Thief: Deadly Shadows - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Thief: Deadly Shadows - Strategy Guide (Page 02).
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Shortbow and Arrows
- Garrett's Bow is his long-range weapon. To use, first select your arrow,
then hold down the Attack button to nock an arrow. Release the Attack
button to fire the arrow. If you choose not to fire the arrow, press the
Jump button or the ESC key.
- The Bow is equipped with a sight, which you can use to target your shot.
As you hold your string back, you'll zoom in closer to your target. You
can only hold your shot this way for so long before you get tired and lower
the Bow.
- You have six different types of arrows to use in this game.
= Broadhead Arrow =
- This is Mr. Basic Arrow. There are two uses for this thing: causing a
small amount of noise to attract attention, or making holes in bad guys.
Different enemies take different numbers of Broadheads.
- If the enemy is unaware of your presence, you can try to snipe them with
a single arrow. Shoot them in the head or the chest, and they'll be
immediately killed.
- If your arrow ends up embedded in wood, you can retrieve it.
- You can carry a maximum of 30 Broadheads.
= Fire Arrow =
- This elemental arrow is made from a red Fire Crystal. You can often find
these in fires, hot coals, and other warm places.
- This explosive arrow has great power. Using them against enemies tend to
drop them in one or two shots.
- You can use this arrow to set fire to unlit torches or candles.
- Once you nock this arrow, you'll generate a lot of light, and the
explosion's pretty loud, so be careful.
- This weapon can dust Zombies if you connect cleanly with one hit.
- This arrow no longer flies in a straight line like in the old games. It
arcs like all other arrows.
- You can carry a maximum of 15 Fire Arrows.
= Gas Arrow =
- This elemental arrow is made from a yellow Air Crystal. They're tough to
find, but check air vents and high places.
- This arrow has no attack power.
- Shoot this arrow and a three-foot spread of knockout gas will cover the
area. Any living thing caught in the gas will pass out.
- Additionally, this can be used as a rather expensive alternative to a
Water Arrow, in that it will put out flames.
- This arrow no longer flies in a straight line like in the old games. It
arcs like all other arrows.
- You can carry a maximum of 5 Gas Arrows.
= Moss Arrow =
- This elemental arrow is made from a green Earth Crystal. You can often
find them in areas of plantlife, like bushes.
- This arrow has no attack power.
- Shoot this arrow and a cloud of moss will explode from the impact point.
This moss will spread to a wide area. Walking on this moss will produce
no sound, no matter how hard or fast you run or jump on it.
- Shoot this arrow at an enemy's face (not just the head) and they'll start
choking on the moss. They'll be temporarily incapacitated and won't be
able to make noise.
- You can carry a maximum of 20 Moss Arrows.
= Noisemaker Arrow =
- This mechanical arrow is tough to find in the wild, but can be purchased
from every shop in the game.
- This arrow has no attack power.
- Shoot this arrow and a little gizmo will start sparking and whistling.
Such a display will attract anyone in the area (hostile or not). Once it
burns out, your enemies will be suspicious.
- You can carry a maximum of 5 Noisemaker Arrows.
= Water Arrow =
- This elemental arrow is made from a blue Water Crystal. They can be
found in just about any area that has small amounts of water in it, so
not the ocean...
- This arrow has no attack power.
- Shoot this arrow and it will break into a sheet of water. Any nearby
natural flames will be extinguished. This is probably your most useful
arrow, as it will allow you to move in the shadows. It can only
extinguish open flames, however. Any encased lanterns or electric lights
will not be affected.
- Water Arrows can also be used to clean up bloodstains on the ground.
- You can carry a maximum of 25 Water Arrows.
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Flash Bomb
- This mechanical device, when thrown, creates a brilliant flash of light on
impact. Anyone who can see this flash will be blinded for several seconds.
Use this if you need to make a run from an enemy that found you.
