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The hero who goes where he pleases, takes what he wants, and shoves thin metal rods up his nose. A villainous hero and the heroic villain, who steals to make the world better (at least for himself).

The weakest hero, and simultaneously the most powerful one, for he can get away with murder.
Supposedly.

To be honest the Famous Adventurer can be a little full of crap sometimes, lol.

Confession time! When I was a kid... I didn't like the thief. Mostly because I felt terribly guilty trying to play as him. Though when I got older, I was better able to separate how I felt about things and appreciate the romanticized aspect of being a thief (after all, they're popular folk heroes even as villains.)

Honestly, I have a soft spot for the thief. Give him magic, and he can cast spells almost as well as a wizard (better than a Fighter). The Zap spell is amazing in the fifth game, with a stack of throwing daggers. There are even some methods of dying that only work if you're in a break-in room and have magic (like in the second game - try casting Fetch on a shelf full of pots while you're breaking into the Metalworkers' house. Don't confuse the metalworker with the blacksmith, though.)

My opinion on his performance in the first game depends on if it's EGA or VGA. In the EGA version, there are some good things like a fancier throwing dagger animation, and the ability to pick up the daggers you threw after a battle, since in the VGA version, the daggers disappear after a battle ensues. (A glitch, I think.) In the VGA version, however, stealth is much easier to train (you can simply sneak around - in the EGA version, you can only train sneak by repeatedly typing "sneak" and "walk", or sneaking around forest screens, which is much more dangerous if you actually run into an enemy because of how weak the Thief is initially.)
That being said, he is also a great option for this game because he is the only one that can get back into the town at night when the gate is closed. In fact, the entire game world is practically open to him and no one else, when it's night time. Sadly, you can never fully break into the castle, which is a shame because stealing from the baron would be pretty amazing.

Second game, though, is really where he starts to shine. The world seems to cater to his existence, what with the tightrope walker. Furthermore, Rakeesh is an excellent example of Lawful Good, not Lawful Stupid - his reaction to the Thief-Hero is of concern... for the hero. He advises him against wanton use of his thief sign, but also appreciates that his skills are useful for achieving the greater good, and advises him to be careful in walking that tightrope between light and dark, good and evil. Also, the final encounter is easily one of the most tense ones. And it's also home to a very hilarious reference to the Princess Bride (try throwing Fooler's Earth at Ad Avis instead of daggers.)

The third game is not the best game for the thief. There is no guild, and your only ally as a thief is the rope seller. However, in a sense, I like this because it gives you a chance to sympathize with Harim, and when he finds out you're a thief, he speaks out of concern for you. Though he may have no real opportunity to engage in grand larceny, the thief does still hold onto a unique method of resolving the conflict, and ultimately it his skills that still manage to save the day and defeat an evil demon wizard.

One of the downsides of the second and third games, though, is that there is no point in which you can train the climbing skill. The magic rope isn't very effect for this purpose, and there's no place in Fricana where you can repeatedly climb something to gain skill. (Any place that IS repeatedly climbable does not offer climbing experience.) The VGA remake of the second game helps by making one of the trees at the oasis climbable, which can definitely get you to 200.

(My solution: Get my climbing to 200, even if I have to suck a blue frog, then wish for climbing to get 250, then at QFG3, put all 50 points into Climbing to get it to 300 right from the beginning)

Fourth game is where things shine brightest. Perhaps maybe too bright? Acrobatics becomes a skill, and the Thief has the unique ability to become a whirling buzzsaw of death in the battlefield. It's almost comical, especially since it's so overpowered, too. The break-in scenarios are a little lackluster, I'll admit, but the Thief is the only character that doesn't need to use the Dark One Sign to get in AND out of the monastery. (The wizard can get in, but not out.)

Also, even though it has amazing battle applications, the acrobatics skill allows you to get through the swamp completely risk-free. After all, the hands cannot grab you on dry land, and the nature of the skill enables you to travel only on dry land.

