriving at the place, we climb into the building through the window, then from the corridor we climb into the ventilation through which we get into the right room. Having stunned the person in it, we steal everything we find, including a vial of medicine from the table, after which we get out of the building the same way that we got inside.

beauty inside

The next order will be the theft of a hand mirror, having arrived at the indicated building, we climb inside through the window of the second floor, you can go upstairs with a cable that can be attached to a beam with an arrow (if you have not already done so). Having examined the first room, among other things, we will find “Miss Scarlett's Diary”, from which it will become clear that the mirror is in the safe on the first floor, and the code from it is scrawled in the closet opposite. Going down the stairs, first of all we stun the man walking around the room, after which, having stolen everything we find, we climb into the closet where, turning on the concentration, we will see the code from the safe 824 . The safe itself will be moved behind the picture, which can be found at the edges of two hidden switches. Having taken the mirror and thus completing the task, we get out of the building through the window.

Sick Willy

The next order will be the theft of the sick Willy's watch, having reached the place we again climb into the room through the window. After searching everything inside, we will stumble upon another picture along the edges of which you need to find two switches. As a result, the wall with the picture will move off, and the corpse of sick Willy will fall from the attic at our feet. By lifting the body, you can get another document, and climbing into the attic to find a chest with a clock inside. Having completed the task in this way, we get out of the house to the street.

Chapter 2
Ashes to Ashes

Having got to the entrance to the foundry, the first thing we do is go down, then there are two ways to enter the territory of the plant. To the left of the bridge, climb up the stairs and further hiding from the guards in the shadows and behind the boxes, move in the indicated direction to the locked door or go under the bridge to the right, where at the very end you can find a sewer through which you will enter the territory of the plant. Whichever path you choose, you will eventually end up near the fence with the “blue grate”, climbing over it with the help of a claw, we pass through the yard to the building that you need to climb through the pipes on the wall. In the end, having reached the hole in the wall, we climb inside and move along the ventilation until we find ourselves on the stairs and the guard standing at the bottom of which we stun with a jump from above. Next, you will need to go downstairs, but before that you can go up to the room upstairs and pick up everything valuable from there.

Going down the stairs we find ourselves in one of the workshops foundry, our task is to get to the conveyor and catch on one of the hooks on which the bodies are transported. The easiest way to get to the place marked with a marker is to go up to the windows, passing along which to the end of the room below you can see the grate, opening which and passing through the ventilation shaft, we will find ourselves just under the hook for which we need to catch on, all that remains is to climb onto the platform higher. Well, you can get to the hook through the workshop room straight ahead, knocking out the guards along the way. To hook on the hook, approach it as close as possible and press E, and after hanging, just wait for the code for the conveyor to start moving, and when you get to the next room, jump down by pressing RMB until the guard notices us.

Thus, having reached the old foundry, we move in the indicated direction, looking under our feet, as fragments of broken glass will lie on the floor in places and stepping on them can attract the attention of the guards. Having reached the locked door and opening it, we will get into a small room from which you can exit through the door or through the ventilation, the second is a little safer, since guards are patrolling behind the door in the corridor. Moving through the ventilation without noise and dust, you will reach the next room, then moving along the conveyor with corpses, we climb onto the platform on the top left, and going down from it we will find ourselves in front of the door, passing through which we will get into another room of the foundry with a guard sleeping on a chair and a locked door. To open the door you need to find the key, but before that you should stun the sleeping guard, just in case. Next, we open the locked chest opposite which the guard was sleeping, in it we will find the “key to the engine room”.

Having opened the door, we find ourselves in a room where we climb the wall to the top, inspecting a couple of chests along the way, and climbing the wall up again we cling to the hook, only this time you need to wait until the hook approaches you. Once in the new room, we jump off the hook again, continuing our way on foot along the conveyor until the next video starts in which the general “Thieves Catcher” will remove the ring from the corpse of Cornelius, and our new task is to steal it. After passing under the floor, we climb up the wall, then, after stunning the guard near the table, we hide behind this table from the guards standing by the furnace. When the stove door closes, it becomes dark at this moment and we need to move to another table and so on. As a result, having reached the opposite side of the room, we turn to the right and, climbing the wall to the ventilation, we pass along it to the office of the foreman, in which the safe is located, opening it we get the desired ring. In order to open the safe, you need to expose a picture depicting the coat of arms of the general, for this you need to rotate its individual parts, as a result, it should turn out as shown in the screenshot.

Having taken the ring and pushed the general out of the room, we open the lock of the door leading to the street, and after leaving the building we move in the indicated direction, bypass the guards or kill it yourself. Having reached the gate, we neutralize the guard standing in front of them, after which, with the help of a claw, we crawl through the hole in the upper part of the gate. Then, after going a little forward, we climb along the pipe to the wall and then along the bars and beams illuminated in blue we will reach the open window. After getting out of the window and going a few steps forward along the roof, Garrett will fall into some kind of shed, until the guards hide in the closet in time for the noise. After the guard leaves, we go out into the courtyard and hiding in the shadows, we move in the direction indicated by the marker, thus getting into a small building, climbing the stairs to the second floor, we climb out into the street through the open window, thus leaving the territory of the foundry and completing the task. In the process of completing the task "Ashes to Ashes" in one of the secret rooms of the foundry, you can find a safe, the code for this safe 314 .

Basso's orders
Lady's testament

Looking to visit Basso, we will find that he can offer him a few more orders, the first of which we will take the “Lady's Testament”, marking the destination on the map for greater convenience. To complete the order, we need to steal Lady Christina's will, which she hid before her death. Arriving at the place and opening the lock of the front door, we go inside trying not to be noticed by people on the street. In the building we go down to the basement where there will be a closet to the left of the stairs, after climbing over it we will find a bedside table in which the will will lie. Also, through the hole in the left wall, you can get into a secret room, there will be two barrels on one of which there will be a button by pressing it, you can find a cache with the painting “Insatiable Hunger”.