- There are two things about Flash Bombs that are changed from the first two
games. The first is that the flash will not blind you at all, even if you
look right at it. The second is that even if blinded, enemies are not
helpless. You'll will not be able to make sneak attacks on them.
- Oddly enough, the bright flash of light can damage and destroy undead.
- You can carry a maximum of 20 Flash Bombs.
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Explosive Mine
- This floor emplacement can be placed on the ground in front of you. If
anything steps on the mine, including you, it will explode violently,
causing a lot of damage. The mine has a small red light to remind you its
there if you set it.
- This item will be sold in stores once you complete your first two missions
for the Keepers.
- You can carry a maximum of 5 Mines.
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Health Potion
- This red potion will restore eight of your health crystals, regardless of
difficulty level.
- You can carry a maximum of 10 Health Potions.
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Holy Water
- This flask full of blue water has holy properties. It can be thrown to
create a puddle of water on the ground, which will last for about half a
minute. Any undead that steps on the puddle, or is hit when the flask is
thrown will be instantly destroyed. You can use the puddle to deter undead
from chasing you as well.
- This flask is not sold in any store, but you can find them Hammerite-
controlled areas, such as Fort Ironwood.
- You can carry a maximum of 5 Flasks of Holy Water.
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Oil Flask
- This flask full of yellow oil can be thrown. It will burst into a puddle of
yellow oil. Anyone (besides yourself) that walks across the puddle will
slip on the oil. When things slip on the oil, they can potentially slide
into dangerous situations, such as, say, off a cliff.
- Enemies that are suspicious or alert will only drop to the ground when they
slip on oil. Enemies in normal condition will slide some distance.
- Shoot a Fire Arrow into a puddle of oil to cause it to burst into flames.
Enemies will be reluctant to tail you across such a burning pool, and if
they're caught in it, they'll be damaged.
- This item will be sold in stores once you complete your first two missions
for the Keepers.
- You can carry a maximum of 5 Flasks of Oil.
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Gas Bomb
- This is (for lack of a better term) a more expensive, but more effective
version of the Gas Arrow. It can't be shot, only thrown, so it won't go as
far, but it will still explode in a cloud of gas, except this cloud of gas
covers about an eight-foot spread, which will knockout any living thing
caught in it.
- It's good for dropping groups of enemies clustered together. One of my
favorite tactics is to shoot a Noisemaker at a random spot, and let them
all congregate, then drop the lot of them with the bomb.
- Additionally, this can be used as a rather expensive alternative to a
Water Arrow, in that it will put out flames.
- This item will be sold in stores once you complete your first two missions
for the Keepers.
- You can carry a maximum of 5 Gas Bombs.
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Mechanical Eye
- You have this item from the beginning of the game (from the beginning of
last game, in fact). Press the Up or Down Arrow Keys to zoom in and out
using the eye to scout ahead. You received this item from the Hammerites
after you lost the first one in a rather ugly confrontation in the first
game.
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Lockpick
- You have your picks from the beginning of the game, and can use them to
pick open any visible locks on doors and chests. Press the Use button
near a locked item and you'll automatically go into "picking mode".
- Lockpicking may seem complicated at first, but it's actually quite simple,
and with practice, you can snap them open in seconds. When you're in "the
mode", you'll see anywhere from three to six tumblers in the lower right
corner. What you need to do is find the "sweet spot" on the tumbler. Use
the mouse to move your left pick around. Although you can manuever the pick
in a full half-sphere, the spot is only on the outer circle, and only on
the eight compass points. Once close to the proper spot, the tumbler will
jiggle. Once you're on the spot, you'll start spinning the tumbler through
its hole. Either wait for it to spin all the way, or press the Attack
button to quickly spin the tumbler. You'll then automatically jam your
right pick into the hole and you can get to work on the next tumbler. Once
all tumblers are spun, the lock will be open.
- You can purchase Practice Locks at certain stores to practice your skills,
but I think these are a waste of money, as there are plenty of locks in the
City to practice on without fear of being caught.
