The art of "The Art of Theft"

Recommended Videos

Zaklog the Great

New member
Nov 15, 2007
3
0
0
I thought it would be interesting to post a few tips and pointers for Yahtzee's new game The Art of Theft. I finished it for the first time last night, although I'm definitely replaying various missions to up my score. (For the curious, My scores on completion were Trilby, A, A, A, B, B, B. I then went back and re-did the second mission for a Trilby.)

First off, some skill pointers:
Roll: This skill is important. Even on the first mission there is an area much easier to access with this skill. On later missions there are important (but not vital, AFAIK) areas *impossible* to reach any other way.

Advanced Lockpicking: You *must* have level three of lockpicking to complete the seventh mission. Considering that, and how many RPs this costs, it makes sense to purchase lockpicking early on.

I've got a fair bit more to say, but I've got other work to attend to at the moment, so I'll be back to add to this later.

Any other tips or comments?
 

Zaklog the Great

New member
Nov 15, 2007
3
0
0
(If you think these tips should be under spoiler tags, let me know. For now, I'm posting them open.)

Sadist and Lower Standards: These are useful if your main goal is simply getting through the mission. If you're shooting for high ratings though, they're no good. Since I'd like to acheive a straight set of Trilbies, I consider these a waste of RPs.

Forgetfulness: I was excited about this until I learned that although they don't count against you during the mission, tripped alarms still affect your final score. Since, as I said, I'm shooting for a perfect final score, I don't consider this useful.

Safecracking: This is primarily useful if you don't have very good reaction time. (Considering you're on this forum, that's most likely not an issue.) I can usually get through the safes quickly. I suppose it might be good for trimming of a second here or there.

Reasonable Doubt: Well worth the price. This gives you just that instant or two more to get out of the guard's way. I highly recommend purchasing this one.

Flit to Shadows: This sounds really cool, but the key sequence has to be hit just right, and I keep screwing it up. Experiment if you want, but I was unable to make effective use of it.

Gecko Hold: This is also useful for staying out of a guard's way just until he passes. Since it has a time limit, wait until it's absolutely necessary to leap up.

Sugar Rush: I haven't tried this, but it doesn't sound extremely useful.