Attack of insanity

Having chosen the next order “Attack of madness”, we go to the indicated address to steal the painting. Everything is quite simple here, you need to climb into the open window on the top floor of the indicated building, you can do this by shooting a rope arrow at one of the two beams that are highlighted in the concentration mode. Having climbed inside, we cut off the picture with a scalpel, thus obtaining a new trophy “The Danger of Seduction” and completing the order. You can get out on the street both through the window and through the ventilation, having previously unscrewed the grate.

Look under your feet

This order will be a training mission in which we will need to neutralize the traps in the room. Having reached the desired house, we climb inside, where our task is to turn off the traps in the room. To do this, you need to get to the panel on the wall highlighted in blue, you can get around the traps on the floor by climbing onto the cabinet. Having reached the marked panel and having a bite of the wire, turn off all the traps in the room, thus completing the task.

To fulfill this order, you need to steal the bust of Lord Alderley, so that when you get to the desired building, until there is no one nearby, we open the lock of the front door. Having penetrated inside, we also go down to the basement, where first of all we remove a memorial plaque from the wall, behind which there will be a button that turns off the trap in front of the bust. Having taken the bust and thus fulfilling the order, we return to the street.

Steal the loot

To fulfill this order, you need to enclose (the same thing as set up) a reseller’s shop, for this, leaving the building where the “Save Face” order was carried out, turning left, climbing the rope to the locked window of the second floor, entering the room, taking everything valuable inside, we get out into the street through second window. Next, we shoot at the flooring of the upper tier so that it takes a horizontal position, after which we pull the rope by shooting a rope arrow into the beam above the center of the street, thus hitting the “open upper tier”. Then it remains to jump to the rear from the opposite side of the street, to the window with bars. To lower the grate, shoot through it at the button on the left wall of the room, thus opening the window. Having climbed inside, we collect everything of value, after which we interact with the bookshelf, selecting the desired book, press E, after which, having found a secret room, we take away all the money lying on the table, thus completing the next order.

The Lost Poet

To continue the passage of the game, we go to the location “southern quarter”, there we will need to complete both a couple of orders and plot tasks. We will be the first to fulfill the order “the lost poet”, for this, having passed through the indicated coordinates, we climb through the window into the next dwelling. Here we will need to find five parts of the poem, the first of which lies on the cabinet to the left of the window. The second part of the poem can be found in the chest next to the closet, the third part of the poem will lie on the floor between the bedside table and the bed, under the bag of food. Then we go down the stairs to the floor down, here in one of the drawers of the desk there will be the fifth part of the poem, on the table itself you can find a newspaper, and in a small room to the right of the table you will find the painting “Out-of-season estrus”. The fourth part of the poem can be found in a small room that can be accessed through ventilation, the item you are looking for will be located on a barrel behind an open chest.

Golden mean

You need to start this task by taking the order “Balagan” from Basso, reaching the indicated place, the “Siren's Rest” tavern, and talking with Vittori there. Having accepted the task, we go out into the street and go through the “southern quarter” to the entrance to the Blackmarket, which by the way will be located not far from the building in which we were looking for parts of the poem in the order “the lost poet”. Once in the Blackmarket location, we eavesdrop on the conversation of the drunkard Lenny, trying not to catch anyone's eyes. At the end of the conversation, you need to help Lenny open the gate, for this we go around them on the right side, where it will be possible to climb over the fence by climbing onto the box and open the gate from the inside. Continuing to follow Lenny, we drive him along the way to the shelter, namely, when he stops to talk with his friends, shoot a blunt arrow into the bottle standing on the barrel next to them. the next obstacle will be a woman named Rosie standing on the bridge, to get rid of her, turn the valve to the left of the bridge. Well, right after the bridge, you will need to open the “Udot” gate in front of Lenny), opening the lock. Then it remains to get into Lenny's hideout and steal the skull from it, which is located in a locked chest on the second floor, and you can also find the “Strong Lady” trophy in the chest on the first floor.

Erin's hideout

Next story mission there will be a search of Erin's shelter, having reached the indicated place, we penetrate inside Erin's mill through the door. Inside, having passed in the direction indicated by the marker, we will find ourselves in front of a locked entrance to the shelter. To open it, press the switch (a stone sticking out of the wall) to the left of the entrance. Moving on, use concentration to find and disable the traps set by Erin. Having reached the locked hatch, we open it by pressing the button on the wooden pole nearby. After jumping down, Garrett will have a vision in which you need to follow Erin. As a result, once in the room, we examine one after another three paintings nailed to the walls with arrows. Once again in Erin's shelter, we activate the switch in the picture with the image of Garrett, thus opening the cache from which we will take the medallion. Then we get out through the window from the shelter, and then from the mill, after which we go to the “House of Flowers”.

Chapter 3
Dirty Secrets

Having reached the entrance to the "House of Flowers" with the help of a lever, we lower the wooden bridge, after which we can go to the "Catacombs" location. Next, you will need to find the entrance to the brothel, for this you need to follow the baron who is being led there, while trying not to catch the eye of the guards. If you want to deal with two guards standing opposite each other, you can shoot the valve behind one of them, and stun the second with an attack from behind. Further, moving after the rich man, you can open the ventilation grate, thus hitting the beams under the ceiling. After passing along these beams straight and to the right, we jump down, after which we roll down the slope even lower and go forward to find ourselves near a healthy gate. To the right of the gate there will be a secret passage to which you can climb with the help of a “claw”. Having bypassed the first gate in this way, the second one will need to be opened with a lever, as well as the ones following them.