- Despite all the sound you appear to be making, picking locks will not
attract attention. The only thing people may notice is if you're working
in the light.
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Keeper Door Glyph
- Once you are allowed into the Keeper Library, you'll receive this power,
which will allow you to open doors in areas marked with a blue glyph. These
can lead to new areas, little hidey holes, or escape routes.
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Builder's Blessing
- Once you read Inspector Drept's note in the Keeper Library, you'll be able
to use your Broadheads to destroy Rust Mites that wander around the City.
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Pagan's Blessing
- Once you read Dyan's note in the Docks outside the Pagan stronghold, you'll
be able to grow things on cornerstones using your Moss Arrows.
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Climbing Gloves
- "The Undercurrent" (the store in the Docks) has these gloves on sale for
2000g. You can use these gloves to climb stone or brick walls. To climb,
jump towards the wall and you'll automatically grab on. Press Jump again
to let go. You can climb up, down, left, and right.
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The Glyph of Unbinding
- Once you enter your enemy's "Lair", you can find this in the secret room in
the back. Once you have this glyph in your possession, you can use your
Blackjack to defeat the living Statues. Four frontal smacks or one sneak
attack will crumble them.
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5. THE CITY
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The Windy Apple. The Big Stinky. Call it what you will, most missions in
the game take place here, and it will behoove you to become familiar with
getting around, as you'll spend much of the game wandering the streets,
heading to your next mission. If you keep to yourself and don't cause
trouble, the Citizens will leave you alone.
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5A. City Areas =
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South Quarter -
This is your home area. It never has very many watchmen, or people, for that
matter. The north area has a fountain plaza, which has your apartment
building and a gate leading north to Stonemarket. The southern street area
has a well in the eastern corner, a gate leading to the Docks in southeast
corner, Pavelock Prison on the south end, a guard station west of that, and a
food stand on the north side of this area. The west road in this area leads
to Black Alley, which has Heartless Penny the fence, and The Well-Equipped
Thief shop.
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Stonemarket -
This marketplace area has two separate areas. It has more people and Watchmen
than other areas.
The west end is Stonemarket Plaza, with a Tavern that takes up most of the
southern area (which is closed when you're about). There's a gate leading
back to the South Quarter on the southe end. There are passages and
alleys around which lead to the north section, where you'll find Terces
Courtyard (marked by a gargoyle statue), and the Clocktower, which requires
climbing to enter. Also, you'll be able to access the Keeper Library from
here.
The east end is Stonemarket Proper. This area is mostly St. Edgar's Church
in the center. In the southwest area is a guard station and a cell. Behind
the church (east side) are both Black Market Bertha the fence, and Marla's
Shop. The north end of the area has a gate leading to Old Quarter, as well as
Cothron's Armory and the Stonecutter's shop.
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The Docks -
This is the poor section of town, and you cannot enter until the Keepers allow
you to do so, as it's quarantined off. The gates leading to South Quarter and
the Old Quarter are in the northeast corner. A passage in the east leads to
Dahlia the fence, then further on to the Pagan territories. It's advised not
to go there unless you're friendly with them. West of the gates, you'll find
The Undercurrent store, then further on to the actual docks and a small
rowboat. West through some small passages are a Tavern (which is open 24),
and more piers, where you'll find the ship Abysmal Gale has docked.
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The Old Quarter -
This area is, naturally, one of the oldest in the City. You'll involuntarily
come here at some point in the game. There's a gate to Stonemarket at the
northwest end of the area, a gate to the Docks at the southeastern corner,
and a gate to Auldale in the northeastern corner. Major landmarks include
the Keeper Compound at the west end, Fort Ironwood in the southwest corner
(which is the Hammers' headquarters, take care going there). There is also
a guard station in the center of the area, and Carmen's Store at the
northeast end. Finally, in the far east is the abandoned Shalebridge Cradle.
