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Thievery Campaign (Levels 1 - 6)

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Thievery Campaign
Parts 1 - 6

Thievery follows the adventures of Rahkan, a famous Satyr thief. When Rahkan stumbles across a big score, his greed may pull him down a path he could not forsee.

Thievery is a campaign focusing more on stealth than combat. Sneak around enemies, solve puzzles, fight bosses, assassinate weak enemies, and collect gold and items. You will find it is somewhat akin to Zelda games.

The campaign is difficult so you want to make sure to save your game here and there. Keep in mind that Rahkan is very weak and can die very quickly. Look before you leap.

Parts 1 through 6 complete. More coming soon!

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[9-21-09] Update: Fixed some patrol errors.

[11-20-09] Update: Some minor fixes and updates as I work on Part 5:
- Enemies that are immune to your skills will now display "Immune!" above their heads if you attempt to use the skill on them.
- Fixed a minor bug in Part 3 where you could approach Raz's shop using an unintentional path through the forest.
- Revamped the Soul Shard system to allow more inventory space.

[11-24-09] Update: Fixed a small oops I created in the last update.


[2-14-10] Update: Level 5 complete! I've decided since progress is much slower than I'd hoped, I'll just release each map as it comes out instead of in chapters. In addition to the release of level 5 (which is, in my opinion, the best one yet), I've also updated a few things:
- Opportunity will now show floating text if you get a successful combo.
- Lucky Rabbit's Foot now shows floating text when it comes into effect.
- The stun from your Stealth ability can no longer go into effect while you are still in stealth or after stealth has been broken. It now will always work on the attack breaking stealth.

Along with level 5, I've also added a button on the campaign that allows the game to search your game cache for old version saves so that you can go straight to level 5 if you've already completed levels 3 and 4.

A quick note: I've used two custom models in the map and I can't seem to find the authors' names. If you are the creator of Aura.mdx (The hero glow model) or the ItemKey model I use, please let me know so I can give you credit. Thanks!

Have fun!

[Update: 3-3-10] Added custom art and changed the titles of the books in the library puzzle in part 5 to clarify it a bit.

[Update: 3-14-10] Minor update, reduced filesize a bit and attempting to get the minimap preview to work on The Hive.

[Update: 4-4-10] Fixed a major oops I created in the last fix that caused Small Keys to be invisible!

[Update: 4-7-10] Double oops!

[Update: 6-27-10] Level 6 complete! For those of you who have already completed the previous levels, just click on "Load Progress" on the campaign screen to jump straight to level 6. Lots of custom music in this one, don't forget to turn it on! In addition to the new level, lots of small updates have been made to previous levels. Enjoy!

[Update: 6-30-10] Fixed a small bug in part 6.

[Update: 7-1-10] More bug fixes. <3 cleavinghammer!

[Update: 7- 22-15] Fixed broken screenshots.


Keywords:
Thief, Thievery, Satyr, Campaign, Zelda, Sneak, Stealth, Assassin, Gold, Steal, Rahkan, Raven
Contents

Thievery Campaign (Levels 1 - 6) (Campaign)

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
Uh... there ARE checkpoints as long as you have enough ankhs. And you can reset crates with the levers.

I mean an actual CHECKPOINT, where you can restart the level from those points...

I'm stuck between those islands in chapter 3 where you need one of those crates to pull you to the other side... I destroyed them both and now there's nothing else I can hook on too
 

Bawbz

Hosted Project: SB
Level 13
Joined
Jun 11, 2004
Messages
164
I mean an actual CHECKPOINT, where you can restart the level from those points...

I'm stuck between those islands in chapter 3 where you need one of those crates to pull you to the other side... I destroyed them both and now there's nothing else I can hook on too

Im not quite sure which crates you're talking about. Do you mean these?
http://img63.imageshack.us/img63/2884/crates.jpg

If so, how did you destroy them? There really shouldn't be a way to do that.
 

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
Yes, exactly those ones

I destroyed them by fireing the catapults from the other side, cos I thought I had to get one of those runes from inside those boxes
 

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
How in the world did you get them over to the other side of the island without dying?

that was damn easy, just not being seen

create a checkpoint system, it is highly appreciated in campaings since there's no way a custom game can be perfect without flaws... and I'm sorry, yours is FULL of flaws
 

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
another thing, I'm at the part where there's 3 catapults and you have to open a gate...
I don't know if you have to be superman and move at the speed of light and chance catapults, but I can't get passed it

Remember, people that play the game don't always know what's going throu your mind, so a tips system would also do good
PS: I wouldn't make hook the way you did, cos it pauses the unit more than a couple seconds...
 