Admittedly, with Climbing becoming a Fighter/Paladin skill, some thief solutions and fighter solutions overlap more than they usually would.

Fifth game is...

.....ehh....

It's my least favorite game to be a thief, and the biggest reason for that is the blasted dancing man puzzle. I hate it. Writing down the positions only really works when it's not the type of trap that automatically starts - and as far as I know, this means you're stuck playing on the easiest difficulty since that determines the level of traps you'll come across to a degree. I also hate wasting paper on this.

Also, there are some curious things, like acrobatics becoming useless except for tightrope walking, training acrobatics by shadow boxing with no weapon equipped, being unable to sneak on the world map (even in QFG3 you could do that) while every random enemy encounter begins with the enemy knowing exactly where you are, and a glitched deed where the game doesn't count you using the poisoned dagger on the Doom Dragon.

But that being said, it's not all bad. You get to break into several places, including a mansion. You finally get the REAL Blackbird, and you get to pull a fast one on Ferrari, too. And if you play your cards right, you can be both King of Silmaria AND King of Thieves (well, Chief, but basically the same thing).

All in all, it's a pretty interesting quest for glory for this particular class. He's pretty heroic for a thief, and pretty klepto for a hero. Is he a naive thief with aspirations of being a hero? Or is he a jaded guy who only pursues heroics in order to make the world safer for himself? While the QFG5 manual says the latter, I'm inclined to go with the former. After all, the best thieves are heroes. (And depending on who you ask, the best heroes are thieves.)

Also, since it was brought up in the last thread, a quick review of Heroine's Quest. (I would do Quest for Infamy but I haven't completed the Path of the Rogue in that game yet.)

In Heroine's Quest, the rogue is actually a really fun take on the archetype. In addition to her skills with sneaking and picking, she also gains a new ability - the ability to manipulate people with her words. Whether it's playing on the local charmer's misogyny to get a free meal, goading a wounded man into "escorting you" to his village (where it's plainly obvious you're trying to spare his ego while allowing you to escort him), or wheedling a merchant's prices far lower than they would normally allow you to take them, the Rogue has a way with words.
Play your cards right, though, and she's the only class to directly earn the favor of a god - even if that god is Loki. By refusing to bloody your hands in direct combat, you can earn Loki's praise - which has the odd effect of changing the ending.
My only real issue is that one break in scenario, where you break into Snorri's house, requires such intense timing that it's so easy to get killed. And if you try waiting until he leaves to grab the item you came to get, the game actually crashes. Not to mention the window for actually breaking into his house is surprisingly small.

All in all, a good classic archetype. And it's a toss up whether it or Paladin counts as my second favorite class.

What do you feel about it?
Awww man, I want to participate in these threads so bad, because they tickle my "Let's talk about QFG in depth" bone, but I haven't finished the fourth, fifth, Infamy and Heroine games and I'm constantly scared of spoilers. :< What are you doin, Blue, stop playing Might and Magic VII and finish those games already.

We actually started the series with Quest For Glory V my dad and I, I forgot how or why, but we chose the Thief as our character class. I recall, the first time we broke into that one house that I was instantly sold on the game itself, because up to that point, my RPG background had been Might and Magic IV, Land Of Lore and Final Fantasy, games where the Thief's job is to pick chests open or steal potions from monsters, and here, for the very first time, the Thief class was actually a frickin thief, pick-pocketing people's wallets, breaking into houses and doing thief things outside of battles or dungeons for once. We never finished the game but we had a blast playing it.

Three or four years later, I suppose I was nostalgic for Quest For Glory V because I decided to delve into the series proper, starting with the EGA version of Quest For Glory I. My first character of course was a thief, and I had a blast breaking into houses, the kobold's cave, the brigands' fort, but also, generally acting like a thief in the game, because in Quest For Glory V, we broke into the house and the bank, but we used that money to buy swords and armors and hack and slash our way through the game, whereas in the first game, I had to throw daggers at monsters and sneak in the forest or in the brigands' fort. Plus throwing a dagger at that bandit at the throwing range and killing him instantly, man, did that feel good. I didn't have the manual of the game however and so I missed out on the whole Thief Sign thingy, so I never found the thieves guild at all during that playthrough, but boy, did I spend a long time in the graveyard at night looking for the entrance or something (Thanks, Bruno).