Having penetrated into the “House of Flowers” ​​in this way, our task is to get to Madame’s chambers while trying not to catch anyone’s eyes, it’s also worth inspecting all available rooms and collecting everything of value. For example, in a room with opium, using the mechanism behind the tank, you can put everyone in the building to sleep . As a result, one way or another, having reached Xiao-Xiao's office, which is located on the second floor, and having opened the lock of the front door, we penetrate inside. In Madame's office, after looking around, we open the lock of the chest, turn off the trap installed on the safe, after which we open the safe itself, the code of which 573 . Also on the table to the right of the entrance you can find the diary of Madame Xiao-Xiao. As a result, having taken everything of value, we open a secret passage, and in order to do this, you need to find two switches on the picture hanging on the wall on the left.

Our next next task will be to search for a mysterious podium, for this we go down the stairs and move along the corridor until we find a pillar sticking out of the floor, in which there will be a recess into which you need to insert the medallion found in Erin's Hideout, but before that you need to find four symbols which are displayed on the medallion. The first symbol will be on the wall opposite the pillar, the other three can be found by peeping at the clients of the brothel through holes in the walls. In addition to the desired characters and all sorts of perverts in one of the rooms, Garrett will have a vision. And so, having found all the symbols, we return to the mysterious podium (pillar in the floor) and placing the illuminated symbols on the medallion, install it on the pillar, thus opening another secret passage.

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After passing through the opened door, we set off to explore the ancient ruins. Moving in the direction indicated by the marker, we make our way along the littered corridor, and when we are at a dead end, we turn right and squeeze through the blockage while holding E and continue our way along the corridor. Once near the next door, the first thing we do is turn off the trap on the floor in front of the door, for this you need to press the button on the wall on the right. Having opened the door, we will get into the forgotten ruins, moving through which in the indicated direction it will be necessary to also turn off the traps. Once on the top floor of the tower, we go down to see a creature similar to the local “golum”.

Going further and being in a tower similar to a library, you will need to find a certain book. Coming out of the tower on the wall on the right, we will see a bookshelf on which, having activated the desired book, we will get into a cache in which you can find a skill point. Returning to the library room on the opposite wall, you can find another bookshelf by activating the desired book on which we can go further, being near the library towers, here we will need to get to the central tower. To do this, having passed in the indicated direction, we will find ourselves near the valve, turning which we unfold the stairs with a Roman numeral I, then going down the stairs to the tower and going a little forward we go up the stairs marked with a Roman numeral III thus reaching the landmarks of the next tower. Having entered the tower, we go down where at the exit there will be a staircase with the number II and a valve by turning which we will deploy and once again see a strange creature. Next, you need to climb to the top of the tower and return to the stairs III going down which to go to the valve that controls this ladder and deploy it. going up the stairs again III, but this time to the second tier of the central tower, and from there we jump to the stairs II on which we rise upward As a result, being at the stairs IV, along which we can get into the central tower.

In the center of the tower there will be a table with a book locked inside which we need to steal, for this we need to install the medallion in the pillar in front of the table again after placing the necessary symbols on it. After picking up the book before leaving the room, you can pick up three ancient bracelets lying on the statues, to deploy the statues, activate the books next to them, to pick up the bracelet from the statue that will not unfold, you need to exit the tower outside. And so, taking the ritual book and seeing another vision, we begin to get out of the ancient ruins. To begin with, we climb the rope to the upper tier of the tower, from where we go outside to the next tower, entering inside which we go down the rope. Then, going outside and jumping onto the stone stairs, we go up it, where turning left we get to a shelf with a book that opens the entrance to the library. Having bypassed or neutralized the guards in the library, we pass to the tower, climbing to which we move in the direction indicated by the marker, neutralizing the guards along the road. Having reached the wall with illuminated beams, we climb along them until the next secret passage, climbing into which we watch a video clip.

Work Order: Silence is Gold

You can take this task from Hector in his shop, this time you will have to return the metal man's voice device. First of all, let's get to the previous thief whom Ector hired, he was caught and already hanged, in order to bring down the hanged man, we use a bow and arrows. Having taken the consignment note from the fallen troupe, we go to the shop of the famous pawnbroker Oxhart Perry, which is located in the Southern Quarter. Moving along the streets of the southern quarter, we will rest against the locked gate, to get around them, climb the rope to the building on the right, into which you will need to climb through the window. Once in the room, we pass into the next room, there will be a rope along which you can go down to the street.

To climb into the building marked with a marker, go a little forward along the street, there you will see a beam wrapped with a rope at the top, shoot at it with a rope arrow and climb to the upper tier. Further, having climbed into the building through the window, we examine the first room, and then the second, taking everything of value, including the painting “Living a lie”. We get out into the street through the window of the second room, and from there we will get along the wooden beams to the building marked with a marker. Once in the courtyard in this way, we first deal with the guard and the dog, after which we penetrate the usurer's shop, this can be done through the door on the first floor, the second floor window or the basement.

To go down to the basement, you need to knock down the boxes hanging on a rope, going down and taking everything of value except for the chest that is connected to the trap, we go up to the first floor and neutralize the guards, and possibly the owner of the shop. On the first floor in one of the rooms there will be a safe in which the voice device is located, you can open the lock of the safe immediately, but you should not open it first, you need to turn off the trap. To do this, we go up to the second floor, there is a device by turning off which we will neutralize the traps both on the first floor and in the basement. Returning to the safe, we take away the voice device from it, you can also find the painting “The Gift of Uncertainty” on the first floor. Now it remains to return the device to Ector.

Chapter 4
friend in need

Having visited our lair and found a dead bird named Jeniver there, we go to the “Chrome Burrick” in search of Basso. Arriving at the tavern and talking with Orion there, we go to the Graystun Square, having previously read the newspaper with the note “Treason” in the tavern. You can get to the entrance to the Greystone location by turning right from Ector's store and going up the stairs. As a result, once in Greystone, we go in search of Jacob, and after going a little ahead, a change in plan follows, our new task is to get to the mansion of the architect Eastwick and find out from him how to get into the fortress.

