Thief: The Dark Project - Thief Wiki. Thief: The Dark Project. Designer(s)Greg Lo. Piccolo. Tom Leonard. Mark Lizotte. Tim Stellmach. Doug Church. Ken Levine. Eric Brosius. Version. Original)1. 3. 3 (Patch / Sold- Out Edition)1. Thief Gold)US release. November 3. 0, 1. Rating(s): ESRB: MUSK: 1. Thief: The Dark Project. Project director Greg LoPiccolo wanted Thief's audio to both enrich the environment and. Thief: The Dark Project, also known as Thief 1 or T1 or simply Thief. ProfDrMorph no CD Thief: The Dark Project (Director\'s Cut/Gold) v1.37 GER/UK Masterdealer no CD Thief: The Dark Project v1.14 GER Thief: The Dark Project v1.33. ProfDrMorph no CD Thief: The Dark Project (Director\'s Cut/Gold) v1.37 GER/UK Masterdealer no CD Thief: The Dark Project v1.14 GER Thief: The Dark Project v1.14 GER. We are happy to recommend you programs like Thief dark project no cd patch that other users liked. Software similar to Thief dark project no cd patch. OFLC: M1. 5+Requirements: 1. MHz CPU, 3. 2 MB RAM, 4 MB video card RAM, 4. X CD- ROM drive, Direct. X 6. 0, 4. 2 MB HD space, Windows 9. Website. The plot of both this game and Thief Gold focuses on The Dark Project. Thief: The Dark Project, also known as Thief 1 or T1 or simply Thief, is a first- person stealth game developed for Windows by Looking Glass Studios and published by Eidos Interactive. It is the first game in the Thief series, it is set in a Middle Age steampunk- fantasy setting, in a metropolis called The City. Thief casts the player as a professional thief named Garrett, who was trained by a secret society. He intertwines himself into a sinister plot while merely attempting to live off of his chosen profession. Based upon the Dark Engine, the game brought many new ideas and technological achievements to the software industry when it was released. The game underwent a tumultuous development cycle, during which initial plans for it to be action- oriented were altered to focus on stealth. Its final design combined ideas from first- person shooters with a focus on avoiding confrontation, which led the designers to label it a first- person . It has been hailed as one of the greatest games of all time. Thief was followed by two sequels, Thief II: The Metal Age and Thief: Deadly Shadows, the second of which was developed by Ion Storm Austin following the closure of Looking Glass Studios. Thief 4, the newest game in the series, was developed by Eidos Montreal, and was released on February 2. The game's heads- up display (HUD) includes a health bar and a visibility gem; the gem brightens or darkens depending on the visibility of the player character. Certain parts of the HUD become invisible when not in use. The selected difficulty also changes the level, with harder settings increasing the amount of enemies and making certain paths inaccessible. Different floors cause varying amounts of noise; gravel and ceramic tiles, for example, make a large amount of noise, while carpets make very little. Direct confrontations are handled with a sword- combat system, which features three possible attacks and the ability to parry. A bow is also present, but is usable as a tool as well as a weapon. Water arrows, for example, extinguish torches, while rope arrows lower a rope on which the player character may climb. Other tools available to the player include lockpicks, flashbombs, and speed potions, among other things. Objects stolen in a level become money that can be used to purchase equipment between levels. The sound of swords clashing or another NPC's voice are also be detected and reacted to. A non- hostile human will run for help from a hostile character; a hostile character will aggressively search for and attack the player character. If the player significantly injures a hostile human, they will retreat and call for help. The player's alterations of the game world, such as hiding bodies or extinguishing torches, can be detected by AI characters even when the player character is not near enough to witness it. Thief's setting is a conflation of late medieval society with early industrial revolution technology and magic in a dense urban environment. Cobbled streets of half timbered houses and stone mansions are lit by electric street lights. The classical elements of earth, fire, air and water naturally form into crystals that can be bought or found around the levels and used as tools. Characters in the game generally speak using modern English (with some exceptions; see below) in variations on British and New England accents. The game also has unique fauna such as Burricks and Craymen (see Opponents). The story is progressed through the briefings, several elaborate cutscenes and the missions themselves. In the missions players can read books and scrolls, overhear conversations and Garrett himself often makes comments. The core plot of the story is told via Garrett's narrow perspective, which rarely describes things that aren't of immediate concern. However external aspects and influences on the story are constantly being alluded to. Three groups from Thief society are of particular importance: The Keepers, The Order of the Hammer and the Pagans. The Order of the Hammer features in the game itself, but neither the Keepers or the Pagans are ever explicitly described. They are known primarily through the long quotes that open each briefing video. These