The second game is in my opinion the game where the Thief class shine the most. It got lots of break-ins, the tight rope walking, that side quest in Raseir with Signor Ferrari and Khaveen, plus the finale in the palace... With the characters that you meet, the places that you visit, the addition of the magic rope to the thief's toolkit, the intermission, the blackbird... the game feels very, very much like a love letter to the Thief Of Baghdad and several other old movies the team must have soaked themselves as they made this game. You said it yourself, that game seems to have been designed for the thief in mind. Not only that, but the game has in my opinion the single most awesome heist in the series: the Metal Workers heist.

Every other heists in the series seems to follow what I call the Don't Wake Daddy formula, there's a person in the house that's asleep, you need to break in, get the things and get out without making too much noise and falling in the obvious traps, like the cat, the bird cage or the music boxes, otherwise the owner wakes up and you're screwed. But the Metal Worker's House is special because they're not asleep, they're awake, and stealing the place while covering your tracks every steps of the process, and finding a place to hide on the fly is so dang great. When I played the VGA version, my mind was blown when I discovered they added a fourth heist to the game, and that it was just as good as that one.

And that heist also highlight a problem with the series in my opinion, there is no escalation to the Thief's side quests (at least the heists that I played), no sooner the Metal Workers heist is over, that it reverts back to the old Don't Wake Daddy formula. And there's so much more that could have been done in my opinion, I think we all played Quest For Glory games dreaming "oh man, it would be so cool to break into that castle" and while you can't have a side quest with the same scope as the finale of King's Quest VI, heists where the people that you rob aren't asleep but awake and actively protecting the place you are breaking in, that would have been the logical place to take the Thief side quests in my opinion. But I still have the second half of Quest For Glory V to play, plus Quest For Infamy and Heroine's Quest so maybe one of those games will fulfill that wish.

As for the third and fourth game, I am afraid they were both steps down compared to Quest For Glory II. The third game is simply too dry for a thief, there is so little things to do: you cannot avoid fights by sneaking into the savanna because of the new traveling system, there is no thieves guild, the game has less heists, and no climactic finale in the bad guys' palace like the previous game.

As for the fourth game, I had high hopes, some people had told me it wasn't as dry as the third game, the manual alluded to thieves marks and symbols (I was playing Skyrim when I decided to play the fourth game and Skyrim featured thieves marks) and the castle is looming over you the whole time, getting you hyped for the day you'd finally get around to break inside. The Thief's plot line starts on a high note with the thieves guild side quest, and all that puzzle solving you need to do in there, but then I feel it just fizzles out and dies. I had no fun breaking into Nikolai's house, I had pity on the guy, he lost his wife, that's super sad, I don't wanna rob him... As for the Burgomeister's office, there's a desk, the end. I thought you'd have been able to sneak inside the back room, nope. I thought maybe once you rescue the dried domovoi you could have met him there, nope. You can also rescue Davy, sure, if you want to let Igor dies... As for the thieves marks, beyond the initial thieves guild side quest, they were under used in my opinion. You can't fence your loot, not that you'd want to anyway, because there is nothing to buy in the game, except for garlic sammiches.

As for the castle, when I got inside during my Fighter playthrough, I was heavily disappointed at the lack of things to do there. It could have been the closest thing to an actual dungeon the game could have had, with traps and monsters and what not, instead It's just a maze, nothing more. I thought it might have been different as thief character, but nope, it played just the same. I don't know the ins and outs behind the development of Quest For Glory IV, I haven't read much interviews or retrospectives on the series to avoid spoilers for the games I haven't played, but at points the game feels rushed, like they tried to bite more than they could chew and had to leave some parts unfinished or underdeveloped. That castle had so many rooms, why? Why not just have five rooms and pack them with things to do instead of........ I'm getting off topic here.

