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** Hammer Haunts. An undead Hammerite with a skull for a face. As opposed to the aforementioned zombies, Haunts are fast, strong, relentless in their pursuit, and take a fair amount of hits before going down. The ''truly'' nightmarish part are the sounds they make. When patrolling you hear a chorus of whispers and clinking chains. When active, ghostly screams and voices demanding that you, ''"Join us, join us, JOIN US NOW!!"''

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** Hammer Haunts. An undead Hammerite with a skull for a face. As opposed to the aforementioned zombies, Haunts are fast, strong, relentless in their pursuit, and take a fair amount of hits before going down. The ''truly'' nightmarish part are the sounds they make. When patrolling you hear a chorus of whispers and clinking chains. When active, ghostly screams and voices demanding that you, ''"Join us, join us, JOIN US NOW!!"''
NOW!!"'', and in ''Deadly Shadows'', make extremely loud shrieks of pure anger.
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* [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the ''TabletopGame/TombOfHorrors'' but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]

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* [[http://www.''[[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] Legacy]]'' not only had a minor recreation of the ''TabletopGame/TombOfHorrors'' but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]



* A fan mission called ''Rowena's Curse'' achieves an excellent creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! And the scares just keep coming. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.

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* A fan mission called ''Rowena's Curse'' ''[[http://thiefmissions.com/m/RowenasCurse Rowena's Curse]]'' achieves an excellent creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! And the scares just keep coming. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.
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* Some truly scary missions for ''The Dark Mod'' include ''[[http://www.thedarkmod.com/missiondetails/?id=27 Glenham Tower]]'', ''[[http://www.thedarkmod.com/missiondetails/?id=76 Requiem]]'' or ''[[http://www.thedarkmod.com/missiondetails/?id=93 Exhumed]]''. ''[[http://www.thedarkmod.com/missiondetails/?id=52 A Night to Remember]]'' is a genuinely frightening ghost story with some unusual mixing up of gameplay. ''[[http://www.thedarkmod.com/missiondetails/?id=45 Reap as You Sow]]'' has some pretty terrifying sequences, despite being mostly [[DaylightHorror set during broad daylight]].

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* Some truly scary missions for ''The Dark Mod'' include ''[[http://www.thedarkmod.com/missiondetails/?id=27 Glenham Tower]]'', ''[[http://www.thedarkmod.com/missiondetails/?id=76 Requiem]]'' or ''[[http://www.thedarkmod.com/missiondetails/?id=93 Exhumed]]''. A genuinely frightening ghost story with some unusual mixing up of gameplay is ''[[http://www.thedarkmod.com/missiondetails/?id=52 A Night to Remember]]'' is a genuinely frightening ghost story with some unusual mixing up of gameplay.Remember]]''. ''[[http://www.thedarkmod.com/missiondetails/?id=45 Reap as You Sow]]'' has some pretty terrifying sequences, despite being mostly [[DaylightHorror set during broad daylight]].

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* The fan mission ''Eclipse'', set in a mysteriously abandoned port town, is fairly rare among fan missions for focusing primarily on a Keeper-related plot. Aside from that, though, it has a highly immersive atmosphere and some of its sections are among the scariest and most foreboding ever created for the series, whether in an original mission or a fan work.

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* The fan mission ''Eclipse'', ''[[http://thiefmissions.com/m/Eclipsed Eclipsed]]'', set in a mysteriously abandoned port town, is fairly rare among fan missions for focusing primarily on a Keeper-related plot. Aside from that, though, it has a highly immersive atmosphere and some of its sections are among the scariest and most foreboding ever created for the series, whether in an original mission or a fan work.work.
* Some truly scary missions for ''The Dark Mod'' include ''[[http://www.thedarkmod.com/missiondetails/?id=27 Glenham Tower]]'', ''[[http://www.thedarkmod.com/missiondetails/?id=76 Requiem]]'' or ''[[http://www.thedarkmod.com/missiondetails/?id=93 Exhumed]]''. ''[[http://www.thedarkmod.com/missiondetails/?id=52 A Night to Remember]]'' is a genuinely frightening ghost story with some unusual mixing up of gameplay. ''[[http://www.thedarkmod.com/missiondetails/?id=45 Reap as You Sow]]'' has some pretty terrifying sequences, despite being mostly [[DaylightHorror set during broad daylight]].

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http://static.tvtropes.org/pmwiki/pub/images/thief_TDP_ff25_402.jpg
[[caption-width:320:Your [[EyeScream sacrifice]] is not yet complete...]]



[[AC:Fanmade content]]

* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2.
** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the ''TabletopGame/TombOfHorrors'' but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
** One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! And the scares just keep coming. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.
** The fan mission ''Eclipse'', set in a mysteriously abandoned port town, is fairly rare among fan missions for focusing primarily on a Keeper-related plot. Aside from that, though, it has a highly immersive atmosphere and some of its sections are among the scariest and most foreboding ever created for the series, whether in an original mission or a fan work.

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[[AC:Fanmade content]]

*
!!Fanmade content
There are a lot of fairly scary or outright horrific fan missions for all the thief ''Thief'' games, particularly for 1 & 2.
**
2.

*
[[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the ''TabletopGame/TombOfHorrors'' but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
** * One particular Thief Fan Mission caused a heart attack ([[http://www.''Thief'' fan mission, ''[[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend Phantasmagoria]]'', caused a heart attack. It's been strongly recommended you play the remake, which doesn't have the potential to kill you). you. Yes, the game mission is this ''that'' scary.
** * A level fan mission called "Rowena's Curse" ''Rowena's Curse'' achieves an excellant excellent creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! And the scares just keep coming. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.
** * The fan mission ''Eclipse'', set in a mysteriously abandoned port town, is fairly rare among fan missions for focusing primarily on a Keeper-related plot. Aside from that, though, it has a highly immersive atmosphere and some of its sections are among the scariest and most foreboding ever created for the series, whether in an original mission or a fan work.

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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots. The first person perspective and the fact that Garrett is rather fragile will simply add to the moments of panic.

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!!In general
* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots. The first person perspective and the fact that Garrett is rather fragile will simply add to the moments of panic.



[[AC:Thief: The Dark Project]]

* Traveling through haunted tunnels, groping around pitch darkness, trying to find the elevator...the zombies who can't be killed except with the all-too-rare holy water, shambling about somewhere nearby, groaning...you never know quite where they are until they're RIGHT IN FRONT OF YOUR FACE. At which point you realize that no matter how many times you frantically flail at them with your sword, they'll ''just keep getting up''. If you make the mistake of going down to the bottom level of the mine, you'll be assualted by giant spiders that may make you realize you suffer arachnophobia.
* In the later levels of the first game, the player will often come in contact with the various demons summoned by Constantine...the rat/monkey ones were only marginally scary, but the praying mantis-like creatures were incredible nightmare fuel. They moved about in a hideous, jerky parody of a human walking, and made cooing noises that sounded disturbingly like a human baby. Plus, they'll spit clouds of flies into your face, which does really awful things to your health bar.
* Haunts. The fact that the corporeal Hammer Haunts are, from the rear, entirely indistinguishable from normal Hammerites - in some cases right up until you attempt to blackjack them - makes it infinitely worse.
* Pretty much anything to do with the [[spoiler:[[ArtifactOfDoom the Eye]]]] qualifies, from the way it [[spoiler:speaks menacingly to you]] to the way it ends up [[spoiler:being permanently integrated with [[EyeScream one of your EYES!]]]].
** [[http://www.youtube.com/watch?v=tYOeHevFUKI ''Viktoria, are you prepared to give Mr. Garret his... compensation?'']]. EyeScream, you scream, we all scream for {{Squick}}. (shudder)
* Return to the Haunted Cathedral. Hot damn. That game is 10 years old, the graphics are very old and that level is still such a mindscrew...
* "Down in the Bonehoard" can be pretty harrowing unless you don't mind being constantly chased by 6 or 7 zombies all the time, but the one positively terrifying thing was the flaming spectre that appears only in a puzzle room exclusive to [[ExpansionPack Thief Gold.]] He's ostensibly there to provide extra fire arrows and not allow the player to become permanently stuck, but he is also '''completely batshit terrifying.''' After being doused with water arrows, he'll drop some fire crystals, go ''apeshit,'' speed up drastically, and start sprinting around the room in the most [[UncannyValley unnatural]] way possible, bouncing off the walls like a '''nightmare pinball''' before finding the door and disappearing into the bowels of the level. The worst part? He's not dead, can't die, and will come back to get you later, somewhere else, ANYWHERE else, now that you've shooed him out of his little hidey-hole. And since the Bonehorde is a long, long, looooong level, especially if you've selected the difficulty setting that requires you to meet him in the first place, he'll have ''plenty of time to do it.'' Brrrrr.
* Many players found the [[spoiler:whispering Haunts]] from the first game extraordinarily creepy.
** In the first game, "Return to the Cathedral", and the cutscene after that. Most effective at night and despite the fact that the [[spoiler: Hammer Haunts]] ''can'' be harmed.
* And just for shits and giggles, take a look at the [[DerangedAnimation ominous]] [[http://www.youtube.com/watch?v=1uR8pcqV_HY intro]] of the first game... [[MindScrew If you dare]]...
* For the intro and first level, there have been no indications that supernatural stuff actually exists in the gameworld and therefore most players probably laughed at the superstitious people who, according to Garrett in the intro to the second mission, believe the lower mine shafts of Cragscleft to be haunted... Only to then stumble across their first zombie. This troper literally screamed when he was suddenly standing behind me...

[[AC:Thief II: The Metal Age]]

* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* In "Shipping... and Receiving", you can gain access to the Mynell Steaks building to steal the Mynell's recipe, [[spoiler:only to find out that the secret ingredient was spider meat, and some of the spiders in the room are still alive, instantly trying to attack you.]] They hardly cause any harm, but considering that it's the first possible monster encounter in the game, placed in an otherwise ordinary mission, inexperienced player (and ''especially'' the one who plays any Thief game for the first time) can be quickly caught off guard .
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]
* The Mechanist robots in ''Thief II'' are very intimidating to the inexperienced player. Also, the invincible but harmless Mechanist 'Cherub' that appears ''out of thin air'' and follows you around everywhere in one level making weird noises seriously scared a lot of players who weren't unhinged by the scarier elements of the first game.
** The Mechanist servants, when you realize that [[spoiler: they are free willed humans with their actions controlled by robotic implants. They often have conversations with themselves in which the human bemoans their fate or the robot tells the human off. A specific few are known to utter 'thank you' with their final breath if you kill them.]]
** The first place you encounter them is a laboratory that's part of a converted Hammerite seminary. Here are tanks in which are found servants that are apparently partway through the transformation process. Charming. Underneath the floor, however, is a collection of dead bodies... "subjects" that didn't survive whatever unspeakable "processing" they undergo? Like Garrett says, "I could really learn to hate these guys."
* The jail cells of Shoalsgate. Here are people living in dark and dank (and presumably smelly) cells, some implied to be unjustly incarcerated for the smallest of crimes. What's more, it's always patrolled by a Hammer Haunt that doesn't even acknowledge your presence. But worst of all is the seclusion cell, wherein sits an insane murderer, who continually "reminisces" about his crimes (only stopping every once in a while for fits of insane laughter). And worst of all? You never see what the guy looks like. The point is... if you're a criminal in the world of ''Thief'', NEVER GET CAUGHT.
* In "Blackmail", there is a hidden basement containing a rack and (depending on the version you're playing, a dead or decidedly un-dead) corpse. Just what the hell was Truart up to?
* In the rooftop/party level, Garrett can stumble into an elevator leading up to a room with a decidedly creepy-looking altar, containing a book... which, if he decides to read, [[spoiler: turns out to be the [[TomeOfEldritchLore Book of Ash]] mentioned with fear by the mages in the first game, complete with a full ritual in Lovecraftesque... and upon closing it, the player will find its previous two readers, turned into undead monsters!]]
* In "Trail of Blood", in the cavern area, there is a room in which, as soon as you walk into, you will find a plethora of eyeball-flowers, which will all too quickly start turning to stare directly at Garrett, with {{squick}}-inducing squelching noises.

[[AC:Thief: Deadly Shadows]]

* The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once... Cue brain shifting gears without a clutch.
*** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.
*** A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
*** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
**** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
**** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
**** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
**** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
**** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
**** He laughs because there's no down button for the elevator at the top.
**** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
*** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
**** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
** ''"THE SOUND AGAIN AND FIND THE SOUND AND KILL AND KILL AND CRUSH..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''


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[[AC:Thief: The Dark Project]]

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!! Subpages:
* Traveling through haunted tunnels, groping around pitch darkness, trying to find the elevator...the zombies who can't be killed except with the all-too-rare holy water, shambling about somewhere nearby, groaning...you never know quite where they are until they're RIGHT IN FRONT OF YOUR FACE. At which point you realize that no matter how many times you frantically flail at them with your sword, they'll ''just keep getting up''. If you make the mistake of going down to the bottom level of the mine, you'll be assualted by giant spiders that may make you realize you suffer arachnophobia.
NightmareFuel/ThiefTheDarkProject
* In the later levels of the first game, the player will often come in contact with the various demons summoned by Constantine...the rat/monkey ones were only marginally scary, but the praying mantis-like creatures were incredible nightmare fuel. They moved about in a hideous, jerky parody of a human walking, and made cooing noises that sounded disturbingly like a human baby. Plus, they'll spit clouds of flies into your face, which does really awful things to your health bar.
NightmareFuel/ThiefIITheMetalAge
* Haunts. The fact that the corporeal Hammer Haunts are, from the rear, entirely indistinguishable from normal Hammerites - in some cases right up until you attempt to blackjack them - makes it infinitely worse.
* Pretty much anything to do with the [[spoiler:[[ArtifactOfDoom the Eye]]]] qualifies, from the way it [[spoiler:speaks menacingly to you]] to the way it ends up [[spoiler:being permanently integrated with [[EyeScream one of your EYES!]]]].
** [[http://www.youtube.com/watch?v=tYOeHevFUKI ''Viktoria, are you prepared to give Mr. Garret his... compensation?'']]. EyeScream, you scream, we all scream for {{Squick}}. (shudder)
* Return to the Haunted Cathedral. Hot damn. That game is 10 years old, the graphics are very old and that level is still such a mindscrew...
* "Down in the Bonehoard" can be pretty harrowing unless you don't mind being constantly chased by 6 or 7 zombies all the time, but the one positively terrifying thing was the flaming spectre that appears only in a puzzle room exclusive to [[ExpansionPack Thief Gold.]] He's ostensibly there to provide extra fire arrows and not allow the player to become permanently stuck, but he is also '''completely batshit terrifying.''' After being doused with water arrows, he'll drop some fire crystals, go ''apeshit,'' speed up drastically, and start sprinting around the room in the most [[UncannyValley unnatural]] way possible, bouncing off the walls like a '''nightmare pinball''' before finding the door and disappearing into the bowels of the level. The worst part? He's not dead, can't die, and will come back to get you later, somewhere else, ANYWHERE else, now that you've shooed him out of his little hidey-hole. And since the Bonehorde is a long, long, looooong level, especially if you've selected the difficulty setting that requires you to meet him in the first place, he'll have ''plenty of time to do it.'' Brrrrr.
* Many players found the [[spoiler:whispering Haunts]] from the first game extraordinarily creepy.
** In the first game, "Return to the Cathedral", and the cutscene after that. Most effective at night and despite the fact that the [[spoiler: Hammer Haunts]] ''can'' be harmed.
* And just for shits and giggles, take a look at the [[DerangedAnimation ominous]] [[http://www.youtube.com/watch?v=1uR8pcqV_HY intro]] of the first game... [[MindScrew If you dare]]...
* For the intro and first level, there have been no indications that supernatural stuff actually exists in the gameworld and therefore most players probably laughed at the superstitious people who, according to Garrett in the intro to the second mission, believe the lower mine shafts of Cragscleft to be haunted... Only to then stumble across their first zombie. This troper literally screamed when he was suddenly standing behind me...

