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Adventure Of Thieves Cheats

Adventure Of Thieves

Hints and Tips:
---------------
Submitted by: David K.

-= Tutorial and Controls =-
The game includes an interactive tutorial and was designed around short 2D
platforming stages filled with traps. Start with the tutorial because its prompts
show the inputs used by your installed build. If a control is unclear later, return
to those prompts instead of relying on an old keyboard map or assuming the game
supports remapping.

Spend the early campaign learning trap timing instead of trying to rush every chest.
The single-player stages build the same trap-reading skills needed when attacking
player-built dungeons.

-= Current PC Release =-
Adventure Of Thieves is still sold for Windows, but Steam continues to label it Early
Access. The last documented Steam gameplay update is Version 1.2.1 from August 2016;
it added 10 stages and raised the campaign total to 80. Treat that 80-stage build as
the current documented Steam campaign.

The developer originally expected Early Access to last about two months and planned
roughly 50 more dungeons for a full release, but that expansion never arrived. Treat
the installed 2016 Early Access campaign as the released PC content rather than
waiting for a hidden later chapter to unlock.

-= Trap Timing =-
Most common mistakes in this game are timing mistakes. Stop at the safe edge, watch a
moving hazard complete a full cycle, then cross when you know where the safe interval
actually is. This matters more than raw speed when several traps overlap.

When a stage combines floor spikes, moving machinery, gaps, or other hazards, solve
one timing problem at a time. Do not launch the next jump while still reacting to the
previous trap unless the layout forces you to chain the movement.

-= Stars and Stage Ratings =-
The game tracks stars in normal progression, and PvP victories can also award a
three-star result. Treat a low-star clear as a reason to improve the route rather
than as proof that you missed one fixed timer, death, or collection threshold. No
published universal star formula is reliable enough to plan around.

-= Gold Reserve =-
Gold is tied to the online economy: players can steal treasure from other players,
and your own treasure can be attacked. The game also has an upgradeable Gold Mine
with progression through at least level 5. Keep reserve gold instead of spending the
entire balance whenever a new trap becomes available.

Read mine costs, production rates, and PvP payouts directly from your installed build
before spending gold. Do not plan a purchase around copied old tables when the game
already shows the value that matters for the next decision.

-= PvP Service Availability =-
Steam still advertises Online PvP, and the original design lets you attack another
player's dungeon, steal gold, defend your own dungeon, earn three-star PvP wins, and
use a Revenge system. The itch.io release likewise still describes server-based
network multiplayer.

Treat live PvP availability as uncertain. Steam and itch.io still advertise the mode,
but a working opponent pool is not currently confirmed. If the PvP screen finds no
valid opponent or never produces a playable attack stage, do not assume your dungeon
build is the cause.

-= Stage 9 Continue Blocker =-
If Stage 9 finishes but Continue does nothing, treat the symptom as a game-side
progression failure rather than a hidden timing or star requirement.

There is no known reliable fix. If this exact symptom appears, close and relaunch the
game, then verify the installation through your provider before repeating the stage.
Do not delete local data or repeatedly rebuild progress expecting a guaranteed cure.
If Stage 9 still refuses to advance, treat it as an unresolved game-side blocker.

Campaign and Platforming:
-------------------------
-= 80-Stage Campaign =-
Version 1.2.1 added a new chapter with 10 stages and raised the campaign total to 80.
The current documented campaign is therefore much larger than the launch-day build.
If older material stops well before Stage 80, it is describing an earlier version
rather than extra unofficial content in your copy.

The game also tracks chapter completion separately, so clearing isolated stages and
finishing a chapter are different progression milestones. Keep moving through the
campaign in order rather than treating the first handful of training stages as the
entire single-player game.

-= Single-Player Practice =-
The campaign teaches the movement and hazard-reading skills used throughout the game.
Before trying online attack play, make sure you can consistently cross a stage
without panic inputs:
* Wait for moving traps to reveal their full cycle before entering their space.
* Use a safe platform to reset your timing when several hazards overlap.
* Commit to one clean jump instead of correcting repeatedly while airborne.
* Treat the treasure or exit as the end of the route; the dangerous part is reaching
  it through the trap sequence, not simply moving toward it as fast as possible.

-= Improving Stage Clears =-
Stars reward successful play, but there is no reliable universal formula to target.
If a stage gives fewer stars than you want, improve the visible execution first:
cleaner trap timing, fewer failed attempts, and a more direct route. Do not chase an
assumed hidden timer or pickup requirement.

Dungeon Editor and Defense:
---------------------------
-= Editor Trap Inventory =-
The editor is a normal part of the shipped game, not a separate mod. Its interface
provides trap inventory on the side and uses direct drag-and-drop placement
inside your dungeon.

The visible editor controls are "BUY TRAP", "DELETE", and "SAVE DUNGEON".

A first defensive layout can be built without learning every trap at once:
1. Open the dungeon editor and inspect the trap quantities already available.
2. Use "BUY TRAP" only when you actually need another piece for the layout.
3. Drag a trap into a route an attacker must cross.
4. Use "DELETE" to remove a useless or easily bypassed placement.
5. Use "SAVE DUNGEON" before leaving the editor.

