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Trilby: The Art of Theft

Genre Stealth
Release Year 2007
Download http://www.escapistmagazine.com/content/games/yahtzee/artoftheft

Trilby: The Art of Theft is one of the few freeware stealth games. Follow Trilby through a total of 8 Heists, looting as quickly and efficiently as possible. A number of purchasable skills add some strategical depth to the game.

Challenges

Any%

Beat the first 7 Heists from a new save file. Only time spend on Heists is counted.

8:36 in 7 segments by Karol Urbanski on 2008-06-25

Author's Comments:

Art of Theft is one rad little game. There's very little stealth freewares out there, and I love stealth games, so it comes as no surprise that it instantly became one of my fave freeware games in existance. So, I decided to run it when LLCoolDave asked me to run some freeware ;).

I segmented the game level by level. There are 7 heists + bonus heist, which is not completed in this speedrun. I've recorded all the 'intermission' screens, where you buy stuff and save game. Also, I've recorded the epilogue and the start screen. The final time is the individual heist times added. The intermission screens don't count, but in the vein of a speedrun, I tried to do them fast ;).

Now, let's go heist by heist, shall we?

Start: Start game, go through the door and right into the car, off to the heist number 1.

Heist 1: Needed cash: 200$. Cash taken: 245$. Short and neat. 1 alarm, no tazers. Finishing time: 0:30.
I have no skills at this point, so I take a route that gives me 45$ over the needed loot. I'm positive it's the fastest, despite a rather large amount of unnecessary loot.

Intermission 1: I loaded from the main menu, that's why Trilby is on the lowest level during loading. I can't afford any skills, so time to go to heist 2.

Heist 2: Needed cash: 400$. Cash taken: 400$. 3 alarms, no tazers. Finishing time: 0:17.
Now that's some precise route planning! I don't think it can be done better. Thanks to a small glitch, I can storm through the highest floor easily - when two people notice you at the same time, only one alarm is thrown in most cases. :)

Intermission 2: I'm taking roll, it's gonna be essential for fast completion of further heists. Rolling is normally as fast as standard walk. However, when your roll ends under a low space OR doesn't stop until the next screen, you go into another roll instantly, which saves like 0.6-0.7 for each occurence of the trick! It also helps me escape an alarm at times, which is often critical to success. Very useful. Plus, I need to go through a few low spaces in the game as well.

Heist 3: Needed cash: 500$. Cash taken: 505$. 3 alarms, no tazers. Finishing time: 0:35.
Again, the plan was as close to the minimum needed as possible!

Intermission 3: I got a bunch of RP, so I buy another upgrade useful for speedrunning: sugar rush. It doubles your speed for a few seconds at the time. It would be only a slightly worthy upgrade if not for a special little glitch, though. See, normally you can only use it once a heist. However, using one on the intermission screen while entering a heist makes you start the heist with sugar rush on PLUS the normal sugar rush you can use. Neat :). I use the trick while entering heist 4.

Heist 4: Needed cash: 0$. Cash taken: 100$. 2 alarms, 2 tazers (there are infinite tazers in this level, I didn't need that much ;)). Finishing time: 0:41.
I take unnecessary 100$. Why? Because I need RP, and those two loot pieces are just enough. This level is pretty weird, but I handled it quite fast.

Intermission 4: I started with the sugar rush from the level still on :). I buy Locksmith level 2 for a few nasty locks in the further levels (almost impossible to finish the levels without it!). Sugar rush trick on, time for heist 5.

Heist 5: Needed cash: 600$. Cash taken: 615$. 3 alarms, 1 tazer. Finishing time: 1:19.
Just run around taking as much stuff as possible. Neat level.

Intermission 5: Sugar rush, heist 6.

Heist 6: Needed cash: 700$. Cash taken: 715$. 4 alarms, 3 tazers. Finishing time: 2:01.
Horrible level. From the few. hours that went into making this run, 2 were spent crapping this bad segment out. This is my third finish without triggering enough alarms to blow the try. I was extra careful at places. I made a small mistake dropping from the attic, but since I'd need to wait a sec near the keypad anyway, no time lost.

Intermission 6: I buy Lower Standards - without that the last heist is almost impossible to speedrun. Sugar rush, you should know the drill by now.

Heist 7: Cash needed: 0$. Cash taken: 120$ (you need to take Trilby's and Elizabeth's files in the level, so the 120$ always end in your pocket no matter what). 6 alarms (!!!), 3 tazers (!). Finishing time: 3:13.
The grande finale. Or at the very least, the longest finale. Long level with an unnecessary boss fight. I use up a bunch of alarms due to the starting screen and the screen with a metric ass-ton of replenishing laser traps. I've made a mistake lockpicking the final door (maaan), but since every other random element clicked... there you go. Enjoy the epilogue. I'm not running the bonus heist, since it's not needed to see the damn epilogue, and there's nothing new in that level, just a rehash of all the other ones. Final time of all heists: 8:36.