[[AC:Thief II: The Metal Age]]

* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* In "Shipping... and Receiving", you can gain access to the Mynell Steaks building to steal the Mynell's recipe, [[spoiler:only to find out that the secret ingredient was spider meat, and some of the spiders in the room are still alive, instantly trying to attack you.]] They hardly cause any harm, but considering that it's the first possible monster encounter in the game, placed in an otherwise ordinary mission, inexperienced player (and ''especially'' the one who plays any Thief game for the first time) can be quickly caught off guard .
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]
* The Mechanist robots in ''Thief II'' are very intimidating to the inexperienced player. Also, the invincible but harmless Mechanist 'Cherub' that appears ''out of thin air'' and follows you around everywhere in one level making weird noises seriously scared a lot of players who weren't unhinged by the scarier elements of the first game.
** The Mechanist servants, when you realize that [[spoiler: they are free willed humans with their actions controlled by robotic implants. They often have conversations with themselves in which the human bemoans their fate or the robot tells the human off. A specific few are known to utter 'thank you' with their final breath if you kill them.]]
** The first place you encounter them is a laboratory that's part of a converted Hammerite seminary. Here are tanks in which are found servants that are apparently partway through the transformation process. Charming. Underneath the floor, however, is a collection of dead bodies... "subjects" that didn't survive whatever unspeakable "processing" they undergo? Like Garrett says, "I could really learn to hate these guys."
* The jail cells of Shoalsgate. Here are people living in dark and dank (and presumably smelly) cells, some implied to be unjustly incarcerated for the smallest of crimes. What's more, it's always patrolled by a Hammer Haunt that doesn't even acknowledge your presence. But worst of all is the seclusion cell, wherein sits an insane murderer, who continually "reminisces" about his crimes (only stopping every once in a while for fits of insane laughter). And worst of all? You never see what the guy looks like. The point is... if you're a criminal in the world of ''Thief'', NEVER GET CAUGHT.
* In "Blackmail", there is a hidden basement containing a rack and (depending on the version you're playing, a dead or decidedly un-dead) corpse. Just what the hell was Truart up to?
* In the rooftop/party level, Garrett can stumble into an elevator leading up to a room with a decidedly creepy-looking altar, containing a book... which, if he decides to read, [[spoiler: turns out to be the [[TomeOfEldritchLore Book of Ash]] mentioned with fear by the mages in the first game, complete with a full ritual in Lovecraftesque... and upon closing it, the player will find its previous two readers, turned into undead monsters!]]
* In "Trail of Blood", in the cavern area, there is a room in which, as soon as you walk into, you will find a plethora of eyeball-flowers, which will all too quickly start turning to stare directly at Garrett, with {{squick}}-inducing squelching noises.

[[AC:Thief: Deadly Shadows]]

* The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once... Cue brain shifting gears without a clutch.
*** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.
*** A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
*** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
**** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!
*** Deeply distressing reports of various "treatments" used on inmates.
*** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no construction company in the City is brave or stupid enough to go near it!
**** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
**** The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
**** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
**** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
*** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
**** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
**** He laughs because there's no down button for the elevator at the top.
**** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
*** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
**** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
** ''"THE SOUND AGAIN AND FIND THE SOUND AND KILL AND KILL AND CRUSH..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''

NightmareFuel/ThiefDeadlyShadows
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** The fan mission ''Eclipse'', set in a mysteriously abandoned port town, is fairly rare among fan missions for focusing primarily on a Keeper-related plot. Aside from that, though, it has a highly immersive atmosphere and some of its sections are among the scariest and most foreboding ever created for the series, whether in an original mission or a fan work.
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** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the AncientTomb but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]

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** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the AncientTomb ''TabletopGame/TombOfHorrors'' but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
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* In "Shipping... and Receiving", you can gain access to the Mynell Steaks building to steal the Mynell's recipe, [[spoiler:only to find out that the secret ingredient was spider meat, and some of the spiders in the room are still alive, instantly trying to attack you.]] They hardly cause any harm, but considering that it's the first possible monster encounter in the game, placed in an otherwise ordinary mission, inexperienced player (and ''especially'' the one who plays any Thief game for the first time) can be quickly caught off guard .
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** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]

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** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} AncientTomb but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
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**** He laughs because there's no down button for the elavator at the top.

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**** He laughs because there's no down button for the elavator elevator at the top.



**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you instantly if they touch you, and ''pray'' that they won't be able to react quickly enough to stop you.]]

