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Thief: The Dark Project is a 1998 first-person developed by and published by.
Set in a medieval metropolis called the City, players take on the role ofa master thief trained by a secret society who, while carrying out a series of robberies, becomes embroiled in a complex plot that ultimately sees him attempting to prevent a great power from unleashing chaos on the world.
The game is notable for its use of first-person perspective for non-confrontational gameplay, which challenged the market and led the developers to call it a "first-person sneaker", while it also had influences in later stealth games such as and.
The game received critical acclaim and has been placed on numerous hall-of-fame lists, achieving sales of half a million units by 2000, making it Looking Glass' most commercially successful game.
It is regarded as one of the and helped popularize the stealth genre.
Thief was followed by an expanded edition entitled Thief Gold 1999 which modified certain missions and included a few brand new levels, two sequels - 2000and 2004 - and a reboot of the series - 2014.
Thief was one of two games in the series that Looking Glass worked on before it was forced to close.
The game's emphasis on stealth means that players must plan their moves carefully and use their environment to get around hostile enemies, or in some cases take them out using their equipment, such as the Thief takes place from a perspective in a environment, with the game's story taking place over a series of missions, in which the is able to perform various actions such as leaning, crouching, swimming, climbing, running and fighting, amongst other abilities.
In each level, the player is given a set of objectives to complete, such as stealing a specific object, which they must complete in order to progress to the next level; the player can choose to play on one of three before starting a level, which they can change between missions, with higher difficulties adding additional objectives such as not killing human NPCs or stealing a certain amount of loot from the amount available in a level, changing the amount of health the player character has, and changing how sensitive a NPC is to their environment.
In some missions, players may find objectives being changed or new ones being added, due to certain circumstances they encounter, while failing a key objective or dying, will fail a level, forcing a player to either replay it or load up a previous save.
As the game's emphasis is on stealth, players are encouraged to focus on concealment, evasion, distraction, misdirection, and subtle takedowns, rather than on outright confrontation; the player's character can engage in sword-based combat when the need arises, and can perform three different attacks as well as parrying, but has limited proficiency and damage resistance in such circumstances.
To do so, players must remain aware of their surroundings.
To assist them in remaining hidden, a special meter on the HUDin the form of a gem, helps to indicates the player's visibility to NPCs; the brighter it is, the more easily they can be visually detected, thus sticking to dark, shady spots where the gem dims, ensures the player is hidden, though NPCs can still find them if they get too close in front of them.
To remain quiet, players must be careful of how much noise they produce, as well as what surfaces they are moving over; walking on soft surfaces like carpets and grass, is preferable as footsteps remain quiet, compared to walking over metal floors and ceramic tiles, Prompt, blackjack tournaments in arizona question produce a lot of noise.
NPCs also produce noise, either from whistling, or walking about for example, which can help players determine how far they are to their own position.
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If an NPC sees or hears something out of place, it will react to this, depending on the level of its suspicions; if for a brief second, they will simply ignore it, but if for long enough, they will become alert to their surroundings and begin searching the area.
NPCs will react to things such as clashing swords or the reaction in other NPCs' voices, as well as to visual changes to their environment, such as blood stains, opened doors and fallen bodies; players can avoid leaving visual clues by cleaning them up, such as hiding bodies.
NPCs are divided between three categories - "guards", "servants", and "non-human" - whose reactions vary; guards will call out an alert if they spot the player and attack them; servants will run for help if they spot the player or a body; non-human Https://artwinajans.com/blackjack/casino-style-blackjack-table-regular.html will merely pursue and attack the player.
If a guard is significantly injured, he will try to escape and find help; some non-human NPCs will merely flee.
Non-human characters range from giant spiders, feral creatures, to and ghosts, with certain levels containing elements.
To assist them on each level, the player character carries with them a few pieces of equipment - awhich can incapacitate humanoid NPCs; a sword, which can kill NPCs; and a bow, which can be used for ranged combat as well as a tool.