Architect's Mansion

Moving along the roofs and upper tiers of houses in the indicated direction, we will reach the window into which we climb with the help of the “claw”, then, squeezing between the boxes, we will again find ourselves on the street right in front of the Eastwick house. You can get inside in several ways, according to your taste. For example, you can climb through the roof into a small greenhouse on the left side. In the greenhouse itself there will be a valve by closing which you will block the stream of steam, behind which there will be a button that opens the entrance to the basement of the mansion. Having descended into the basement, first of all we turn off the traps by biting the cable in the panel on the wall on the right, then after passing along the corridor we will hear a voice behind the wall. To get into that room, find the button on the wall that opens the secret door. Once in a room similar to a pantry or a cellar, we turn off another trap by opening a panel on a pillar in the center of the room. We stun a man who looks like a cook who has gone down to the cellar with a blow of a baton, and then we go up to the first floor.

Inspecting all the premises on the first floor and collecting everything of value, we get rid of the guards patrolling there in any way convenient for you. In the safe of one of the rooms you can find the medal "Morendrum". Having finished on the first floor, we will go up to the second, in the room to the left of the stairs you can find the wife of the architect and the maid, in the same room there will be a safe with a couple of valuable trinkets inside. In the end, we will need to go to the right of the stairs and, going into another small room, go up to the third floor, where one of the guards will beat on the locked door, behind him on the wall you can find the picture “Excess of emptiness”. Then we return to the second floor and go into the room marked with a marker, there we will find another maid and a guard. Having neutralized them and the bird in the cage, we collect everything of value, after which we approach the marked bookshelf and, having found the right book, open the secret passage.

Having gone forward along the corridor, we will come across an elevator with which you can go down to the basement or go up to the third floor, choose the latter. Leaving the lift and going along the corridor, press the button in the center of the door, thus getting into a small hall, where we find the hanged Eastwick. Our next task will be to search for a plan of the fortress, for this we climb to the upper tier of the room. Having knocked down the body of the hanged architect with an arrow, we pass to the plan hanging on the wall and look for hidden switches along its edges. After that, a model of the fortress in miniature will appear on the floor of the room, and in order to find the plan of the fortress, you need to solve the diorama puzzle. Having gone down, we approach the model of the fortress and rotate its individual parts in the same way as the fortress building looks in the window. After you correctly assemble the model of the fortress to your left, a bookshelf will unfold behind which there will be the desired plan, all that remains is to pick it up and run away from the guards. After jumping out the window and running through the pipe, we find ourselves on a neighboring building, we run on acceleration from the dogs, jumping over the table and further along the roof until we fall into a room full of guards. Having run away from these opponents, we watch how Garrett jumps from the tower.

Fortress
After a successful landing, before continuing the journey, you can go to a merchant standing nearby and buy from him or sell him something you do not need. Then, having climbed the building along the rope, we climb into the room, where we move along the pipes in the indicated direction. Once on the embankment, we pass to the gate bypassing the rubble and fires. After passing through the gate, we go down the stairs to the left, bypassing the jets of steam escaping from the pipes. Having passed along the corridor to the end, we turn right into the doorway, finding ourselves in a huge dilapidated room. We jump to the platform below, from which we jump onto the metal bridge, moving along which Garrett will eventually fall even lower. then we go through the pipe to the stairs along which we climb to the platform from above, from this platform we turn onto the pipe along which we will need to go in the direction indicated by the marker, while trying not to fall under the jets of fire escaping from the pipe at certain intervals. After the pipe starts to break, we quickly run to its edge sticking out of the wall and climb inside.

Having gone forward along the pipe, we will find ourselves near the valve moving back and forth, we quickly run past it at the moment when it starts to move back. Further, once in a small room, we climb into the ventilation shaft through which we get to the engine room. To turn off the flame that roasted the guard, turn the valve on the device from the opposite side. After going a little further forward, we will stumble upon another fiery stream, it can be bypassed on the left. Having reached the locked damper, we open it by rotating the valve on the left side. We try to get through this section as quickly as possible, as health will decrease over time. Having opened the damper and turning right, we jump to the platform below, where we can find a locked door. Having opened the lock, we will get into the boiler room where we need to find Basso, for this we need to go into the elevator by opening its doors by pressing the button, but before that we should remove the “Fortress” plaque from one of the walls and pick up the ring “In memory of a soldier” from the guard’s corpse In order to start the ascent on the elevator, we go inside and press the “up” button.

After leaving the elevator, we get into the prison of the fortress, passing in the indicated direction, we pull the lever to open the cell door in which Basso sings songs. After watching the video, we go in search of the Big Safe, and after the elevator stops, we get out onto its roof through the open hatch, then we move to the neighboring elevator from which we climb into the ventilation shaft. Through the ventilation, we get to the room with the safe in which we activate the lever in the center of the room, thus lowering the safe. Our next action will be to turn off the lock mechanism, for this you need to press two buttons (although Garrett says four) on the left and right walls of the safe for a certain time. After that, it remains to enter the desired combination, or rather two combinations, since there are two combination locks. The hint can be found in Eastwick's note "Big Safe Cipher", the left combination will be 319 , right 018 . After entering one of the combinations, a general will appear, after watching a short video you will need to get to the safe and enter the second combination, the guard can both bypass and neutralize. Having opened the safe and going inside, you need to steal a fragment of the Primal stone, which we do. Next, we go to the luminous flowers, collecting them until we find ourselves near the door, opening which we will get into a labyrinth of beds and roots. Having reached the statue, we take the same Primal stone from her hand, after which we will return to reality.