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
This campaign is full of flaws? I must be one lucky bastard then. I've yet to find one. :p

You definitely don't have a good perspective then
This campaign is terrible for initiating players, as it has no guiding system nor a good checkpoint system for those that commit some sort of mistake
 

Bawbz

Hosted Project: SB
Level 13
Joined
Jun 11, 2004
Messages
164
Well I definitely don't think a checkpoint system is necessary. However there's always room to idiot-proof more things, such as making those crates unpushable or just changing them to a hookshotable tree. Let me know if you run into any more (you mentioned killing an enemy that you shouldn't have?)
 

Div

Div

Level 4
Joined
Oct 4, 2005
Messages
85
Yes, ''Difficulty: Hard''. Why should every campaign be easy for initiating players? There are plenty of others to choose from.

And you can save the game at any time. Those are your checkpoints.

Does the "Difficulty: Easy" allows Tips and Checkpoints? If not, that doesn't help at all.
Also, saving every minute isn't how I plan to spend my time if I wanna play a campaign.

If it's the room where the necromancers on the ledges keep resummoning a skeleton, you need to get the catapults on the green tiles and attack one so it hits another.

I know that, but each catapult faces each other, and there's no catapult that faces forward gate, actually there is, but then there's no catapult to fire to the one in front of it, thus starting the cicle.

Well I definitely don't think a checkpoint system is necessary. However there's always room to idiot-proof more things, such as making those crates unpushable or just changing them to a hookshotable tree. Let me know if you run into any more (you mentioned killing an enemy that you shouldn't have?)

I'm stuck at a part where there's two necromancers and a couple skeletons in a room and three catapults, one facing left, another one facing right, and a last one facing forward.
I know I'm supposed to open the gate by having each one fireing at each other and finally at the gate, but I need one more catapult facing forward to do so...
 
Level 1
Joined
Dec 26, 2010
Messages
5
Ok, first off, the campaign is great, complex, has some puzzles and up to this moment, i like it, yet, there are some things i wish to recommend.

camera could be optionally binded to the player unit, so, in boss fights (like with the giant murloc) it's simpler to follow your character. This is a minor annoyance, but it disappointed me from the very beggining, to be honest.

Chapter 3, where there are 2 crates next to a harbor that are supposed to be use with the hook spell, replace them with trees. The reason for that is that I went in that direction first, before heading to the small rat, but, on my way back to the temple and the small rat room, i used another route, and beforehands, i had destroyed the large crates with a ballista. What i'm saying is that it can get a player stuck if one does the same things i did at that point.

As for the ankh being, I have to agree with the person that said that unlimited ankhs should be given. Trial and error is quite often met in this game and it is quite frustrating to keep reloading your saves.

Another thing, which isn't really a bug, but just seemed completely illogical to me. What are the odds that there would be a room with throne and some trash in it, containing a key and several archers would be randomly running around there? Coulda replace with something more logical, but i guess it's okay if it stays that way, too.

Oh, also, the stun on the targets sometimes doesn't appear, sometimes it takes 1-1.5 seconds for it to appear, at least for me, which is clearly an issue, cause, if i perform the next spell (forgot the name, but you know what i mean) too early, it doesn't do the bonus damage, which bites my rear end.

Enough with the suggestions, as with the puzzles, they're great, but sometimes hints could be nice (you could implement them by setting off a timed trigger after entering a region with a difficult puzzle, from the observations of main character in first person, for example).

The one i happen to be stuck with is the same Div is stuck with. The only logical solution i could think of to solve that is to get them so that the catapults which are faced right and left face each other, with the left one being at the door, the upward/forward one fires initial charge, then the other two keep firing at each other and, with proper timing, it might be possible to replace the catapult facing left with the forward one before the charge has landed on the spot, resulting in the forward catapult launching a charge at the door. Timing here seems to be the problem, if this solution applies, though.


Wall of text crits you for 13'495!
 
Level 1
Joined
Dec 26, 2010
Messages
5
Okay, well, i'm past that puzzle, stuck at the big rat boss now, but not in the mood to try and figure out how to bring him down just yet.

as with the unlimited ankh thing, since you can set the revival points, perhaps you oughta set them far away enough, so's not to put any monsters that shouldn't be killed in danger.

Also, I went through previous posts, seems that the two crate issue has been fixed.

Will update if i have any more suggestions or notice anything that should be fixed.
 
Level 1
Joined
Dec 26, 2010
Messages
5
all of them... guess i got some sort of bug...
well, game over for me

Well, do so that you have the catapult facing LEFT in the bottom tile. others as forward towards gates and right towards the forward one.

Hooksoot the lever next to the skeleton and summon the necromancer, kill it with the catapult facing LEFT, hookshoot the lever again, use catapult to destroy the skeleton, the glowing button will activate and you're set to go.