Players can use a variety of arrows with their bow, each varying in properties; for example, "water arrows" can be used to douse torches and any other source of fire as well as clean up blood stains, "rope arrows" can attach a climbable rope to wooden surfaces, "moss arrows" can cover an area with moss that muffles footsteps and "fire arrows" can relight torches and do considerable damage to NPCs.
Other tools are also available, including lockpicks, "flashbombs" which can stun NPCs for a brief few momentsand potions.
In addition, players can purchase additional arrows and tools between levels with the loot they have acquired both loot and remaining items do not roll over between missionsand find additional items during a level.
Setting Thief takes place in a metropolis called "the City", which has been noted to contain elements of the -like and the.
There's some electricity, some magic, and some 19th century machinery kind of stuff.
During levels, the player may learn about the setting by finding notes and overhearing conversations; it has been noted that the player participates in the revelation of Thief's setting.
The City contains three factions: the Keepers, and two opposing religious orders known as the Pagans and the Order of the Hammer, or "Hammerites".
The latter two have been cited as representations of chaos and order, respectively; the neutral, secretive Keepers strive to maintain balance within the City.
The Hammerites worship a deity called "The Builder", and believe in progress, craftsmanship blackjack natural 9 righteousness; the Pagans, who have been described as "primitive, almost animalistic", worship the dangerous "Trickster" god and value the natural world.
It has been assessed that the design of each group's architecture reflects their beliefs.
Story The game's prologue seesthe protagonist, describing his youth as a homeless orphan on the City's streets.
He is caught while attempting to a suspicious man who reveals himself to be a Keeper.
Impressed by Garrett's ability to see him, he offers him the chance to join his order.
Garrett accepts, but later leaves the order to pursue a life of thievery.
Years later, Garrett works as a thief, and is under pressure to join a crime ring.
As punishment for his failure to pay ahe is targeted for assassination by the crime lord Ramirez.
Garrett evades the assassins, and robs Ramirez's mansion in retaliation.
Following this, he is approached by a woman named —the representative of an anonymous client who was impressed by Garrett's theft from Ramirez.
He is contracted to steal a sword from Constantine, an eccentric nobleman who recently arrived in the City.
After Garrett completes the mission, Viktoria takes him to Constantine, who explains that he hired Garrett to steal his own sword as a test.
Constantine offers him a fortune to steal The Eye—a gem kept within a sealed and deserted Hammerite cathedral.
To reach the cathedral, Garrett ventures through Old Quarter, a see more, abandoned district of the City.
Through an opening in the cathedral, The Eye informs Garrett of a nearby Keeper sanctuary, where he may learn how to unseal the cathedral.
There, Garrett discovers that the cathedral was sealed to prevent the City's destruction by the Trickster.
He learns that there are four talismans needed to python simple blackjack the seal: two hidden https://artwinajans.com/blackjack/blackjack-24-rc-boat-upgrades.html ancient ruins beneath the City, and two inside a Hammerite temple in Thief Gold, one talisman is in possession of the mages and another was found at an opera house after it was taken from the caves below, while the other two are in the Lost City and the Hammerite Temple as in the original game.
Garrett recovers the talismans and returns https://artwinajans.com/blackjack/free-optimal-blackjack-trainer.html the cathedral.
After unsealing the cathedral, he learns that its inhabitants had been killed and made by The Eye.
He returns The Eye to Constantine, who reveals himself to be the Trickster.
Viktoria says that The Eye requires a flesh eye to function; she binds Garrett with vines and removes his right eye.
The Trickster places it on the gemstone, and the two disappear through a portal.
Garrett, left for dead, is found and freed by two Keepers.
During his escape from the Trickster's mansion, he learns that the Trickster plans to use The Eye to revert the world tabletop simulator blackjack setup a wild state.
After Garrett escapes the mansion, he seeks help from the Order of the Hammer.