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Auldale -
The ritzy section of town, with most of the city's rich people. The only way
in is the gate on the west side from the Old Quarter. Landmarks include the
Plaza on the west side, the Pump House near to that, the Museum in the
northeast corner, and the park on the east side, which has turned into a Pagan
camp. Also, you can find the Auldale fence in the southern area, and
Inspector Drept keeps his office near the pub in the southeast corner.
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5B. Fences/Shops =
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Unlike previous games, that gave you a loadout screen and allowed you to buy
stuff automatically with whatever loot you'd acquired in the last mission,
this game requires you to first go to fences in the City to sell your loot
and then find shops to buy stuff from.
Fortunately, they're pretty easy to find. Look for a red handprint, both
on your map and on the street, and you'll be able to find your contacts.
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Fences
These folks will take your hard-stolen loot out of your hands and give you
cash you can use. For some odd reason, you also have to fence any coins you
steal as well. Possibly so that they won't be traceable...
Anyway, loot is broken down into three basic categories, which you can see on
your Loot Screen:
Metal, which is comprised of gold, silver, copper, and other precious metals.
Gems, which are rubies, emeralds, diamonds, and items made from them.
Artwork, which is stuff that has more collector value than material.
Sometimes, things that you might think are gem or metal are artwork, for
instance, Copper Glasses are artwork.
Go the fence and you can pick specific items to sell, or you can just click
the Sell All button at the bottom of the screen to dump it all. Each fence
will take two types of loot off you. One type they won't touch.
Here are each of the fences:
Heartless Perry -
Found: South Quarter, in Black Alley, on the far west side.
Buys: Metal and Gems
Black Market Bertha -
Found: Stonemarket Proper, behind St. Edgar's Church
Buys: Metal and Gems
Dahlia -
Found: The Docks, on the east side, through a small passage.
Buys: Gems and Artwork
Auldale Fence -
Found: Auldale, in the southeast corner, near the pub.
Buys: Metal and Artwork
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Shops
Most shops are pretty similar. Once you enter the shop, select an item you
wish to purchase, then select the amount. All shops have a "standard" set
of items they sell:
Broadhead Arrow: 100g
Noisemaker Arrow: 225g
Flash Bomb: 100g
Health Potion: 200g
Once you complete your first two missions for the Keepers, the shops will
carry more items:
Explosive Mine: 275g
Gas Bomb: 375g
Oil Flask: 175g
Each shop also has special items you can only purchase there, such as
Elemental Arrows.
Here are each of the shops:
The Well-Equipped Thief -
Found: South Quarter, in Black Alley, on the far west side.
Special Items:
- Water Arrow: 100g
Marla Madison's Shop -
Found: Stonemarket Proper, behind St. Edgar's Church.
Special Items:
- Moss Arrow: 125g
- Iron Practice Lock: 500g
The Undercurrent -
Found: The Docks, west of the gates, down the stairs.
Special Items:
- Fire Arrow: 225g
- Silver Practice Lock: 750g
- Climbing Gloves: 2000g
Carmen's Place -
Found: The Old Quarter, in the northern area, west of the Auldale gate.
Special Items:
- Gas Arrow: 325g
- Gold Practice Lock: 1000g
Day Eight Items:
- Heart Replica: 750g
- Crown Replica: 750g
- Map of Wieldstrom Museum: 1500g
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5C. Factions =
==============
This is a new addition to the series. Although it doesn't really affect the
end outcome of the game, playing nice to the factions can make life easier.
There are two prominent factions in the game, and two (what I call) lesser
factions, who you can't really affect your standing with, but it's reasonable
to point them out.
Once you have performed your first two missions for the Keepers, you'll
receive missives from the prominent members in the factions, who will pretty
much spell out that you're currently on their evil list, but there are things
you can do to improve your standing and possibly become friendly.
There are three standings for the two main factions:
Hostile - You are attacked on sight by any members of the faction.
Neutral - You are not attacked on sight, but you are not allowed to enter
the faction's headquarters.
