Autumn Castle/Fortress Cathedral Cave/Natural Tunnels Church City Daylight Factory/Facility Fog Forced Ghosting Hammerite Horror Keepers Lost Civilizations Mages Mansion/Estate Mazes Miscellaneous Buildings Non-Garrett Player Outdoor/Forest Pagan Phobic (Spiders/Heights) Rain Relic/Artifact/Talisman Sewer Surreal/Bizarre Thieves Highway/Rooftop Tombs/Catacombs/Crypts Tower Undead Warehouse
In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis... Read more
Prinxellier
Missions
Level Designer, Writer, Sound Guru, various other tasks
Firemage (Jordan_Maf)
Missions
Level Designer, Writer, Modeler, Programmer, various other tasks
Drk (Kubiac)
Missions
Level Designer
In The Black Parade you play the character of Hume, a hardened criminal who was sent into exile as a punishment for his crimes. The year is 833, you are now back in The City, a sprawling metropolis of soot-caked brick, greasy fumes and noisy machinery, with many a sinister conspiracy whispered behind closed doors. Lost and without a penny to your name, you are back to your life of thievery and must find your old associate Dahlquist. Shadows and silence are your allies. Light is your enemy. Stealth and cunning are your tools. And the riches of others are yours for the taking.
The Black Parade aims at being a love letter to Thief: The Dark Project, and we hope we succeeded! It is recommended to have played through Thief: The Dark Project and/or Thief 2: The Metal Age at least once beforehand, since these missions are overall tougher than the base game.
The Black Parade also comes with a few tweaks to the classic Thief gameplay formula:
- Hume is not a Keeper and thus never received Garrett’s training: AIs will now notice you if they bump into you or vice versa, sometimes even in a perfect shadow. Be careful!
- Hume can move banners aside instead of having to slash them.
- Hume has additional footstep sounds for chains and pipes; these are metal sounds that aren’t as noisy as regular metal (about as noisy as stone/wood).
- Water arrows can now be used to expand moss patches.
- Servants will re-light extinguished torches on higher difficulty levels.
- Servants may clean moss on the floor if they notice it on higher difficulty levels.
- Zombies now smash wooden doors open instead of simply opening them.
- Electric lanterns carried by guards can be turned off.
- A few guards in the campaign are outfitted with heavy armor and helms so they cannot be knocked out using the Blackjack.
- Hume can pick up small creature corpses such as spiders or sweels.
star 9.70
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