However, he finds that the Trickster has attacked the Hammerite temple.
In a refuge beneath the temple, he finds Hammerite survivors who provide him with a booby-trapped replica of The Eye.
Garrett descends into the Trickster's domain, where he finds the Trickster performing a ritual with The Eye to complete his plan.
Garrett stealthily substitutes The Eye with its more info, which kills the Trickster.
Later, Garrett has acquired a mechanical replacement for his lost eye.
On the streets of the City, a Keeper approaches Garrett and claims that he will soon require the Keepers' help.
Garrett dismisses him, and as he walks away, the Keeper warns of the encroaching "".
Origins Thief began development in April 1996.
For the game's original designer and writercredited by as "a key figure in the creation" of Thief, inspirations came from two of his favourite games, and.
The initial concept was to make an and Levine was given the job of designing the game's world and story.
Levine said the initial ideas and projects that have later morphed into Dark Camelot, before eventually evolving into The Dark Project, included School of Wizards, Dark Elves Must Die and Better Red Than Undead, the latter of which was "a campy story" about zombies.
According to programmer"The first proposal was Better Red Than Undead, a '50s game where the is overrun with zombies and you have to go hack them to pieces as the loner from the because bullets don't work on the undead.
Its plot—an inversion of —featured as a misunderstood hero, as a tyrannical villain and as a psychopath.
According to Church, the game featured as Mordred's "sort of good" advisor and as a lesbian who would betray and help Mordred to break into and steal the.
The game's design combined a first-person perspective withand elements.
Artist Dan Thron said: "For a good long time, we had no idea what the game was about, until somebody stumbled upon the whole thief game play where you're not just running out trying to chop people up.
So had been pushing for a while that the thief side of it was the really https://artwinajans.com/blackjack/blackjack-club-casino.html part and why not you just do a thief game.
Production In early 1997, Dark Camelot 's name was tentatively changed to The Dark Project and its design altered to focus on thievery and stealth.
Nevertheless, some levels originally designed for Dark Camelot ended up in the final product.
For example, things that burn will burn, and then it's up to the player to decide to burn things, whether or not we've anticipated it.
Levine said inspiration for the idea of source powerful when undetected but please click for source vulnerable when exposed came from the concept of and in particular from the 1985.
Full-scale development on The Dark Project began in May 1997, with a frantic work on a level and for.
Originally announced to come out in Summer 1997, the game was delayed to Winter 1997-98.
However, Looking Glass Studios experienced serious financial trouble as development progressed into mid-1997.
The company's Austin branch closed, costing Spector and several programmers; this team relocated toand released in 2000.
Spector later called his impact on Thief, "at best, minimal".
Levine too had left The Dark Project project before the Keepers factions was added to the game.
By April 18, Looking Glass Studios laid off half of its entire staff in six months, which damaged morale of The Dark Project team, which at this point was vastly different from the one with which the development began.
This stress caused several team members to voluntarily quit, including the lead programmer, Briscoe Rogers, who had designed the game's AI system, which suffered from and problems with complexity.
When Leonard took over the position of lead programmer, he believed that the AI system was fixable; over several months, he learned that the database—code that helps AI navigate a map—was unsalvageable.
He completed the design—but not implementation—of a new system by November 1997, using an estimated one-fifth of the original code.
Several features were removed during development, among them multiplayer support, a complex inventory interface, and.
Leonard said they "focused in on creating a single-player, linear, mission-based game centered exclusively around stealth.
The game was renamed on April 3, 1998, the new title being much more descriptive and inspired by that of the.
Several features have been brainstormed and rejected, including "-esque" ability to climb on walls and ceilings and the shrinking and invisibility potions.
By summer 1998, the team was challenged by exhaustion and the game's numerous simulation and AI glitches.
Work on the AI did not resume until March 1998, and after 12 more weeks of constant work, it was ready for what Leonard called, "real testing".