Work Order: Gourmet

This order is taken from Vittori in Siren's Rest, who will ask you to return another item to him, namely a bug of nature called Octokot. The entrance to the desired location is located in the northern part of Baron Avenue, in order to get close to it you need to climb to the upper tier from the neighboring building. Having entered the room marked with a marker, we get out of it by going down the stairs to the second floor or through one of the windows on the second floor. Having neutralized the guard standing in the courtyard, we penetrate through the door into the next building. Once in the collector's house, the first thing we do is get rid of the servant who descended from the second floor into one of the rooms, on the table to which the servant will approach, you can find the document “Last Will and Testament”, it is needed to find out the combination for the vault. In the next room, after getting rid of the guard, you can find the painting “What you can’t see here”. Next, we go up to the second floor, where in one of the rooms you can find a “servant's diary” from which it will finally become clear what combination is needed for the storage. As a result, having climbed out through the window of the second floor to the street, we will get into the Collector's Garden, having dealt with two guards there, we go down to the basement, where we will find a picture behind which there will be a device for entering a combination for storage, judging by the records found earlier, the combination is the day (or rather the year) of birth house owner - 812 . Inside the vault, in addition to all sorts of valuable trinkets, you can find a jar of Octocat standing in the closet, and by pressing the button on the wall to the left of the stuffed bear, you will find another secret room, going down into which you can find another trophy, the brooch “The Chaste Lady” . Then it remains to get out of the collector's house and return the jar with Vittori's Octocat in Siren's Rest.

Chapter 5
Outcasts

Having reached Serena's Rest and having talked with Basso there, we go out into the street and, going to the pier, we sit on the boat. Having landed on the shore, we climb up the stairs to Moira's shelter, and when we reach the building we collect everything of value that we can find in its courtyard, including a memorial plaque, after which we enter the building through the main entrance. Next, we look into the hole in the clogged door and after a short vision we go into the opened door. Once in the reception room, we look around on the first floor, collecting all the valuables and documents, after which we climb one of the stairs to the second floor. At the top, having examined the contents of the table and the locked cabinet, we go in search of the place where Erin was kept, presumably it is somewhere in the women's department, the marker will indicate the direction, one should first look into the men's department, the entrance to the right of the stairs.

The entrance to the men's section will be closed with a grate, you can open it by rotating the valve installed nearby. In the men's department itself, we carefully examine all the chambers, collecting documents, valuables, and the like. The doors to some rooms will be blocked, so that you can only get there through the neighboring rooms, in one of these chambers you will find the key to the women's section. also in one of the corridors of the men's department you can find the painting "Aversion to courtesies". In the end, having climbed the entire men's department, we continue our tour of the local madhouse, now we need to get to the women's department, this can be done, for example, through the covered passage between the departments, or by returning back to the stairs on the second floor.

Before entering the women's section, you can jump into the barred elevator shaft, thus getting to the lower floor, where you can find another document. You can get upstairs along the stairs littered with all sorts of rubbish, and going up one floor you can find a locked door that opens with the same key found in the men's department. Through it we will get into a small room from which, after removing the bolts from the ventilation grill, you can get into the shower room. Next, having opened the door lock, we will get into the corridor, through which, turning left, we will get into the women's dining room, and after examining this room as well (collecting everything of value and turning the valve on the pipe), we pass to the door leading to the stairs along which we will get to the women's department (this is only one of the ways to get there).

In the department itself, we will need to find the archive of the Shelter, here everything is the same as in the men's department, only in some chambers you can get through the ventilation in the upper part of the wall by climbing onto the ledge. Having searched all the premises, we penetrate into the marked room, you can also do this through the ventilation from above, or by opening the door (for this you will need to bite the cable in the panel on the wall to the left of the door). As a result, having reached the desired room and found the archive there, we go further through the passage that was previously blocked by wheelchairs, through which we go to the treatment center. Having reached the blockage of cabinets and other furniture, press E to squeeze further. Then we pass to the shaft of the bodice, along which we go down several floors, where we crawl under the bars, thus getting into the treatment center.

Next, our task will be to find room “3F”, passing along the corridor, you can look into the eyes of the doors, but you will not be able to open any of them. As a result, we get the task to find and start the energy generator. To do this, we pass to the end of the corridor and go down the stairs to get into a room with a generator. Turning on the generator with the lever, we return to the corridor with locked doors, in order to open them all, we press the button in the room with a table and a locked cabinet. After all the doors are open, we go into the only available room through which we will get to the office we need through ventilation. after examining the room and collecting everything of value, including the syringe lying on the chair, we see another hallucination.

After watching the next video, you will need to go down to the “prison” (to the lower floor of the madhouse), bypassing or neutralizing on the way everyone who left the chambers we opened. Once in the corridor, look into the first room on the right, there will be a safe in the wall that can be opened using the code 731 (in the safe, among other things, there will be an “Ivory Ring”). As a result, having reached the mine, by pressing the button we call the elevator on which you will need to go down, after breaking the desired button. Having reached the elevator to the lower floor, we pass along the corridor to the grate which we open with the lever. Further, before going to the right in the indicated direction, look into the room ahead, there you will find +1 point to abilities.

Ultimately, after going to the indicated room, we will get to the correctional department, here we will need to find Erin's cell. In general, nothing complicated, apart from strange creatures roaming the corridors of the prison, if you don’t want to fight with them, and they are very strong in battle, you will have to try to bypass them or just run past them as quickly as possible. In addition, in one of the suspended cages you can find the Mechanical Eye trophy. In general, one way or another, we get to the indicated place, where we will again need to squeeze between any boxes and trees by pressing E. Having thus entered the closed territory, we quickly pass along the corridor, opening the locked bars with the help of levers until we get to the door we need, after which we move along the corridor in the indicated direction until we slide down.

In the next vision, we walk through the ruins collecting poppies, which, in fact, will indicate the path, opening one of the doors, we will find ourselves in the room where Erin once was. Leaving the room, we go down to the next door, passing through which we climb up the backs of the beds, getting into a room on the wall of which there are many Garrett's drawings. In the eye of one of the drawings there will be a lock that we need to open. Once at the door, open it and go right to the next door behind which the room will be Erin standing facing the wall. Going up to her and pressing E, we get a not weak blow from Erin, after which we watch a short video at the end, being at the exit from Moira's Shelter.