Allied - You are allowed to enter and use the facilities of the faction's
headquarters. Also, if in battle, spellcasters will aid you with their
spells.
You only need to worry about factional reputation while running around the
City. During missions, EVERYONE is hostile to you, regardless of how nice
they were just outside. On the plus side, anything you do to them in that
mission doesn't affect your standing outside.
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Hammers
In the beginning, there was the Builder, and he created man to toil on the
earth. The Builder blessed man with the Hammer and the Chisel, with which
man would create, and make himself worthy in the Builder's eyes.
These religious men are always seen wearing red. Their warriors wield
warhammers. Their base of operations is in Fort Ironwood in the Old Quarter.
This fort is one of the only sure places where you can get Holy Water, so
it behooves you to befriend the Hammers early on.
To increase Hammer standing:
- Find Rust Mites (golden beetles) wandering the city and fire Broadheads at
them (careful, it's pretty loud).
- Destroy any undead, Zombies or Hammer Haunts.
- Perform other special tasks for the Hammers.
To decrease Hammer standing:
- Kill, harm, or knockout a Hammer.
- Pickpocket Hammers or get caught stealing from Fort Ironwood.
Rust Mite Locations:
1. South Quarter, near the Stonemarket gate.
2. South Quarter, due southeast of the fountain.
3. South Quarter, near Pavelock Prison and the Docks gate.
4. Stonemarket Plaza, in Terces Courtyard, up the long flight of stairs that
seem to go nowhere.
5. Stonemarket Plaza, in the center of the area, in front of a Door Glyph.
6. Stonemarket Proper, near Marla's store.
7. Docks, near Dahlia's place.
8. Docks, near the rowboat in the south end.
9. Docks, on top of a ladder near the Tavern in the southwest corner.
10. Old Quarter, just east of the Keeper Compound.
11. Old Quarter, just north of the Docks gate.
12. Fort Ironwood, in the graveyard, on top of the east wall.
13. Auldale, in the Pump Station.
14. Auldale, in the secret tunnel leading to the Museum.
15. Auldale, near some boxes in the southwest corner.
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Pagans
Although destroyed in the flesh, the Woodsie Lord continues to watch over
these people of the woods. They continue their tireless efforts towards
bringing nature back to dominance, and to live as one with it. Naturally,
these guys are the enemy of the progress-driven Hammers.
You'll find these men and women walking around in brown rags. Sometimes,
they'll be tattooed or painted. They'll always speak a strange dialect of
the common tongue, focused around "S"'s. They have a camp set up on the
east side of the Docks, and another camp in the plaza in Auldale.
To increase Pagan standing:
- Find cornerstones (black blocks at the corners of walls) and fire Moss
Arrows into them.
- Find Pagan Cocoons (crescent-shaped things in their bases) and fire any
elemental arrows into them (can do so once per day).
- Perform other special tasks for the Pagans.
To decrease Pagan standing:
- Kill, harm, or knockout a Pagan.
- Pickpocket Pagans or get caught stealing from any Pagan Camps.
Cornerstone Locations:
1. South Quarter, at the spot where Lady Elizabeth and her thugs were waiting.
2. South Quarter, right near Pavelock Prison.
3. South Quarter, in Black Alley between the store and the fence.
4. Stonemarket Plaza, the northwest corner of the tavern.
5. Stonemarket Plaza, just south of the gate to Stonemarket Proper.
6. Stonemarket Proper, west of the gate to the Old Quarter.
7. Docks, just south of the South Quarter gate.
8. Docks, northeast of the Pagan Sapling, in the small corner alley.
9. Docks, east of the Tavern.
10. Old Quarter, just north of Fort Ironwood.
11. Old Quarter, west of the Auldale gate.
12. Fort Ironwood, in the graveyard, northeast of the memorial.
13. Auldale, east of Inspector Drept's window.
14. Auldale, south of the museum entrance.
15. Auldale, in the Plaza, beneath the sign about it.
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Keepers
Your reputation with the "third" faction cannot be changed by minor actions,
only throughout the story.