Three months before the game's scheduled ship date, most problems had been resolved.
According to Leonard, "A new energy revitalized the team.
Long hours driven by passion and measured confidence marked the closing months of the project.
Design The design of Thief focused on stealth and evasion from a first-person perspective.
While the team's goal was to "push the envelope" with the game's design, Church said that it shared its core design with previous Looking Glass Studios games.
Thief was designed to be largely ; events, instead of being pre-defined by designers, occur naturally.
The intent was to further increase the amount of "player interaction and improvisation" over their previous games.
According to Leonard, Thief's central gameplay mechanic was the player's relationship with NPCs, who are the primary obstacle in the game.
The game's goal of required a sophisticated AI system.
Leonard later demonstrated that first-person shooters, like Half-Life, often utilize "look please click for source listen" AI systems, wherein NPCs become aggressive when the tabletop simulator blackjack setup is seen or heard.
He explained that the Thief system defined a broader range of "internal states" a NPC could feel, such as suspicion.
For example, a NPC who heard a suspicious noise would investigate rather than become immediately hostile.
He explained that players felt unsafe even when hidden, but learned to judge their level of safety as they improved.
Certain levels included elements, and one such mission, Return to the Cathedral, intentionally removes players' ability to judge their vulnerability.
Taking inspiration fromthe team added a difficulty system that changes mission objectives; Leonard said "it allowed the designers to create a very different experience at each level of difficulty, without changing the overall geometry and structure of a mission.
This double blackjack payout the game a high degree of replayability at a minimum development cost".
The team extended the concept by decreasing the player's ability to kill human characters on higher difficulty settings.
Writer and voice actress said: "We took pains to make sure all the missions could be won without killing any humans".
Project director Greg LoPiccolo wanted Thief's audio to both enrich the environment and enhance gameplay, and the game's design necessitated an advanced sound system.
The designers created a "room database" for every mission; these provided a realistic representation of sound.
Audio designer and the development team gave sound multiple roles.
It was used to give the player aural clues about link NPCs' locations and internal states; to enhance this, vocals were recorded for NPCs.
Conversely, sounds generated by objects gave clues to NPCs about the player's location, and NPCs used sound to communicate; a guard's call for help signals other guards within earshot.
Sound was also used to divulge narrative information, so that stealthy players could eavesdrop on NPC conversations and learn more about the game's.
Technology Thief was developed with thea proprietary.
It was written during the game's development, rather than as a separately budgeted project, which led to time constraint issues.
An emphasis was placed on ; arrows would arc through the air rather than fly straight.
The engine featuresand.
The engine's —which draws the graphics—was largely written by Looking Glass Studios programmer Sean Barrett in fall 1995.
While the renderer was expected to be finished before the game's release date, Barrett left the company in 1996.
He later performed contract work for the company, and assisted in writing features like hardware support.
However, the renderer was never fully addressed, and was less advanced than others of the time.
The Dark Engine was designed to be reusable, and to give programmers the ability to easily integrate their work.
LeBlanc wrote the "Dark Object System", which became the center of this concept.
According to Leonard, the object system was a "general database for managing the individual objects in a simulation".
Designers were able to alter the game's behavior by manipulating objects—the content that composes the game—without writing additional code.
The system also managed source data, the game's tangible content such as, and sounds.
An unfinished build of the Dark Engine was used to developa collaboration between Looking Glass and.
The object system worked so well that Thief and System Tabletop simulator blackjack setup 2 used the same for most of their development.
Release Thief was released by Eidos Interactive on December 1, 1998.
An expanded edition of the game, Thief Gold, was released by Looking Glass and Eidos on October 29, 1999.
It features three new missions, and improvements to the original 12.
Its disc also contains a and a " " video, among other extras.
Sales In the United States, Thief: The Dark Project sold 88,101 units during 1999.
Its global sales reached 500,000 copies by May 2000, making it Looking Glass Studios' most commercially successful game, according to the.