Someone once said in regard to Quest for Glory II, I think it was Lori Ann Cole herself, you can play a Thief and become a Paladin at the end of the game, as long you don't do any of the Thief's side quests... but where's the fun with that? And as I am replaying Quest For Glory IV, with my Fighter/Mage/Thief/Paladin hybrid class, I am actually doing that, I helped the Chief get his human shape back, and I am ignoring all of the break ins, and you know there's something wrong in there, because you're not supposed to want to do that, I'm not supposed to want to do that, the reason I got into Quest For Glory in the first place was because you could break into houses, and here I am, actively avoiding them because they're just not great in the fourth game.

So yeah, this has pretty much been my history and my impressions of the Thief in the series, the chapters that I have played at least. From a gameplay point of view, I have always felt the first and the second games were the best in the series, and this is definitely true for a Thief character, with a solid first game and an epic sequel. But I'll see, I still have Quest for Glory V to finish and the spiritual sequels too.
Post edited January 29, 2017 by blueskirt42
he thief can be one of the more fun classes to play as. It is odd to be a thief hero because, as the Mordavian Chief points out, being a thief and being a hero are usually 2 mutually exclusive things. But the hero of Gloriana makes it work.

The thief is, and always will be, the weakest in combat. But in most games, the thief can avoid combat entirely. The thief gets his money by stealing it, not by killing monsters, and the thief wants to train his thief skills, not his combat skills. The thief usually gets rich quicker than the other character classes and the game can move quicker when you are playing as a thief, because he can steal money. Of course, learning to play as a thief has some challenges of its own.

In the first game, unless you either "Razzle Dazzle Root Beer" or take advantage of the mushroom bug (depending on which version of the game you are playing), you will need to do some combat before you can register for the thieves' guild. That sucks, but once you can do some basic thieving, you can break into 2 different houses and steal some money and expensive stuff that you can fence. So during night 1, you can get all the money you will ever need for the rest of the game. The downside is, after those 2 break-ins, there's no more, so you can get all the fun thief stuff done on the first night but then you'll have to spend the rest of the game saving Spielburg, albeit with some thief differences. There is the Dag-Nab-It mini-game, but I don't like that very much. Still, it's a pretty good thief game. The thief gets some funny deaths, such as being killed by a cat that can morph into a panther.

In the original version of the 2nd game, there's 2 break-ins as well as a tight-rope walking mini-game in Shapeir. All 3 of those things can be done on day 2 and night 2. Those are fun. The downside is after night 2, you'll have to wait until you get to Raseir to do any more real thieving. The remake is better. In the remake, there's 3 break-ins in Shapeir, and they are spread out better. You can't do the 2nd break-in until night 4, so that reduces to wait time between break-ins. There's a 3rd break-in on night 13 near WIT. That break-in is difficult to properly pull off. The part where you have the purse, but the guard returns home looking for it (goes back and forth between 2 different places) got me stuck for a while the first time I did it. I had difficulty accepting that I was going to have to live with 4 fewer dinars than I could've had if the game allowed me to just take the purse and run. But once you successfully pull it off, the feeling of accomplishment is great! The downside there is, although you can fence a couple items from that house, you can't actually brag about it and have Dinarzad praise you for pulling it off. She only praises you for the first break-in. There's another downside in that you get no points for this break-in, due to the fact that it wasn't in the original game. Still, it's worth doing. The remake also adds an item in the first house that you can take if you search one area enough times. The 2nd game is also the first time you learn about the blackbird. Unfortunately for the hero, he saw the real blackbird in Spielburg, but he didn't take it. If only he had known about it and taken it, he could've given the real one to Ferrari as soon as he brought it up, and then he wouldn't have had to risk his life breaking into Khaveen's house. It's funny though, how you can clearly see the frustration on the hero's face when Ferrari tells him (after getting the falcon) that Khaveen's falcon wasn't the real one. The thief also gets the unique perk of being able to get in the harem, and have all these pretty women fawning over him. Interestingly, Corey and Lori forgot that ONLY the thief could do this when they designed QFG5. In that game, Budar and Nawar claim to recognize you even if you're a fighter, wizard or Paladin. Now how would Budar and Nawar have recognized the fighter, wizard, or paladin? Tight-rope walking Ad Avis's ritual chamber was a unique challenge. The downside to that is, it can be unwinnable if you've overused your magic rope, or if you don't have enough daggers at the end, but I've never heard either of those problems. The remake adds an interesting wrinkle in that Khaveen chases you on the tight rope , climbing hand over hand on his sword, and if he catches you, he somehow knocks you off the rope without losing his balance. You got to hand it to Khaveen. He may be evil, but he is very, VERY skilled. The remake also adds an alternate ending, where the thief can break into the palace by the front entrance, and he can leap on top of Khaveen and stab him to death. I believe this ending gives you fewer points, but it's worth doing if you've never done it.

