Part 4: Stickin’ it to the Man
Chapter 4: Stickin’ it to the Man
Your attention please: Insert Name Here’s new name is now Nike von Slartibartfast.

That is all.
QfG1 Manual posted:
What is a Thieves' Guild?
To aid the Thief on his never-ending journey for the True Way, The Thieves'
Guild was created. This benevolent organization was formed to give the
Thief a chance to socialize among people of like mind without having to
watch his purse, for this is the refuge from the petty worries of the world.
The Thieves' Guild motto is 'Thou shalt not steal HERE.' This is the place
to find those lock-picks and tool kits you crave. Here is where you relieve
yourself of another's possessions and fence the items for cash.
How do I find the Thieves' Guild?
Thieves' Guilds, due to unfortunate social pressures, are forced to keep a
low profile. Unlike the Adventurer's Guild that allows any scum off the
street to enter and call himself an adventurer, the Thieves' Guild allows
only the true followers of the Way to enter its portals. Thus a series of
secret signs has been adopted.














Sadly, all of the other houses and businesses are not thievery targets. Apparently, all of the other locations, even the closed shops, are all barred from the inside, and our hero just isn’t dedicated to his night job enough to buy a thin iron rod. You can still use the doors as practice for lock picking, but be careful, because you can only get in three per screen before you “make too much noise” and get caught (although you can keep leaving and returning to reset your tries). Additionally, both robbery houses only give you one try before the owners get paranoid and start barring their doors, too, so make sure your visits count.

*The room smells vaguely of sauerkraut and bratwurst, with just a faint odor of smoke from pinewood. From somewhere in the house you can hear someone snoring.*



*Ah, got it! You see a bag of coins. You find fifty silvers and add them to your collection. You then put the empty bag back in the safe, close the door, and move the painting back to its original location.*


It’s a music box.





It’s easier to figure out in the SCI version where you don’t have to type “open box” before “take box,” but you can indeed steal the music box after the incident.

*In the desk drawers is an assortment of mostly worthless objects, but you also find three silvers, which you take.*



























Allow me to explain. You may have wondered earlier why I dumped so many points into Pick Locks; after all, it’s nice to be able to open doors and crack safes in one try, but wouldn’t those points be better spent on something to help you survive combat, like Weapon Use or Dodge? Well here’s the thing: you stop killing yourself when trying to pick your nose once you hit 40 skill points, and picking your nose counts as a form of Pick Locks practice that doesn’t get the sheriff after you. Even better, although it drains your stamina, picking your nose never drains health, so you can effectively train by moving the lock pick over your body and holding down enter for a few minutes. And training with your nose gets stats that start out like this:

To reach these numbers:

And eventually these:

I always train up to 100 in everything, so using an exploit like this to speed the process along doesn’t really bug me. Oh, and here’s what all those goodies I picked up are worth:




