thief: the dark project enemies
Set in a medieval steampunk metropolis called the City, the game follows Garrett, a master thief trained by a secret society. [24] After Garrett completes the mission, Viktoria takes him to Constantine,[25] who explains that he hired Garrett to steal his own sword as a test. They called him a dark entity and a false god, describing his miracles as false promises and that stealing is one of his ways. The markings seen on his forehead are merely the Pagan eye symbol. Damage is initially 1 point/2 seconds, but rapidly escalates. For example, an NPC who heard a suspicious noise would investigate rather than become immediately hostile. [58], However, Looking Glass Studios experienced serious financial trouble as development progressed into mid-1997. [2][5] To do so, players must remain aware of their surroundings. But as he takes on bigger heists, Garrett becomes entangled in a larger conflict involving more than just larceny. [5][63], The game's use of supernatural and cave-exploring elements received criticism,[11][73][76] and several reviewers opined that more realistic, mansion-robbing missions should have been used instead. The latter two have been cited as representations of chaos and order, respectively; the neutral, secretive Keepers strive to maintain balance within the City. Thief: The Dark Project Gold (v1.37) FAQ v15.2 by Taffer (taffer-six@home.com) July 22, 2000 "Ye shall not rob from the house I have built, or commit any theft or unrighteousness, lest ye be struck down and driven into the earth forthwith, and the land of the heathen consume you." He believed that the world should not progress with technology, and it was his desire to return the world to a more pure form without the great stone and metal buildings, where the forests covered the world and people lived off the land. The game went gold in November 1998, following an estimated 2.5 year development cycle and a $3 million budget. Writer and voice actress Terri Brosius said: "We took pains to make sure all the missions could be won without killing any humans". Their main weakness is they don't hear anything. "[74], In the United States, Thief: The Dark Project sold 88,101 units during 1999. He gave the pagans the power to control plant growth and raise the undead and both he and his minions could freely shapeshift between human and beast form. [93] Originally released in 2009 as a mod for Doom 3, in October 2013 it was released as an open-source standalone game. [38] During his escape from the Trickster's mansion, he learns that the Trickster plans to use The Eye to revert the world to a wild state. Garrett finds an ally in the shadows, as he steals for money and uncovers the hidden agendas of allies and enemies. "[87] In 2009, Thief was added to IGN's hall of fame. Looking Glass Studios developed Thief II: The Metal Age, which received positive reviews when released in March 2000. A thief named Garrett, raised and trained by a shadowy guild known as the Keepers, is tasked with retrieving valuables from the houses of the wealthy in a sprawling medieval metropolis. ; Fridge Horror: In "Return to the Cathedral," higher difficulties require you to retrieve a corpse from a dark, damp cellar. He explained that the Thief system defined a broader range of "internal states" an NPC could feel, such as suspicion. He is contracted to steal a sword from Constantine, an eccentric nobleman who recently arrived in the City. The Pagans are also allowed to built small huts to live in, as well as primitive temples, as seen in Beck o' the Wills. The Kurshok described him as being kindhearted, allowing them to construct cities and ships of immense size despite his hatred of those who cut down trees and change the form of raw materials. Fifty years before the events of Thief: The Dark Project, the Trickster may have used The Eye in order to start the Cataclysm within Old Quarter, which caused hordes of the undead to pour into the City from a prestigious Hammerite Cathedral.
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