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**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you instantly if they touch you, permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
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** The first place you encounter them is a laboratory that's part of the Soulforge Cathedral complex. Here are tanks in which are found servants that are apparently partway through the transformation process. Charming. Underneath the floor, however, is a collection of dead bodies... "subjects" that didn't survive whatever unspeakable "processing" they undergo? Like Garrett says, "I could really learn to hate these guys."

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** The first place you encounter them is a laboratory that's part of the Soulforge Cathedral complex.a converted Hammerite seminary. Here are tanks in which are found servants that are apparently partway through the transformation process. Charming. Underneath the floor, however, is a collection of dead bodies... "subjects" that didn't survive whatever unspeakable "processing" they undergo? Like Garrett says, "I could really learn to hate these guys."



*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...

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*** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once... Cue brain shifting gears without a clutch.



*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.

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*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs slowly passes right in front of a window.window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.



**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no demolitions firm in town are brave enough to go near it!

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**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no demolitions firm construction company in town are the City is brave or stupid enough to go near it!
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I can\'t sleep. Neither will you.

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** The first place you encounter them is a laboratory that's part of the Soulforge Cathedral complex. Here are tanks in which are found servants that are apparently partway through the transformation process. Charming. Underneath the floor, however, is a collection of dead bodies... "subjects" that didn't survive whatever unspeakable "processing" they undergo? Like Garrett says, "I could really learn to hate these guys."
* The jail cells of Shoalsgate. Here are people living in dark and dank (and presumably smelly) cells, some implied to be unjustly incarcerated for the smallest of crimes. What's more, it's always patrolled by a Hammer Haunt that doesn't even acknowledge your presence. But worst of all is the seclusion cell, wherein sits an insane murderer, who continually "reminisces" about his crimes (only stopping every once in a while for fits of insane laughter). And worst of all? You never see what the guy looks like. The point is... if you're a criminal in the world of ''Thief'', NEVER GET CAUGHT.
* In "Blackmail", there is a hidden basement containing a rack and (depending on the version you're playing, a dead or decidedly un-dead) corpse. Just what the hell was Truart up to?
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* For the intro and first level, there have been no indications that supernatural stuff actually exists in the gameworld and therefore most players probably laughed at the superstitious people who, according to Garrett in the intro to the second mission, believe the lower mine shafts of Cragscleft to be haunted... Only to then stumble across their first zombie. This troper literally screamed when he was suddenly standing behind me...
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* Traveling through haunted tunnels, groping around pitch darkness, trying to find the elevator...the zombies who can't be killed except with the all-too-rare holy water, shambling about somewhere nearby, groaning...you never know quite where they are until they're RIGHT IN FRONT OF YOUR FACE. At which point you realize that no matter how many times you frantically flail at them with your sword, they'll ''just keep getting up''. If you make the mistake of going down to the bottom level of the mine, you'll be assualted by giant spiders that have some sort of quality that made even this troper, normally immune to arachnophobia, shudder and turn the game off.

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* Traveling through haunted tunnels, groping around pitch darkness, trying to find the elevator...the zombies who can't be killed except with the all-too-rare holy water, shambling about somewhere nearby, groaning...you never know quite where they are until they're RIGHT IN FRONT OF YOUR FACE. At which point you realize that no matter how many times you frantically flail at them with your sword, they'll ''just keep getting up''. If you make the mistake of going down to the bottom level of the mine, you'll be assualted by giant spiders that have some sort of quality that made even this troper, normally immune to arachnophobia, shudder and turn the game off.may make you realize you suffer arachnophobia.

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The new game has its own page, since it is reboot that has no relation to the original games, which is pretty rude.


[[AC: Thief 2014]]
* The trailers for the new game, particularly the end where the city is in flames and the charred corpses at the end.

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[[AC: Thief 2014]]
* The trailers for the new game, particularly the end where the city is in flames and the charred corpses at the end.
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[[AC: Thief 2014]]
* The trailers for the new game, particularly the end where the city is in flames and the charred corpses at the end.
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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots. The first person perspective and the fact that garrett is rather fragile will simply add to the moments of panic.

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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots. The first person perspective and the fact that garrett Garrett is rather fragile will simply add to the moments of panic.

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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots.

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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots. The first person perspective and the fact that garrett is rather fragile will simply add to the moments of panic.
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* The Thief series in general can be quite scary, given how everything's dark, you're relatively weak, and you regularly traipse through places containing strange creatures, the undead, or uncanny robots.
** The Haunted Cathedral (Thief 1) and the Shalebridge Cradle (Deadly Shadows) have been touted as two of the scariest levels in non-horror games. Both created an uncomfortable and unexpected atmosphere that left us dreading the necessity of going though ''that'' door...
** Zombies, while slow and easy to knock over, are very stubborn. You cannot defeat them completely without sacrificing valuable gear. Otherwise your best bet is to make them prone and hope they don't spring back up if you get close to them again. Or, you can just run run run.
** Hammer Haunts. An undead Hammerite with a skull for a face. As opposed to the aforementioned zombies, Haunts are fast, strong, relentless in their pursuit, and take a fair amount of hits before going down. The ''truly'' nightmarish part are the sounds they make. When patrolling you hear a chorus of whispers and clinking chains. When active, ghostly screams and voices demanding that you, ''"Join us, join us, JOIN US NOW!!"''
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* The mission called "The Cradle" found in the third game is considered to be among the scariest game levels of all time. A detailed writeup can be found [[http://gillen.cream.org/wordpress_html/?page_id=618 here]].
** The Haunts are cute fuzzy bunny rabbits by comparison to the "Puppets" and their environment in the Cradle.
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It Got Worse cleanup/rename - Abuse and Zero Context Examples will be deleted


** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.

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** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]].coming. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help but be on edge from start to finish in this one.