The first 2 Quest For Glory games have perfect break-in music. The music for the break-in in the QFG2 remake may be even better than perfect. Kudos to AGD Interactive for that original composition. The first 2 games also give you arguably the funniest death ever, and it's unique to the thief ("pick nose"). I also enjoy the music for the tight-rope walking mini-game in the 2nd game.

The 3rd game is the weakest game for the thief. You can't grind your "pick lock" skill at all because there's only one lock in the entire game (excluding the locked chest in the leopardman chief's house. Breaking into that is pointless since money will be completely useless for the rest of the game). You also can't do a whole lot of climbing. The only things you can steal are a drum and a spear, and you don't even need to steal the drum. So you don't get to have much fun being a thief until you befriend Johari and break into her father's hut, and that's pretty late in the game. The only other part of the game where you do thief stuff is at the end, when you defeat the demon wizard the thief way. The thief is not my favorite class for that. I find it silly that alerting the demon wizard to your presence will only kill you if you are a thief. How does he know what character class you are, anyway, and why does he care?


The 4th game is also very bad for the thief IMO. Although we do go back to the good old days of having 2 break-ins in town, the problem is that those break-ins aren't unique to the thief. ANY character class can break into Nikolai's house, and the wizard can perform all of the break-ins that the thief can. It takes away from the fun of playing as a thief when other character classes can do the break-ins. Those should be unique to the thief. The break-ins are also less fun anyway. It's too easy to avoid death. Juts break into Nikolai's house after he dies, then just avoid the Burgomeister's bedroom and don't be there at daytime. I miss being attacked by a cat that morphs into a panther. Additionally, the doors in the castle are locked if you are a thief, which is annoying because if you play as all of the character classes equally, you're not used to the doors being locked. It's also annoying that in order to get the perfect score, you have to break Davy out of jail before you rescue Igor. I prefer just rescuing Igor. The most unique thing for the thief is the thieve's guild. THAT is a fun challenge in and of itself. The thieves' guild is the toughest part of QFG4 for any character class, both getting in there in the first place and discovering all the secrets. Unfortunately, the in-game reward isn't very high. You meet the chief thief, but he's useless. Even after you help him, he doesn't tell you any useful information that you didn't already know. The reward is meeting an impersonator of a famous celebrity (Peter Lorre). Personally, I prefer QFG5's Peter Lorre impersonator, making this one of the few instances where I prefer a QFG5 voice actor over a QFG4 one. Also the thief sign is completely useless in this game, other than getting some funny responses from the game.
Post edited January 31, 2017 by cbingham
I disagree with the original poster in that in think the 5th game was the best game for the thief. You make the thief sign to as many characters in that game alone (5) as the rest of the series combined (assuming you want the full points). You can rob the bank on night 1 and start the Rites of Rulership on day 2. All other classes start the Rites on Day 3 when I'm the one playing. And of course if you start the Rites earlier, you can end the game one day earlier than the rest of the classes if you want. There are more break-ins for the thief in this game than any of the other games. You can break into the house on the top floor, the bank twice, Ferrari's House, and Minos Island for a total of 5 break-ins (AGD's QFG2 has 4 break-ins). You can also sneak up behind people and knock them out which is fun. QFG5 is the first game in the series where you can pickpocket. Pickpocketing is fun, and once you learn how to grind the stat without being caught, you will never get caught (use the dummy in the guild. You can also pickpocket people in the town, and if you get caught, there's a funny little thing in this game where if you leave the screen quickly enough, the game forgets that you get caught. This little bug doesn't work if you unsuccessfully try to pickpocket any of the merchants or anyone in the Dead Parrot Inn, it just works on the townspeople). Granted you don't get anything useful if you steal from Sarra and