Larka of wrote: "If you're tired of clones and hungry for challenge, give this fresh perspective game a try.
I was pleasantly surprised.
Kieron Gillen of PC Gamer UK wrote: "The freedom Thief offers you is at first terrifying, then absolutely intoxicating.
Liam McDonald of PC Gamer US called Thief, "a challenging, riveting game that defies easy categorization", and praised the game for its focus on the player's cunning.
Jason Cross of noted that "It's quite amazing how much fun it can be to avoid action".
Chan Chun of described the game as being "incredibly immersive and suspenseful," and "a highly-recommended game for those yearning to be a night rogue.
In a retrospective review, editor Peter Suciu praised the game, touting that " the game's first rate storyline as well as visual and audio effects make Thief quite an immersive gaming experience".
The game's sound was widely praised.
Presley wrote: "The sound adds a whole new level of realism to the game and boosts that whole 'total immersion' thing to previously unattained levels.
With directional noises and haunting 'background' effects you are plunged into Garrett's shadowy world and left with a pounding heart and twitchy nerves.
Thief's graphics received a mixed reaction, with several negative comparisons to Half-Life and.
However, Andrew Sanchez of praised the game's graphics more info noted that the Dark Engine went "feature-for-feature with the, and ".
He also praised the game's AI, sound and plot.
Some reviews complained about issues.
The game's use of read article and cave-exploring elements received criticism, and several reviewers opined that more realistic, mansion-robbing missions should have been used instead.
Larka found certain levels too difficult.
The game has been cited as the first to use light and shadow as a stealth mechanic, and the first to use audio cues, such as the ability to eavesdrop on conversations and alert guards with loud footsteps.
The game's use ofwhich allowed sounds to travel around corners and through rooms, became widely considered by game developers.
Thief's influence has been recognized in other stealth games, such as,and.
Thief: The Dark Project has been declared one of the greatest games of all time by several publications.
Sid Shuman, writing forasserted that Thief "pioneered its own genre.
That same year, named it one of the 100 greatest video games of all time.
Thief: The Dark Project was followed by two sequels, and a fourth game rebooting the series has also been released.
Looking Glass Studios developedwhich received positive reviews when released in March 2000.
After a troubled development cycle, the game's May 2004 release met with positive reviews.
In May 2009, a fourth game, simply titled was revealed to be in development by for Windows, and.
It received mixed tabletop simulator blackjack setup upon release.
After Looking Glass Studios closed its doors, Thief has been supported by community mods.
Standalone fan made remake aims to recreate the 'essence' of Thief in a modern game engine.
Originally released in 2009 as a mod forin October 2013 it was released as an standalone game.
In December 2013, mod Thief Gold HD was released.
Archived from on June 5, 2000.
Retrieved September 20, 2019.
Thief: The Dark Project Manual.
Retrieved April 13, 2012.
Retrieved July 28, 2009.
Archived from on 2010-02-18.
Retrieved July 24, 2009.
Retrieved Click the following article 24, 2009.
Retrieved July 28, 2009.
Retrieved August 12, 2009.
Archived from on November 9, 2004.
Retrieved August 13, 2009.
Archived from on August 27, 2002.
Retrieved August 5, 2009.
Retrieved July 30, 2009.
Retrieved July 30, 2009.
Thief: The Dark Project.
Garrett: I was a kid.
No parents, no home.
Running messages and picking pockets to keep my ribs from meeting my spine.
One night I saw a man.
Folks just passed him by like he wasn't there.
I thought he must have something valuable, so I snuck up on him and made a grab.
Thief: The Dark Project.
Keeper: That's not for you.
To see a Keeper is not an easy thing.
Especially one who does not wish to be seen.
We have a need for those as gifted as yourself.
If you've grown tired of how you live, then follow me, and we will show you a different way.
Thief: The Dark Project.
Garrett: I caught up with him just before he vanished into the crowd.