Basso's orders
board move

We visit Basso again to take several orders from him, the next one to complete will be “Move the board”. Having reached the specified building, we climb the boxes to the upper tier from where we climb into the buildings through the window of the second floor. Having thus entered the house of Archie Maxwell, we inspect the first room and take everything of value, also after reading the diary of the owner of the house in which there will be two options for the code from the safe, the correct one 776 . To find the safe itself, we go down to the first floor and neutralize the person standing there, after which we open the locked door leading to the basement. Going down the stairs we will see a door on the right, and a ventilation grate on the left, after going through the door we will get into a room with a safe in which Basso's horse is stored, but before opening it we turn off the trap. If you climb through the ventilation we get into a small room, there you can find four buttons on the walls under the ceiling, shooting them with arrows, open the hatches from above and below to go down, shoot at the beam from above with a rope arrow. Lots of valuables can be found in the room below, including the Motley Bracelet trophy.

hangman's pen

Now let's go to the executioner's house to find Basso's pen there. Having reached the place, we climb onto the building opposite the executioner's house, from here you can shoot with a rope arrow at the marked beam on the executioner's house, then, after crossing the beam to the executioner's house, you need to lower part of the upper tier on the left side, for this, turning to the right, look for a panel on the wall of the house ( same as for disabling traps). Having thus reached the previously stretched rope, jumping on it, we will get to the window we need. Having climbed through the window into the “gallows room”, we examine the room by activating one of the books on the bookshelf, opening a small cache, where, among other things, we will find Basso’s pen.

A matter of life and death

To fulfill this order, you need to get to Market Street through the southern part of Baron Avenue. Once at the desired building, we pass under the arch on the left. There, on top, you will see an open hatch into which you can shoot a rope arrow. Having risen upstairs, we will get into the “Customs of the Guard” room, moving towards the locked door we go around the traps on the floor. Having cracked the lock and entered the next room in which we examine all the drawers and cabinets in one of which we will find an urn with ashes. The rest of the orders are sent to the Southern Quarter.

look both ways

To complete this order, you will need to steal a telescope, everything is simple here, having reached the desired building, we climb inside through the window marked with a marker. Inside, to open the door, you need to put the corpse on the illuminated panel (on the floor next to the door), then we go into the opened cache and open the panel on the wall, thus unlocking the door we need. Having opened the lock, we pass into the room where we go down the rope, there in the drawer of the bedside table we will find a telescope, more like a spyglass.

Covered cargo

This time you will need to steal the guards' accounting documents, having reached the place we will get to the small area “Fish Market”, which should be cleared from the guards (although not necessarily), while beingware of dogs. Before you climb into the desired building, break open the panel on its wall, then return to the alley from which you came, with the help of a rope arrow, climb onto the opposite building, its upper tier you can penetrate into the “guard station”. After searching the room, among other things, we will find a picture outside of which there will be a switch, after the picture drives off, a button will appear by clicking on which you will find a cache with the trade declaration of the “White Sail” in the floor of the room.

Way to Wealth

This order will be a continuation of the previous one, we cross the “Fish Market” and climb the rope to the upper tier of the building, along which we will reach the marked window. Climbing inside, we will get to the office of the “White Sail”, here, after examining the room, we will find the desired document “trade routes of the White Sail”, it will be on a small platform at the far end of the room, you can get to it by a rope, having previously fired a rope arrow in the beam under the ceiling.

Royal luxury

To fulfill this order, we go to the Skinmarket, the first thing you will need to do is climb into the window of the upper floor by a rope, but you can’t jump to it from the street. So you need to enter the building through the door (if you stand opposite the windows, then the entrance is on the left side). There will be an open window in the room through which we can jump to the rope along which we will get to the room we need. Having found the corpse of Baby Lucy inside, we take the note lying next to her, after which we get out of the building in the same way that we got inside. Going out into the street, we climb to the upper tier, along which we will get to the marked window, climbing into which we will get into a room with a crying woman and a man’s corpse, our task is to pick up the “Comfort Necklace” from the table.

shark bait

The desired building will be in the “Eel's Dead End”, having reached the marked window by the rope and entering the room, crouching, we go forward so that we are not hooked by the trap. There will be a safe in the wall on the right, but first you need to turn off the trap, for this we go to the end of the corridor and open the closet, inside there will be a vase that we need to break. In the wall behind the vase we find a button that opens the door to the right of the cabinet. In the room behind the door, it will be possible to neutralize the trap. We return to the safe and, having opened it, we take away the pocket watch lying inside, on this the order will be completed.

Chapter 6
loner

And so, having reached the Norcrest estate, we will find ourselves in the courtyard, from here we need to penetrate the estate. Having reached the front entrance, we will find out that in addition to the guards, a barricaded door will interfere with us, so we will have to go around. We start bypassing the mansion on the left side until we come across the entrance to the basement (except for the basement, you can get into the mansion through the attic). Having gone down, we open the locked door and then we pass along the corridor to the blockage of boxes and barrels through which we will need to squeeze through. Next, we climb the stairs and go through the door on falling into the corridor with traps that we first turn off. Having passed along the corridor to the wine cellar, we climb up the stairs, thus hitting the first floor of the mansion.

When viewing walkthrough video Thief 2014 to switch between videos, use the "Playlist" tab, and if the video helped or liked it, do not forget to put "likes")) ...

Trying not to catch the eye of the guards, if you want to get a bonus to the reward for the task, we inspect all the rooms on the first floor. In one of the rooms there will be a safe, the code for it 889 can be learned from a note that is in one of the guards in the library, on the same floor. In addition, in one of the rooms you can find a letter that talks about a secret vault on the second floor of the mansion. The plan of the mansion showing the secret vault can be found in the library room on the second floor. Having finished inspecting the first floor, we move along one of the stairs to the second where we also check all the rooms. The traps in the corridor can be turned off using panels on the wall with healthy horns, one of them can be reached by climbing the cabinet on the ledge, the second one can be reached through the ventilation from the next room.