even the fruit you steal from Marrak isn't that useful considering you get free food in the inn, even if it isn't good food. Pick-pocket Wolfie can be a good idea though, and even if you fail, you get a good laugh from what Wolfie says. As for the disarming traps thing, the way I do it is I memorize the location of the person who's standing still with his legs together. Then, I memorize which locations have the person looking to the right and which locations have the person looking to the left. If you can master that, that narrows down the guesswork. You'll make a few mistakes, but the game affords you a few mistakes so it's not likely to be a problem once you get good at it. Once you master this, 9 times out of 10 you will disarm the trap and not die, and it should be 10 out of 10 times if you turn the difficulty level down. It's a good alternative if you don't like wasting paper (I sure don't) and it helps build your memorization skill. Also, and this is IMPORTANT, for the most difficult traps in the game, the ones on Minos Island, you don't have to disarm them! Use the fireproofing potion that you can buy from Salim. Not only is that easier, it won't set off any alarms. There's also the Chief Thief contest, which if you win gives you a a funny ending. This is also the only QFG game with a bad ending other than the 1st one, and in QFG5 only the thief can get the bad ending (Ask Ferrari about the Blackbird during the 3rd or 4th Rite, then don't give it to him) Unfortunately, this game also has some unavoidable conflict for the thief. Also acrobatics is useless in this game. Well, you can use that skill at Pegasus Peaks if you have the rope and grapnel, but I would HIGHLY recommend not doing that and instead not getting the rope and grapnel, or putting it in the chest in your room, before you go to Pegasus peaks, and solve that puzzle the fighter/paladin way.
For Heroine's Quest, the thief class gave me the most difficulty when I first played it, since I couldn't find the majority of the break-ins without a walkthrough, and I couldn't even learn of all the stuff you can do in the break-ins I did find. Once nice thing about this game is if you've played the other character classes first, you know where the thieves' guild is already. I like that I can steal the shovel and the vase from Sigrun's shop, (without worrying about waking her up since she's not in the shop) and get started with the haugbui quest, and subsequently the Alviss quest, earlier than the other character classes. As a thief, I often rescue Alviss before I ever even go to Svartalfheim, which is funny since there's no way the Heroine would know about him. One of the bad things about Heroine's Quest is money is difficult to earn in that game. For some reason, most monsters don't have money. Also, you can only win a certain amount of money in the gambling game before Snorri stops playing with you, which is an unfortunate difference from "Quest For Infamy" where you can play the archery game as much as you want and get as much money as you want. But when you're playing as a thief, that doesn't matter since you can steal things, and you don't have to buy potions because combat is entirely avoidable. I love that Heroine's Quest made combat entirely avoidable. That wasn't the case for all the QFG games and certainly wasn't the case for Quest For Infamy. One thing I don't like is getting the poison for your daggers. That is very VERY difficult to do. I mean, finding Loki's place is hard enough when you don't know the game, and even if you do know the game, you have the have 90 climbing to get there. And then, leaping across the chasm, getting the posion, leaping back across the chasm, and making it to the exit before Sigyn (how do we know that's her name) does is almost impossible. Why don't the other character classes get a challenge this hard? But I do like that you can beat the game without helping anyone except Heime if you're a thief, since you can steal both of the eyes. If you manage this, you get a funny ending. It's also an interesting challenge as a thief to try and get your honor as low as possible. When you get your honor low, some people stop talking to you. First, Liff won't speak to you. Then others will follow. I've made it so that Liff, Arngrim, Aurvandel, and the Librarian don't speak to me. If you try to speak to them, they will say the exact same thing that they say if you had Andvari's ring in your inventory, but you will notice the difference because the game will not accompany their words with that ominous Andvari ring sound.