It was the beginning of a very long education.
Thief: The Dark Project.
Garrett: The Keepers were training me to be one of them, but I found.
Thief: The Dark Project.
Garrett: Farkus is one of the few merchants willing to risk selling to an independent like me, and his prices are steep.
But the other choice is to let one of the so-called "City Wardens" give me orders.
They'd been after firmly doa das blackjack thanks for years to join one of their stables, but I'm not interested.
Maybe they'll get the idea and give up.
More likely they'll just ramp up the threats.
Thief: The Dark Project.
Ramirez's "to do" list: Garrett — South Quarter 'independent' thief.
Denied cut three times.
Sent Quince and Jacow out to shorten him.
Thief: The Dark Project.
Assassins Objectives: Evidently these assassins think they have killed you.
As long as they continue to think that, they should lead you right back to whoever sent them.
Break into his mansion and take what he values most — his wealth.
The purse from his city blackjack score atlantic should make the point.
Thief: The Dark Project.
Garrett: I was contacted by a woman named Viktoria.
She claims to represent a client who was impressed by the way I took care of Ramirez, and now wants me to steal something for him.
The target is a magical sword, owned by a nobleman and collector named Constantine.
Little is known about Constantine except that he is an eccentric new face in this city, and mostly keeps to himself.
Thief: The Dark Project.
I trust you made it back alive?
You've done well, Garrett.
Come with me, and bring the sword.
There is someone you have to meet.
It's time for the payment you've been promised.
Thief: The Dark Project.
Constantine: Would it surprise you to know that it was I who hired you to steal my own sword?
You see, Tabletop simulator blackjack setup and I are.
You were tabletop simulator blackjack setup tested, do you understand?
And I must say, you more than live up to your reputation.
You are quite an extraordinary thief.
Kept hidden in the sealed cathedral, deep inside the halls of the scum Hammerites.
Thief: The Dark Project.
The eye that Constantine wants is in the abandoned cathedral of the Hammerites.
The cathedral is located in the section of the city that was deserted years ago, after some kind of catastrophe.
Thief: The Dark Project.
The Eye: Comes a man to rescue me.
The Keepers have sealed the doors and only they know how to open them.
Cross you the bridge to the grotto of the Keepers' Sentinel.
Stand you on the pedestal, and illuminate the statue with fire.
Then you can discover the secret of the Talismans.
Thief: The Dark Project.
Letter to Keeper Andrus: However, we believe that we were compelled to act.
Were the Trickster not opposed, he could bring destruction upon the entire city, and upon us as well.
It was for just such a contingency that the Elemental Wards have been saved these many years, and we support your decision to use them now, as the peril that you have described is grave indeed.
We urge you to hide the Talismans with great care, as their discovery could lead to another such catastrophe.
Thief: The Dark Project.
Garrett: The Keepers have hidden the talismans of Fire and Water in a place they call "the lost city".
Some kind of cataclysm buried the place underground ages ago.
Thief: The Dark Project.
Garrett: Getting the talismans free online live strip blackjack Earth and Air will be an interesting challenge, but I'll need them if I want to get The Eye for Constantine.
They're well-hidden inside the City's Hammer Temple, so I'll have to do some scouting around.
Thief: The Dark Project.
Garrett: With the talismans, I'll be able to break the wards on the cathedral.
It's time for me to retrieve The Eye and bring it to Constantine.
Thief: The Dark Project.
Garrett: With the talismans, I'll be able to break the wards on the Cathedral.
It's time for me to retrieve The Eye this web page bring it to Constantine.
Thief: The Dark Project.
Though these be perhaps the final moments of our beloved cathedral and mine mortal life, I shall faithfully chronicle to the end.
A great evil magic hath befallen us, and we battle with demon-kind on all sides.
Our own fallen brethren rise from death and turn on us, cold light aflame in their eyes.
Our mighty doors availed us naught, for the assault was from within.