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*** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.
**** Also somewhat disconcerting is the way the staff walk around leisurely, like it's just another day at the office, WHILE THE BUILDING'S ENGOLFED IN FLAMES!



**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it make you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.

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**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it make makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.



**** There's even something ''off'' about the entrance to the level. It's just an ordinare wooden gate, with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.

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**** There's even something ''off'' about the entrance to the level. It's just an ordinare ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.



*** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.
**** And doesn't innocent little Laurel sound so undisturbed when she explains this to you?
**** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you instantly if they touch you, and ''pray'' that they won't be able to react quickly enough to stop you.]]



** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio the surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help bu be on edge from start to finish in this one.

to:

** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio the that surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help bu but be on edge from start to finish in this one.

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* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
-->''"Did they cry? Your quasi-brethren? Did they scream: 'Do not do this thing! It will destroy us all!' I suppose that's what they must believe... and I suppose they are right."''
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** ''"THE SOUND AGAIN AND FIND THE SOUND AND KILL AND KILL AND CRUSH..."''
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**** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!

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* Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* Deeply distressing reports of various "treatments" used on inmates.
* The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** He laughs because there's no down button for the elavator at the top.
** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]

to:

* *** Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* *** Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* *** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* *** A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* *** Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* *** Deeply distressing reports of various "treatments" used on inmates.
* *** FridgeBrilliance of the game's designers for sowing the seeds of The Cradle's atmosphere throughout the game right up until you actually play it.
**** If you've been paying attention up till now during the game, the cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it make you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
**** A letter you can optionally steal reveals that the reason this long-burnt-out-husk-of-a-building is still standing is because no demolitions firm in town are brave enough to go near it!
**** The reason your venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]
****
The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** **** There's even something ''off'' about the entrance to the level. It's just an ordinare wooden gate, with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. creepy.
***
Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** **** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** **** He laughs because there's no down button for the elavator at the top.
** **** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** *** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
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** This part contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.

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* The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
* Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* Deeply distressing reports of various "treatments" used on inmates.
* The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** He laughs because there's no down button for the elavator at the top.
** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]

to:

* [[AC:Thief: The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
* Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* Deeply distressing reports of various "treatments" used on inmates.
* The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** He laughs because there's no down button for the elavator at the top.
** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]
Dark Project]]



* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2.
** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
** One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio the surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help bu be on edge from start to finish in this one.



* Many players found the [[spoiler:whispering Haunts]] from the first game extraordinarily creepy. The mission called "The Cradle" found in the third game is considered to be among the scariest game levels of all time. A detailed writeup can be found [[http://gillen.cream.org/wordpress_html/?page_id=618 here]].

to:

* Many players found the [[spoiler:whispering Haunts]] from the first game extraordinarily creepy. The mission called "The Cradle" found in the third game is considered to be among the scariest game levels of all time. A detailed writeup can be found [[http://gillen.cream.org/wordpress_html/?page_id=618 here]].



** The Mechanist robots in ''Thief II'' are very intimidating to the inexperienced player. Also, the invincible but harmless Mechanist 'Cherub' that appears ''out of thin air'' and follows you around everywhere in one level making weird noises seriously scared a lot of players who weren't unhinged by the scarier elements of the first game.
** The Mechanist servants, when you realize that [[spoiler: they are free willed humans with their actions controlled by robotic implants. They often have conversations with themselves in which the human bemoans their fate or the robot tells the human off. A specific few are known to utter 'thank you' with their final breath if you kill them.]]
** The Haunts are cute fuzzy bunny rabbits by comparison to the "Puppets" and their environment in the Cradle.


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[[AC:Thief II: The Metal Age]]

* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]
* The Mechanist robots in ''Thief II'' are very intimidating to the inexperienced player. Also, the invincible but harmless Mechanist 'Cherub' that appears ''out of thin air'' and follows you around everywhere in one level making weird noises seriously scared a lot of players who weren't unhinged by the scarier elements of the first game.
** The Mechanist servants, when you realize that [[spoiler: they are free willed humans with their actions controlled by robotic implants. They often have conversations with themselves in which the human bemoans their fate or the robot tells the human off. A specific few are known to utter 'thank you' with their final breath if you kill them.]]
* In the rooftop/party level, Garrett can stumble into an elevator leading up to a room with a decidedly creepy-looking altar, containing a book... which, if he decides to read, [[spoiler: turns out to be the [[TomeOfEldritchLore Book of Ash]] mentioned with fear by the mages in the first game, complete with a full ritual in Lovecraftesque... and upon closing it, the player will find its previous two readers, turned into undead monsters!]]
* In "Trail of Blood", in the cavern area, there is a room in which, as soon as you walk into, you will find a plethora of eyeball-flowers, which will all too quickly start turning to stare directly at Garrett, with {{squick}}-inducing squelching noises.