Quest For Infamy is a weak thief game for the same reason QFG4 is, becasue other character classes can do what the thief can. Roehm is already a bit of a rogue. He can sneak perfectly, regardless of his character class. In addition, the sorceror with the "Pick Mystical Lock" Spell can perform most of the break-ins that the thief can. Also the Birgand can climb ropes. The good news is, unlike QFG4, at least in QFI there are 2 break-ins that are unique to the thief: the bank in Volksville and the mayor's house in Tyr. Those places have special locks that only a thieves' toolkit can pick, and picking those locks is a fun challenge. In Tyr, you may not be able to get what you came for, though, if you didn't buy enough oil, or if you didn't bring any meat for the tiger. Getting caught in the mayor's house is funny though, due to the way the mayor whines when he sees you. One thing that's kind of good and kind of annoying about the thief is the map. When the thief uses the map, he uses the secret tunnels the thieves' know about. This is annoying, because when you use the map, you have to click through some extra messages of "You find the nearest tunnel..." every time. But on the other hand, these secret passages are useful. The thief is the only character class that can leave Tyr at night, which means the thief can beat the game without ever meeting the mayor. The thief can also get in the South Woods without having to deal with the hunters. One downside is the thief mini-game is my least favorite (each character class has a mini-game that you must beat before you can be that class). Combat is a major part of QFI since Roehm is naturally a violent man with few morals, so you can't avoid combat in QFI. The thief gets the special ability of throwing a bladerang (a boomerang with a blade) at his opponents. That ability doesn't compare to the sorceror's combat spells, but is WAY better than the brigand's special ability, which I'll get into if we do this thread for the fighter.

All in all, I very much enjoy the thief and the (usually) unique challenges it brings.
I concede that if it weren't for the dancing man puzzle, QFG5 would be my favorite game for the thief. But unfortunately, I just hate that puzzle too much. QFG4's disarming traps were too easy, and 5's too hard, in my opinion.

However, in regards to Infamy, I would like to defend something - while the Path of the Sorcerer is quite capable of accomplishing most of the quests, the Path of the Rogue offers it much sooner - the "Thievery" skill is *much* easier to train than the "Mysticality" skill, so it allows you to break into places much sooner than you can on the Sorcerer path. Furthermore, Rogue has 10 more HP than the Sorcerer, and while spells train Mysticality, the Bladerang trains Weapon HIt %, allowing you to continue using your sword. Which is handy because you can get a sword upgrade in a break in.

Also, I'm not sure you counted Issur's Blacksmith shop in your list of break ins for Quest for Glory 2. Metal Worker's, Blacksmith's, Guard's House (VGA Only), and Khaveen's house. That being said, it's such a small break in with only one reward that I won't blame you for not counting it, if you didn't.
Yeah I did count Issur's place. I said 2 break-ins in SHAPEIR in the original game. That excludes Khaveen's house, which is in Raseir, and the break-in by WIT in the remake (for the remake, when I said 3 break-ins in Shapeir, I was only excluding Khaveen's). I also said the remake has 4 break-ins total. Those are Metal-Workers, Issur's, Guard's, and Khaveen's.

The break-in that can't happen until night 4 in the remake is Issur's. In the original game you can do the Issur break-in as soon as you fence the metalworker's emerald bowl and tea set to Dinarzad. In the remake you can't break into Issur's house until night 4.
Post edited January 31, 2017 by cbingham
Technically, you can break into there at any time, even before the Metalworkers. The only thing that's different, if I recall, is that Dinarzad won't tell you to go there until later.
Love the thief. Love love love the thief. He's the fastest in every game. :)