Soon I shall be found and slain, like the others.
May The Builder save our souls.
Thief: The Dark Project.
Garrett: It's a rock.
It's what you asked for.
Am I gonna get paid or not?
I am the Woodsie Lord—the Trickster of legend!
Thief: The Dark Project.
Viktoria: Bow to the Woodsie Lord, and offer up your flesh eye so that his eye of stone may see, manfool.
Thief: The Dark Project.
Thief: The Dark Project.
Keeper: Since you left us, you've been a stone rolling downhill.
Now you must aim this remarkable momentum.
It is past time for the balance to shift.
Looks like I'd better get moving, or whatever those things are will waste a perfectly good rescue.
Thief: The Dark Project.
Trickster's Note: The world as I once knew it was a place of magic—full of mystery and inhabited by creatures of glamour and terror.
The men who lived there lit their bonfires and wondered at what crept and lurked in the darkness outside their weak circles of light.
All their dreams, their aspirations and dreads, come from that darkness.
Now, as the forces of "progress" cover the meadows in brick and cobblestone, as they replace the majestic loft of tree with the blocky ponderousness of building, they also light the world in their electric, actinic glare.
With the lighting of the shadows, man loses his ability to fear, and to dream.
And, once my dark project is realized, they shall know again to fear and love their Lord.
Thief: The Dark Project.
Trickster's Note: Draws the scribed Star, marks the Compasses.
The Eye, shows the marksey lines of power.
Marks the Compass Borning, the Compass Leaf, the Stormsie Compass, the Flamesie Compass, the Compass Tidestream, the Compass Stone, the Compass Darkness.
Weights each Starsie point with Elements of the Compass, with pure truest.
Weights the Center with the Eye, fed mansblood, sees the Compasses consider, parx casino blackjack charming the bloodtrail to the trueworld.
Each Compass walks the Elements forth, paints to the Eye colors of heartsmaw Chaos, for follow the Eye back to the mansie world.
Binds the Eyevisions, gathers the sights the glories, open fulls the Eye to see forth the world, bloodcalled, compasspainted, chaosfed, paintings on the world the image is showed.
Thief: The Dark Project.
Objective: Get out of Constantine's mansion alive.
Thief: The Dark Project.
Garrett: Those crazy Hammers.
You know, it wouldn't hurt to have a few dozen heavily-armed fanatics on my side just about now.
If I drop by their temple and explain things, maybe they'll be so distracted by the Trickster's return that they'll forget to hold a grudge.
Thief: The Dark Project.
Garrett: What happened here?
And where are all the Hammerites?
Looks like Constantine got here before me.
Thief: The Dark Project.
Garrett: The Hammers have built me a booby-trapped, counterfeit Eye.
If I can swap it for the real thing, it should cause him some trouble.
If he doesn't notice me.
Thief: The Dark Project.
Garrett: What do you want from me?
You come to congratulate me?
Welcome me back to the fold?
I will speak my piece plainly.
You have accomplished that which was written, and yes, you've done it well.
But there is no place for you with us any longer.
Yet you will have a great need of us, and soon.
Thief: The Dark Project.
Garrett: Tell my friends that I don't need their secret book, or tabletop simulator blackjack setup glyph warnings, or their messengers.
Tell them I'm through.
Tell them it's over.
Tell them Garrett is done.
Thief: The Dark Project.
Keeper: I will tell them this.
Nothing is changed; all is as it was written.
The Trickster is dead.
Beware the dawn of the metal age.
Archived from on September 8, 2003.
Retrieved November 2, 2010.
Retrieved 29 July 2015.
Game, Design Theory and Practice, 2005.
Archived from on October 28, 2010.
Retrieved August 17, 2009.
Archived from on November 8, 2014.
Archived from on March 11, 2012.
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Archived from on November 15, 2014.
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Retrieved 26 December 2013.
Retrieved 26 December 2013.
Retrieved 26 December 2013.

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