[[AC:Thief: Deadly Shadows]]

* The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
* Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* Deeply distressing reports of various "treatments" used on inmates.
* The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** He laughs because there's no down button for the elavator at the top.
** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* The mission called "The Cradle" found in the third game is considered to be among the scariest game levels of all time. A detailed writeup can be found [[http://gillen.cream.org/wordpress_html/?page_id=618 here]].
** The Haunts are cute fuzzy bunny rabbits by comparison to the "Puppets" and their environment in the Cradle.


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[[AC:Fanmade content]]

* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2.
** [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
** One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio the surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help bu be on edge from start to finish in this one.

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* One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2. [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]

to:

* One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2. [[http://www.2.
**[[http://www.
thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]]]
** One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
** A level called "Rowena's Curse" achieves an excellant creepy atmosphere. To begin with, you are sent on a mission to retrieve a woman who has disappeared under unknown circumstances. Then, you find the mission is based in a mansion with a '''HUGE''' guard contingent, and '''A LOT''' of marble flooring, which makes your footsteps very audible to them, setting you up for an anxious investigation. But the mission only gets creepier as you delve into it's recent fatal misfortunes, and then in to it's grisly history, all the while hearing about a mysterious previous resident named "Lady Rowena." The jump moment comes when you discover a note left on the ground, '''addressed to you, personally''' (nobody was expecting you to be there), and signed by Rowena, who supposededly met her gruesome end more than a century beforehand! [[ItGetsWorse And the scares just keep coming]]. Special props to the author (who also goes by the name "Lady Rowena") for the eerie "breathing-like" background audio the surrounds the focal bedrooms, and the tribal drum music behind the iron gate. You can't help bu be on edge from start to finish in this one.