-= Layered Trap Layouts =-
The game includes multiple trap and obstacle types, including floor-spike and
moving-gear style hazards. A single isolated trap is easy to read. Stronger layouts
make the attacker solve a second timing problem immediately after the first without
turning the route into visual noise.

Use narrow approaches and landing zones as natural pressure points. Place the next
hazard where the player must decide when to move, not where it can be ignored from a
safe platform. After changing a layout, inspect the full route again; a visually busy
dungeon is not automatically a difficult one.

-= Treasure Route =-
Build around the path attackers must travel to reach your treasure. If you cannot
explain which trap is supposed to punish which jump or pause, the layout is probably
spending inventory without adding a real decision.

Gold, PvP, and Revenge:
----------------------
-= PvP Design =-
If matchmaking works, PvP sends you into another player's dungeon to steal treasure
while your own dungeon is exposed to the same risk. The game also includes three-star
PvP wins, an upgradeable Gold Mine, and a distinct Revenge action after attacks.

Dungeon editing protects your stored treasure, the Gold Mine supports longer-term
economy progression, attack runs steal from other players, and Revenge responds to
PvP activity. A working editor does not prove that matchmaking, Revenge, or every
online economy action is currently reachable.

On Steam, Version 1.2.1 removed the separate username-entry step and uses your Steam
username instead. Ignore old Steam instructions that tell you to create or type a
separate in-game username. Do not use that Steam-specific step as an itch.io account
instruction; the direct-download build may handle identity differently.

-= First PvP Test =-
Because live matchmaking is uncertain, test the service before investing heavily
around online play:
1. Finish enough tutorial and campaign play to understand the trap movement.
2. Open the PvP screen in your installed build.
3. Confirm that the game actually supplies a valid opponent dungeon and a playable
   attack stage.
4. Only after a real attack loads should you spend time tuning defense for active
   matchmaking or planning Revenge runs.

If no valid opponent or usable stage appears, stop there. Rebuilding your dungeon,
buying more traps, or upgrading the mine will not restore an unavailable
matchmaking service.

-= Gold Mine =-
The Gold Mine can be upgraded through at least level 5. Read the upgrade price and
production value from the in-game panel, then keep enough gold for the next trap or
mine action you actually intend to take.

-= Revenge =-
Revenge is a repeatable PvP action. If the online screen exposes an attack history or
Revenge option, use the target and cost shown there. If it does not, another hidden
menu will not make the feature usable while the online service is unavailable.

Solutions:
----------
-= Stage 9 Finishes but Continue Does Nothing =-
1. Confirm that Stage 9 registered as complete before clicking Continue again.
2. Exit the game normally and relaunch it once.
3. On Steam, verify the game files before replaying Stage 9. On another provider,
   preserve local data before using its repair or reinstall option.
4. Replay Stage 9 and test Continue again.
5. If Continue still does nothing, stop destructive troubleshooting. No reliable
   recovery is known, and deleting progress is not known to fix the blocker.

-= First Defensive Dungeon =-
1. Open the dungeon editor.
2. Check which traps are already available before buying anything.
3. Drag one trap into a jump, landing, or narrow approach an attacker must cross.
4. Add a second hazard only where it creates another timing decision instead of
   duplicating the first trap.
5. Remove bad placements with "DELETE".
6. Finish with "SAVE DUNGEON" so the edited layout is retained by the game.

-= PvP Opens but No Playable Opponent Appears =-
1. Leave the PvP screen and confirm that normal single-player stages still work.
2. Relaunch once and retry the PvP area.
3. If the same empty or unusable online state returns, do not spend more gold trying
   to repair it through dungeon upgrades.
4. Continue with the 80-stage campaign or editor practice instead. There is no
   reliable user-side repair for an unavailable online service.

Technical Issues:
-----------------
-= Steam Build and Windows Compatibility =-
Steam still sells the Windows build as Early Access, while itch.io offers a separate
Windows download. The last documented Steam gameplay update is Version 1.2.1 from
August 26, 2016, which is the build tied to the 80-stage campaign. Treat the two
providers separately for account and online behavior; a Steam-specific login or
matchmaking step is not automatically an itch.io instruction.

The game's original requirements list Windows XP, Vista, and 7, but the modern Steam
client requires Windows 10 or later. On Steam, the game process is aot.exe. Use that
exact process name when checking security software, compatibility settings, or a
frozen process, and avoid renaming or replacing the executable as a first
troubleshooting step.

-= Cloud Backup and Save Safety =-
Steam's store listing does not advertise Steam Cloud for Adventure Of Thieves. Keep
your own backup before deliberately deleting local game data. No verified Windows
save path is available, so do not use guessed AppData or registry paths copied from
unrelated Unity games.

Reference:
----------
-= Online and Economy =-
* Attack another player's dungeon and steal treasure when PvP service is available.
* Build and save a defensive dungeon with traps and obstacles.
* Three-star PvP victories exist.
* Stars are also collected in normal progression.
* Gold Mine upgrades exist through at least level 5.
* Revenge is a distinct repeatable PvP action.

-= Known Boundaries =-
* Online PvP may be empty or unavailable even though the stores still list it.
* First-match and Revenge entry have no verified fixed current menu path.
* Read Gold Mine costs and production rates from the installed build.
* The Stage 9 Continue blocker has no known reliable recovery.
* No verified Windows save-file path is available; back up local data first.
 
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