This worked for me, i think it will work fer ye, too.
 
Level 10
Joined
Apr 4, 2010
Messages
286
Re: Checkpoints -

I've mentioned this before, but now seems like another good time to mention it. Eliminating the stack count for ankhs (ie, giving the player infinite lives) would do wonders for the playability of this campaign.

My experience playing this campaign was that a lot of the encounters (particularly bosses) took way more tries for me to beat than I had lives. Once I ran out of lives, I just started saving all the time. So the number of lives isn't really a limitation, it just forces the player to save a lot.

The thing is that saving all the time is inconvenient - it takes longer and longer the further into the campaign you get (especially on the 3rd and 5th chapters, which are HUGE). In some situations, particularly on boss fights, I would spend 60-90 seconds loading my saved game in between every 15 seconds of gameplay.

So RELYING on the player saving (which is what happens currently) is a bad thing. Eliminating the limit on extra lives and simply respawning the player at the last check point, ad infinitum, would all but eliminate reliance on saving/loading.

One other thing. Punishing the player for dying by draining his/her lives actually discourages players from experimenting, exploring and trying new approaches to puzzles. Returning the player to the last checkpoint when they die, without punishment, instead encourages the player to take more risks and try new solutions. Given that this is a puzzle game, this seems like a no-brainer.
 
Level 1
Joined
Dec 26, 2010
Messages
5
i stuck this place like photo tell how to solve?

Move the crate close to the wall of the platform where the button is.
Press the switch that makes the crate big.
Go to the other end of the platform.
Hookshoot onto the crate, you will be moved up on the raised platform.
Hookshoot the switch that makes crate small.
Hookshoot onto the crate, it will be moved to you, move it onto the button.
Hookshoot onto the target, you're all set to go to the next room.
 
Level 3
Joined
Jun 3, 2009
Messages
53
Which part? What's giving you trouble?

If you asked me, then it's OK, I managed to take the sucker down. Was hard as hell, but I made it.

Btw I found a bug; when the level ends and the guards catch Rahkan, one of them accidentally (or not?..) kills him, and instead of being taken to the dungeon, he revives in the middle of the place he fought Saradin. You might want to fix that.

And one more thing, in the room with those 2 altars (green and blue) with Xevec in chapter 6: do the ghouls ever stop coming? No matter how hard I fight, they always outnumber me, waste my Ankhs and own my sorry ass. And what do the numbers above the altars mean?

Anyway, awesome campaign, reminds me of the MGS games a lot ;)
 
Level 1
Joined
May 13, 2011
Messages
8
Chapter 6 Books!

Hey,amazing campaign,enjoying it a lot but my enjoyment has cm to full stop:ogre_haosis:
I am stuck in chapter 6 in the obsi statue place i found some books like Mjolnir,etc. but I have no idea what to do from here,I got two of the Teslanaut's in place,but am stuck from there.
 
Level 1
Joined
May 13, 2011
Messages
8
The statue is holding a sword and shield, place the corresponding items appropriately.

thank you!! I finally got it! The next teslanaut wont fire when i place it in the circle..is it a bug or is it meant to be this way?Hints would be appreciated..sorry if im being nooby :vw_wtf:
 
Level 10
Joined
Apr 4, 2010
Messages
286
Well, I've got the WarIII editing bug again, and that means I need to play some campaigns for inspiration. Since I'm making an RPG, it's time to dust off my three favorite campaigns - Blizzard's "Founding of Durotar," GG&K's "Dwarf Campaign" and OgreBob's "Thievery"!

I wonder if I'll figure things out more quickly this time since I've played through once before...
 
Level 7
Joined
Jun 16, 2008
Messages
327
Excellent campaign! The terraining is competent, the storyline and gameplay is original and unique, and the atmosphere is compelling and vibrant. What I love, as mentioned before, is the unique trait about this campaign that really makes it stand out. Impeccable work!

However, I do have a simple enquiry: I am stuck at a certain part in Chapter III: Ruin Run. I have just passed the three islands inhabited by the navy forces and have emerged back on the North-East side of the main island. I found a large crate, and moved it down into the temple. I am at a part where there is a locked gate, with the pathway that is leading up to it being blocked by rocks and debris. There are three hooking targets - one on the North cliff, one below it (on a lower level) to the South (by the gate), and one on another cliff to the South. The crate can't be pushed down onto the lower level, and I am not entirely sure what to do.

EDIT: Never mind! I think I've solved the issue. I've realized the crate is actually supposed to be used as a 'hooking' target, and can allow you to travel between the first and last islands. At least, I think...
 
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