The main goal on the second floor will be the search for a secret vault, the entrance to it is located behind a picture with lions, which can be found in one of the corridors. In front of the picture there will be a trap that is also turned off using the panel under the ceiling. Turning off the trap, we examine the picture by activating a couple of hidden switches, after which we get into the vault. Inside we are waiting for a device like a safe with two locks, in order to open it you need to rotate the rings, set the pattern on one side (the coat of arms should be red, as in the screenshot), there will be no pattern on the second side, so you have to look into the crack in the lock looking to the load was lowered through the recesses in the rings. The cache will open when both lion heads turn towards the exit. Garrett's reward will be healthy gem"Lion's Heart". We get out of the vault in the same way as we got inside.

After examining the second floor, before going to the baron, you can look into the attic, unless of course you started from there. As a result, having reached the marked door and passing through it we will get into the research tower, climbing into the ventilation on the right side we will get into the mine in which we climb up through the pipes. Once in a room with an elevator, we climb up the iron structures, since the stairs will be destroyed. As a result, having reached the shelter of Norcrest, we watch a video after which we find ourselves in an elevator, leaving which we go to the Ceremonial Hall. Moving in the indicated direction, we will find ourselves in a room with another safe, the code for it will be 017 , you can learn about it from the note “List of Works” lying in the ventilation shaft leading from this room. As a result, having reached the Ceremonial Hall, or rather what was left of it, we are looking for a secret passage to the laboratory.

To get into the secret passage, you will need to press a button on one of the walls of the Ceremonial Hall, after passing along the corridor we will reach the door that opens with a lever. Going down the stairs we find ourselves in the Baron's laboratory, we continue to go down the spiral staircase until we find ourselves in a room with a fragment of the Primal stone thrust into some device, our task is to get it from there. But before that, climb to the very top, from there, along the rope, you can get into the cache where you will find the trophy “In memory of the braggart”. To start the device with a stone, you need to activate the lever to the left of it, after which, having risen to the platform on the right, rotate the two valves. With the left we set the position of the metal rings (opposite the crack, so that they begin to shake), and with the right valve we set the pressure until the glass cracks. We repeat the procedure two more times, shifting the rings to new cracks. As a result, breaking the glass, we pass to the stone and then watch a short video.

At the end of the cut-scene, we will find ourselves in the sewers from which we need to get out, once on the pier we get a new task “Cross the bridge”. To get across the river, we shoot at the winch holding the overturned boat. Having crossed to the other side, we run in the indicated direction, climbing onto the bridge and at the same time trying not to fall down or fall somewhere, and also not to burn out. As a result, having overcome all the obstacles on the way, we will get out of the collapsing bridge, thus completing the passage of this chapter.

Order: Additional attraction

Another task from Vittori, who hangs out at Serena's Rest, this time we will need to go to the guard station and free the "woman" named Isabella. Having penetrated into the area, in which all the guards were killed by the Lightforged, we go up through the boxes, having penetrated into the first room, we neutralize the enemy standing in it, we collect everything of value, including the contents of the safe. Leaving the room, we will find ourselves on the second floor of the site, here, first of all, we need to neutralize the three Illuminated, and then inspect all the offices, especially the door into which one of the opponents is trying to open, in it we will find the key to the cells. Having finished on the second floor, we go down to the first, where we also neutralize the illuminated ones and inspect all the rooms, in one of which we can find the “Snow White Lady” trophy (in the storage chest). Also on the first floor you can find a memorial plaque “Guard Section”.

Then we go down the stairs to the basement and go into the room with the cameras, the door to which opens with the same key from the cells found on the second floor. Most of the cells will be open, criminals will sit in a couple of locked ones, but Isabella is in the one marked with a marker (either a man in a dress, or a bearded aunt). In general, after Isabella loses consciousness, drag her or him to the marked exit. On the way, we will come across a couple of thieves who have climbed into the site, you can deal with them, for example, by shooting a burning arrow into a barrel of gunpowder, next to which they will stand. In general, having cleared the path, we get out of the site.

Basso's orders
stonemarket witch

Another batch of orders from Basso at the Lame Burrique, three out of four orders are carried out in the Grandmauden area. Having gone forward along the burning street, we turn right into the alley, where we climb onto the roof along the wall on the right. Moving along the roofs in the indicated direction, we will get to Podkamenshchikov Street, in order to get to the desired building we will have to go down from the roof to the street. Our goal is to get into the basement of the pharmacy building, this can be done through the ventilation grate, at a dead end nearby. The ceremonial blade will lie on the nightstand next to the book of pagan rites.

point of no return

Having got out of the basement of the pharmacy, we just go to the end along Podkamenshchikov Street. To open the door to the building you need, use the panel on the left on the threshold. Having gone inside, first of all we turn off the trap in the picture, after which we look for a switch behind the picture that opens the safe. In the safe there will be a button by pressing which we will find a cache in the floor, taking everything valuable, we leave the building.

General's trinket

Returning to the burning street, we turn left from it, it will be easiest to go along the upper tier, although in the end you still have to go down. Having reached the desired turn, we go down the stairs to the basement of the Shemenov Blades building. In the room, first of all, we deal with two Illuminated, and then we open the next door. Behind the door in a small room there will be a chest from which we need to pick up a new general's medal.

Rule of thumb

To fulfill this order, we need to go to the Southern Quarter, having reached the right place, we penetrate into the marked house through the hatch from above, launching a rope arrow into the beam under the ceiling. Having risen upstairs, we climb into the building through the window, and after getting inside we neutralize Jeb Chox, after which it remains to pick up silver scissors from his body.