quotes are presented as excerpts from the writings of each group and, though not always relevant to the mission, are effectively incluing players in general. A secret society, they are enigmatic to the point that it is unclear if a member of the Keepers carries on any public life outside the group. They are preoccupied with the idea of balance in all things and typically portrayed as hooded figures engaged in some scholarly work or observation. The Keepers believe Garrett is too skilled to be left to his own devices. They are named for the favored tool of the Builder, a messianic figure who led mankind to leave primitive life. The hammer is present in all of their iconography right down to their weapons. Hammerites speak and write in a distinctive fashion, derivative of Early Modern English such as that found in the King James Bible. Their quotes are taken from poems, songs and fragments of parchment found in abandoned temples and other ruins. They are noted by their use of an, at times barely comprehensible, rustic dialect. Their writings speak of the destruction of the natural order by the 'manfools' and a belief system that has a cyclical view of existence. Builds your Walls of Dead Stone. Builds your Dreams of Dead Thoughts. Comes Crying Laughing Singing back to Life, takes what you steal, And pulls the skins from your Dead Bones shrieking. A cynical, highly disciplined master thief who only wishes to be left alone to steal in peace, but who unwittingly becomes embroiled in a series of epic events. As a child, Garrett was recruited into the Keepers but later rebelled against their secretive, hierarchical ways. He left the mysterious organization, went into business for himself as a thief, and now uses his Keeper skills to steal from the rich and give to himself. Garrett comes across as cold and ruthless, but also seems to have a professional pride and will only kill when absolutely necessary. He is even a caring and warm person to those whom he regards as friends, like Viktoria (during the Metal Age) and Artemus, although not overtly. Orland eventually becomes the leader of the Keepers in Thief: Deadly Shadows. His leadership quickly proves officious, bureaucratic, and secretive, and Garrett quickly learns to dislike him. He first appeared in Thief II: The Metal Age, albeit voiced by a different actor. Orland is killed by the Hag towards the end of Thief: Deadly Shadows, in an encounter that begins with the Hag appearing in the body of Keeper Artemus. Artemus is the main point of contact between Garrett and the Keepers throughout the series and attempts to enlist his help with the various Keeper prophecies. He holds genuine affection for Garrett, in spite of Garrett's rejection of the Keeper ways, and carries a strong independent and rebellious streak of his own. Artemus also appears to be the only Keeper whose stealth skills rival Garrett's and occasionally manages to sneak up on him. Artemus is believed to have been killed towards the end of Thief: Deadly Shadows, by the Hag, who skinned him and took control over of his body in order to trick Garrett into . Prophecies are central to the Keepers' work, so Caduca plays a very important role in the organization, and even the Keeper leader listens to her advice. In reality, Caduca is actually relatively young. Prolonged exposure to the Glyphs causes accelerated aging, an effect which limits the amount of knowledge and power any single Keeper can obtain from studying the Glyphs. The word caduca is Portuguese for . He later reveals himself to be the Trickster, an ancient god of the Pagans. However, she and her followers become allies for Garrett's war on the Mechanists in the Metal Age. It is clear that she was able to gain Garrett's respect, even to the point of Garrett being willing to defend her directly. It seems that this degree of respect and general sentiment on Garrett's part is only seen in his relationship with Viktoria and the Keeper, Artemus. Garret has to break Cutty out of prison so he can get paid for the Bafford job, but later Cutty succumbs to the elements and dies within his cell. Garrett also helps to rescue Basso's betrothed Jeneviere from indentured servitude in the first mission of Thief II: The Metal Age. That is, the game's AIs carry on their movements whether the player is around or not (guards patrolling a mansion for instance) and are able to navigate level architecture almost completely. For example, if the player is walking through the courtyard of a mansion and a guard on the second floor sees this through a window, the guard will then run to the nearest stairs and out through the building to attack (even if the nearest stairs are on the opposite side of the building). The aforementioned guard's excitement may cause any other guards he passes to join him in the chase. This and other complex interactions NPCs can have (such as servants running to fetch guards to where they saw the player) coupled with the elaborate level architecture allows for a considerable degree of unpredictability in the gameplay. Novices are rarely seen young men clad in purple- gray and offer no physical threat. They function akin to a servant in terms of AI behaviour. They come in four varieties: earth, air, fire and water. Each mage attacks with spells based on their chosen element.
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