The Keepers are a very old society that may have been around as long as the
City itself. No one knows for sure because the Keepers refuse to keep a
history. The Keepers oversee all that goes on in the city and work subtley
to maintain the balance, never having too much order, too much chaos, too much
light, too much dark. They use the magic of glyphs in their work, and read
ancient texts to determine prophecies so that they can foresee coming events.
In general, the Keepers are nonviolent, preferring to let others fight their
battles for them. Of course, there are certain things that the Keepers would
need to keep secret. For this, the Keepers employ a cadre of Enforcers to
do their dirty work.
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City Watch
Finally, we have these bozos. The Watch has been on your case for years.
They're the ones that put up all those handsome posters of you in the City.
You cannot make nice with the Watch ever. They will always attack you
whenever they see you. If they manage to kill you (or if you die while they
chase you), they'll throw you in Pavelock Prison. That's your "second
chance". If you manage to escape, they will try to kill you, instead of
capturing.
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5D. Enemies =
=============
Seems like everyone hates Garrett these days. Just like all other games,
he'll have no shortage of bad guys who'd like to see his hands removed.
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Humanoid Enemies
These guys are all *basically* the same. They all carry weapons, and all can
potentially be your enemy. They can be blackjacked, backstabbed, or taken
down with any more conventional means. They will work together with other
members of their running crew. The only thing that truly sets them apart is
what they can do to you and what it takes to bring them down should it come to
combat.
Hired Guard - These are the independents that look after the houses and
mansions of rich people. If they discover you, they'll tend to shout out
your location to other guards so that they can help. They can be armed with
either swords or bows.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Thug - These are the guys and gals wandering the streets armed with weapons,
lumped into one category. They won't generally be hostile towards you,
unless you get hostile first.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
City Watchmen - These guys wear gray uniforms and wander the streets, and
they're always hostile towards you. Learn to work around their patrols to
avoid combat. They can be armed with either swords or bows. If they catch
and kill you, you'll be taken to Pavelock Prison. Escape, and they'll show
no mercy the next time you're found.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Hammerite - Always wearing red and carrying warhammers, you'll find them in
Hammer-controlled areas. See Factions for info on how hostile they'll be
relation to your standing.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Hammer Priest - These spellcasters carry red wands that shoot fire. If
allied, they may bless you in battle so that you can cause more damage and
harm undead with normal weapons. If you can pickpocket their wands, they
won't be able to use them should you run into them.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Pagan - Garrett makes a comment in the Sanctuary mission about "Pagans
preparing for war". Now, this isn't truly significant to the game's story,
but it is to the series as a whole, because the Pagans have never been
fighters up until this game. Often, any dirty work they needed done, they
relied on the Trickster's manbeasts, so to see them get their hands bloody is
a new thing for them. Anyway, simple soldiers of the Pagan cult are armed
with swords. You'll find them in Pagan-controlled areas. See Factions for
info on how hostile they'll be in relation to your standing.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Pagan Shaman - The Shamans carry wooden wands that can fire green clouds that
can damage. If allied they may cast a speed spell on you in battle to move
faster. If you can pickpocket their wands, they won't be able to use them
should you run into them.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Ratmen - Beasts working for the Pagans, Ratmen are quick buggers armed with
swords. You'll find them on missions that lead into Pagan territory.
They'll never really be friendly.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
Kurshok - These are amphibious beings that live in the Sunken Citadel. They
were considered servants of the Trickster god until something happened and
they were cast below ground. They're pretty large and hardy, and they carry
large swords in battle.
Dagger: 9
Broadheads: 4
Fire Arrows: 2
Mine: 1
Keeper Enforcer - The assassins of the Keepers are (seemingly) always on the
hunt when they get their orders. They stalk around, searching for their
quarry. They're generally hated and attacked by anyone in the City (Watch,
Pagans, Hammers). They're armed with special blades that will home in on
their target when thrown. Also is the (particularly cool) fact that they
communicate through telepathy, which you can hear. Of course, since it's
echoing in your head, you can't really tell where they are from the sound.