Work Order: Broken Heart

We continue to collect spare parts for the mechanical man that Hector collects. Having taken the order, we go to the Grandmaud area on Podkamenshchikov street to the Watchmaker's house. Having penetrated inside, the first thing to do is to go to the second floor and inspect all the rooms there, taking everything valuable from them (in the closet of one of the rooms you can find the “Brilliant Lady” trophy). having examined the second floor, we return to the first, and we pass from the corridor into the room with the bust installed in its center. FROM reverse side under the bust there will be a button that you need to press, after which the wall in front of you will move. Next, we pass into the room with a fireplace on the right side, to the left of the fireplace there will now be a door, after passing through which we will find ourselves in another room, there will be another button on one of the walls, press it. Now we return to the room with the fireplace and go from there to the room to the right of the fireplace. Here, too, in one of the walls there will be a door behind which in the next room we again press the button in the wall, thus moving the wall in the next room.

After going into the room with a chess table, we turn right into a room with a bookshelf on which you need to find another switch, this time in the form of a book that will move the entire shelf, behind which there will be another button. Now we return to the previous room, and from there we pass to the kitchen. From the kitchen you can now get into the pantry, where to the left of the picture hanging on the wall there will be a button that opens the door to the elevator. We go up the elevator, go down the corridor and open the locked door. In the room near the candles there will be another button that opens the puzzle by solving which we can get to the second elevator. In order for the door to open, you need to press certain parts of the pentagram, as a result, it will all be recessed into the wall, which in turn will open the door (see which parts to click on in the video walkthrough or in the screenshot.

Having reached the elevator, we go down on it to the Watchmaker's underground workshop, there in a small room on the floor there will be sixteen plates with symbols that are activated by the plate when entering the room. To get to the end of the room, you need to walk on certain slabs (you can understand which ones from the “Project Pendulum” notes lying around the house or look at the screenshot). If you step on the wrong slabs, the grate in front of the “heart” will close and you will need to return to the entrance to activate the puzzle again. Well, when you get to the “heart” and take it, return to the Watchmaker's house through the basement and go outside, this order will be completed.

Chapter 7
secret city

To start the chapter, we go to the Grandmauden area, where we pass to the old cathedral. Once on the territory of the Old Quarter, the first thing we do is make our way to the cathedral building, this can be done in several ways, for example, through a locked door in the wall in front of the cathedral. There will be a lot of guards at the entrance to the cathedral itself, so the first thing we do is get rid of the illuminated ones. And so clearing the area before central entrance we climb onto the scaffolding from which you can enter the building in several ways, for example, bypassing it on the left side. In my case, we managed to get into the cathedral through the bell tower, where, having risen to the very top, we make our way through a narrow passage into the building of the cathedral itself.

Next, our task will be to go down into the failure, for this, bypassing the edge of the failure counterclockwise, we will eventually get to the supply elevator on which we will go down, on the way to the elevator it will be full of illuminated ones, so if you go through the game covertly, you will have to be careful. Having called the elevator with the help of the lever, we go down on it, and after stopping we jump onto the pipe on the opposite wall. Next, we climb the pipes and grates on the wall, from the last grate you will need to go down on a hook (holding E). Now we will need to go upstairs, to the entrance to the city of the Lightforged, we climb through the labyrinth of tunnels, stairs and boxes, neutralizing the guards along the way, eventually finding ourselves at the next narrow passage, squeezing through which we continue to move in the indicated direction.

Now on the way we will come across creatures from the shelter (people changed by primal), it is especially hard to fight with them, but light can kill them, so turn on the light, set fire to torches, puddles of fuel and the like. On the way, we will also come across a pair of healthy gates, in order to open them you need to rotate the valve next to them. Having reached the lair of the illuminated, you can replenish the supply of arrows and food in a small store, after which we go to the Rotunda, where Orion is engaged in healing. The entrance to the Rotunda will be a small window to which we need to get by dealing with all the illuminated ones along the way, well, or bypassing them, since there is an opportunity.

Having entered the Rotunda, we open another gate with the help of a valve and go up the stairs, after which we watch another video, during which we will need to walk through the labyrinth of statues, collecting fragments of primal, as well as taking the medallion from Orion. At the end of the video, we will find ourselves in a room for a couple with the Catcher of Thieves. Our task is to get to the exit from the premises, fight with the general or leave him alone, decide for yourself. To get out of the room you need to open the gate, again with the help of valves located in this room in a circle. In addition, when passing the seventh chapter, you can find a safe, the code from which 673 .

Chapter 8
morning light

We begin to pursue Orion, who dragged Erin somewhere, moving along the corridor in the indicated direction, we will again stumble upon the changed ones, burn them with light and pass on with fire. Having got out to the surface, we will see a huge ship on which we need to get through. Having cleared the first room after the tunnels from the illuminated ones, we climb up the stairs, eventually getting out into the street, we jump down to the rails, where it will be possible to replenish ammunition from the merchant. Next, we climb along the rails to the platform from above, there, having neutralized a couple of illuminated ones, we climb onto the ledge from which we shoot with a rope arrow at the beam at the very top of the ship. As a result, having climbed the rope, we will get on the ship (one of the ways).

Next, we go down the rope hanging in the mine to its very bottom, and from there we will get into a room with a pipe along the wall along which we will need to climb into the next room, climbing through the pipes and grates. As a result, having jumped from the pipe, we pass in the indicated direction, having neutralized several illuminated ones in a room with two healthy wheels. Next, we climb the stairs to the platform above from where, climbing the wall, we get to the roof of the elevator. Having got out on the “middle deck”, passing through which we neutralize the guard standing at the door. Having opened the door lock, we pass along the corridor to the room in which we watch the next video.

At the end of the video, we follow the trail of Erin from luminous poppies, having found her on the loading deck, we will need to get close to the girl without falling into her eyes, in general, we carefully approach Erin sitting in poppies and quickly press E until she notices us. After that, we hunt down Erin again, in the process, lighting up all the lights along the way to get rid of the changed primals. Once in the sanctuary, we approach Erin, and after she throws Garrett back, you will need to collect three fragments scattered around the hall, and do it quickly, as flashes of light will take away health (so you should hide from them in the shadows). Having collected all the fragments, we again approach Erin and watch the final video. On this Walkthrough Thief 2014 will be finished.

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