Thief Gold Iron Mode Part 1 - Glitches and Perfection

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Published on ● Video Link: https://www.youtube.com/watch?v=GrKCzPbBWBg



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After the battery died in part 1, I left the headphones alone for an hour or so. I retried once again from the beginning, this can be seen as a whole separate entity to past versions.

A Keeper's Training has nothing special this time around.

Lord Bafford's Manor was mostly the same as normal, though I did have a bit more trouble than I tend to have with the front gate guards. Beyond them, the level was rather simple as always.

Break From Cragscleft Prison started with an absolutely terrible run that made me decide to restart the mission. Between alerting guards, getting Tarquis riled up, and failing to knock out the guard at the station leading to blocks 3 and 4 the mission was a disaster on my first run. The second run continued my bad luck with the bridge, which for some reason I had trouble mantling and tended to fall to my death too often for comfort, of course I was on low health anyway due to forgetting how to jump. My third playthrough was a lot better and was done quite well stealthwise, though it also suffered from some odd bugs. Tarquis got stuck in a corridor with a prisoner, basically causing a doorway to become blocked. A guard also manages to get somewhat stuck in a wall for whatever reason. Still we persevere through the bugs!

Down in the Bonehoard was a neverending nightmare where I struggled to knock out Burricks due to them being extremely twitchy and tending to turn rather quickly. I also was killed in a single shot by an arrow trap, rather odd as the arrow trap should only take a bit of health at best. Overall, it is one level where I suffer a lot of pain due to Burricks. I also get injured due to not grabbing onto a ladder for some reason, Garrett simply slid down.

Assassins was a level that gave me a bit of trouble in my last stream and was part of the reason I was redoing this. I think this video showed a perfect execution of Assassins on my first try. No flashbombs or other resources were needed to fix mistakes, the only flashbombs needed were to get rid of guards in areas impossible to otherwise knock out (such as one that gets stuck walking into a wall looking towards your route). I even stealth the Burricks properly, which is surprising as I tend to alert them. Still, though perfectly executed, we are then required to go home regardless of the lack of alarm being pulled. I then proceed to continue my flawless playthrough through the city, showing that even the requirement of an extra objective was not enough to prevent this from being the perfect playthrough.

Read part 0 for an explanation on this series and how it is working.







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