Dagger: 6
Broadheads: 3
Fire Arrows: 1
Mine: 1
Keeper Acolyte - These low-level Keepers are assigned with simple tasks, such
as guarding sensitive areas. There's little to distinguish them from your
average guard.
Dagger: 6
Broadheads: 3
Fire Arrows: 1
Mine: 1
Keeper Elder - Assigned with delegating tasks in the Keeper Compound, these
robed folk are also accomplished mages. Their icy blasts will hurt like
heck, and they can also bless their allies to make them invisible.
Dagger: 5
Broadheads: 3
Fire Arrows: 1
Mine: 1
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Undead Enemies
These creepy ghoulies inhabit damned, cursed, and otherwise haunted areas.
They can be hid from just like normal enemies (despite apparent lack of eyes
and ears), but some cannot be attacked like normal enemies. One thing common
is that none of them can be knocked out with the Blackjack.
Zombie - These shambling corpses are slow but persistent. Sometimes they
won't be wandering, but may be lying on the ground instead, but they will be
"alive" nonetheless. If you get close, they'll spring up and start slapping
you. Using the Dagger or Broadheads will drop them to the ground, but not
destroy them. They'll be ready to spring up again should you return. The
following described methods will turn them into dust.
Dagger (knockdown only): 6
Broadheads (knockdown only): 3
Fire Arrows: 1
Flash Bombs: 1 (must be direct hit, otherwise 2)
Holy Water: 1
Mine: 1
Hammer Haunt - Yeah, baby! These guys are my favorite enemies from way back.
They resemble your basic Hammers in casual appearance, until you look at the
face and see a bloody skull. They also clink chains as they walk, whisper,
shriek, and howl, so those are means to tell if they're Haunts. Despite
their disconcerting appearance, they can actually be destroyed through
conventional weapons. They won't dust, but will be your average corpse.
Dagger: 6
Broadheads: 6
Fire Arrows: 1
Flash Bombs: 2
Holy Water: 1
Mine: 1
Puppets - I'm not quite sure what these are, or more precisely, what they
were. I do know that they're covered in brown wrappings, and they have
wire mesh around their heads and hands. I consider these inhabitants of
the Cradle as super-Zombies. They cannot be killed conventionally, they
take more hits than normal Zombies, and they're pretty fast. They also
don't dust, nor will they be a normal corpse, but once they shriek, fall,
and grow silent, they're done. One really useful aspect about these enemies
is that wherever they go, electrical disturbances (in the nearby light
fixtures) seem to follow, so use that as a telltale sign that they're around.
Dagger (knockdown only): 6
Broadheads (knockdown only): 6
Fire Arrows: 2
Flash Bombs: 2 (must be direct hit, otherwise 4)
Holy Water: 1
Mine: 1
---
Other Enemies
Wisp - These little creatures appear as nothing but floating balls of green
gas. They're indestructible, cannot attack, and cannot summon help. So,
why bring them up? Because everywhere they go they give off light, so
they're a mobile light source. You'll learn to hate them when trying to
hide.
Ents - These large, wooden beasts are in the employ of the Pagans. They're
generally tasked to guard watery areas. They have no weapons, just claws.
They're also pretty fast, even when patrolling, and will take more damage
than your average guy. Close-combat weapons (including sneak attacks) are
useless against this monster.
Broadheads: 3
Fire Arrows: 1
Mine: 1
Statue - A product of a certain enemy's magics, this statue has come to life
and seeks only to destroy. They're fast, mean, and solid. Use caution and
ingenuity when going up against them. If you have to fight, use your high-
powered weapons, or you're sunk. Late in the game, you'll come across a
Glyph that can make mincemeat out of these guys.
Glyph-powered Blackjack: 4 (1 if Sneak Attack)
Fire Arrows: 2
Mine: 1
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