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** While we're on that topic, the room with the mad, rambling captain's widow as also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
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http://static.tvtropes.org/pmwiki/pub/images/thief_TDP_ff25_402.jpg
[[caption-width:320:Your [[EyeScream sacrifice]] is not yet complete...]]
In this game series, you normally start off on your normal routine of robbing some fat nobleman's manor of his prized possession(s). But then you get caught in the middle of conflict between order and chaos, and NightmareFuel ensues in all three of those games.
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* The Shalebridge Cradle from ''Thief: Deadly Shadows'' is a non-stop ride through this trope, being filled to the brim with ghostly whispers, flickering electrical systems, tortured and mindless inmates that won't stay dead and so much more. Oh yes, and the building itself is alive and it hates you, and your only ally ''defines'' CreepyChild.
** Say the words "Shalebridge Cradle" to any Thief veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is not a single enemy (or sentient being save Laurel) before you reach the Inner Cradle. This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
* Speaking of bone-chilling discoveries in the first half, how about the fact that you're not entirely told the Cradle's true nature. It's up to you to put the pieces together using a scrawled page from a child's notebook and realise that the Shalebridge Cradle was not just an orphanage and then an asylum, but in its later years both things at once...
* Most of the first area is the attic covered in metallic floor. Nothing like being scared shitless and cursing the game for not allowing you to sneak.
* A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure runs right in front of a window. That was as far as this troper got before quitting out of pure terror. I've never played it since.
* A section where you need to travel into the past using artifacts left by the asylum's insane inmates. These include a birdhouse, a gramophone which plays ghostly music and the ashes of a cremated baby.
* Jacob's Ladder-esque zombies which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
* Deeply distressing reports of various "treatments" used on inmates.
* The fact that Garrett, usually completely unfazed by all the bizarre and horrible things he encounters, sounds deeply unnerved in the opening briefing before he even ''enters'' the damn place.
** Garrett speaks once during the entire Cradle. Once. A simple, matter-of-fact observation that the way he came in is locked, and it just makes it all the more chilling.
** ''Twice''. When you get Lauryl's blood. ''"This must be Hers. It's still warm. Great..."'' The fact that Garrett sounds positively squeamish does not help.
** He laughs because there's no down button for the elavator at the top.
** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.
** Her nightie is locked inside [[spoiler:ONE OF THE PAITENTS ROOMS! Oh, God...]]
* The Statues of the later levels are also rather disconcerting, in the way that they move and speak.
** ''"FIND AND KILL AND FIND AND KILL AND FIND..."''
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].
* The previous game, "Thief: The Metal Age" has plenty of nightmare fuel afoot as well. The masked servants, for example, and Karras's recorded message to Garrett: [[spoiler:"I would have had thee under my command, else dead! Indeed...I'd have had both..."]] SHUDDER.
** They'd say the same thing if you killed them. [[AndIMustScream Because death was preferable to the nightmare of their life.]] And the rich nobles who 'own' them are completely uncaring of this.
* Although he was without a doubt harmless, most players will agree that the [[spoiler:Golden child]] that appears '''out of thin air''' after reading the scripture and turning back into a small room '''that you just went through to get to the scripture''' gave them a huge jump and unnerved them. What's even worse, it makes highly odd noises, is invincible, tries to attract the guards and acts very oddly. Then you're wondering for the rest of the level whether [[spoiler:it is just a robot or if there is something living inside.]]
** Karras is an incredibly effective source of nightmare fuel, maybe because of his amusing speech impediment making him seem quite laughable early in the game. But as you play on, you come across documents, and overhear conversations, that slowly reveal just how ''broken'' Karras is. He has the power of a dominant church, [[MadScientist ambition unrestrained by empathy]], and he hates '''everyone.''' He doesn't even care for his followers.
** The fact that he correctly guessed you'd crash his party at the tower on his own hunch, refused to attend despite all his followers around and set up a trap is a disturbing indication of his huge intellect and paranoia.
* The Thief games are filled with moments specifically designed to make you jump out of your skin. The worst (excluding Shalebridge, obviously) is probably, as mentioned previously, that [[spoiler:goddamn mechanical baby in the Mechanist tower.]]
* Traveling through haunted tunnels, groping around pitch darkness, trying to find the elevator...the zombies who can't be killed except with the all-too-rare holy water, shambling about somewhere nearby, groaning...you never know quite where they are until they're RIGHT IN FRONT OF YOUR FACE. At which point you realize that no matter how many times you frantically flail at them with your sword, they'll ''just keep getting up''. If you make the mistake of going down to the bottom level of the mine, you'll be assualted by giant spiders that have some sort of quality that made even this troper, normally immune to arachnophobia, shudder and turn the game off.
* In the later levels of the first game, the player will often come in contact with the various demons summoned by Constantine...the rat/monkey ones were only marginally scary, but the praying mantis-like creatures were incredible nightmare fuel. They moved about in a hideous, jerky parody of a human walking, and made cooing noises that sounded disturbingly like a human baby. Plus, they'll spit clouds of flies into your face, which does really awful things to your health bar.
* One particular Thief Fan Mission caused a heart attack ([[http://www.thiefmissions.com/info.cgi?m=DeceptivePerception2Phantasmagoria Phantasmagoria]]. Strongly recommend you play the remake, which doesn't have the potential to kill you). Yes, the game is this scary.
* There are a lot of horrific fan missions for all the thief games, particularly 1 & 2. [[http://www.thiefmissions.com/info.cgi?m=Calendras_Legacy_v1a Calendra's Legacy]] not only had a minor recreation of the {{Tomb Of Horrors}} but also had you running through an ''entire city'' [[spoiler: filled with undead of all sorts, including a cemetery boss-lair.]]
* Haunts. The fact that the corporeal Hammer Haunts are, from the rear, entirely indistinguishable from normal Hammerites - in some cases right up until you attempt to blackjack them - makes it infinitely worse.
* Pretty much anything to do with the [[spoiler:[[ArtifactOfDoom the Eye]]]] qualifies, from the way it [[spoiler:speaks menacingly to you]] to the way it ends up [[spoiler:being permanently integrated with [[EyeScream one of your EYES!]]]].
** [[http://www.youtube.com/watch?v=tYOeHevFUKI ''Viktoria, are you prepared to give Mr. Garret his... compensation?'']]. EyeScream, you scream, we all scream for {{Squick}}. (shudder)
* Return to the Haunted Cathedral. Hot damn. That game is 10 years old, the graphics are very old and that level is still such a mindscrew...
* "Down in the Bonehoard" can be pretty harrowing unless you don't mind being constantly chased by 6 or 7 zombies all the time, but the one positively terrifying thing was the flaming spectre that appears only in a puzzle room exclusive to [[ExpansionPack Thief Gold.]] He's ostensibly there to provide extra fire arrows and not allow the player to become permanently stuck, but he is also '''completely batshit terrifying.''' After being doused with water arrows, he'll drop some fire crystals, go ''apeshit,'' speed up drastically, and start sprinting around the room in the most [[UncannyValley unnatural]] way possible, bouncing off the walls like a '''nightmare pinball''' before finding the door and disappearing into the bowels of the level. The worst part? He's not dead, can't die, and will come back to get you later, somewhere else, ANYWHERE else, now that you've shooed him out of his little hidey-hole. And since the Bonehorde is a long, long, looooong level, especially if you've selected the difficulty setting that requires you to meet him in the first place, he'll have ''plenty of time to do it.'' Brrrrr.
* Many players found the [[spoiler:whispering Haunts]] from the first game extraordinarily creepy. The mission called "The Cradle" found in the third game is considered to be among the scariest game levels of all time. A detailed writeup can be found [[http://gillen.cream.org/wordpress_html/?page_id=618 here]].
** In the first game, "Return to the Cathedral", and the cutscene after that. Most effective at night and despite the fact that the [[spoiler: Hammer Haunts]] ''can'' be harmed.
** The Mechanist robots in ''Thief II'' are very intimidating to the inexperienced player. Also, the invincible but harmless Mechanist 'Cherub' that appears ''out of thin air'' and follows you around everywhere in one level making weird noises seriously scared a lot of players who weren't unhinged by the scarier elements of the first game.
** The Mechanist servants, when you realize that [[spoiler: they are free willed humans with their actions controlled by robotic implants. They often have conversations with themselves in which the human bemoans their fate or the robot tells the human off. A specific few are known to utter 'thank you' with their final breath if you kill them.]]
** The Haunts are cute fuzzy bunny rabbits by comparison to the "Puppets" and their environment in the Cradle.
* And just for shits and giggles, take a look at the [[DerangedAnimation ominous]] [[http://www.youtube.com/watch?v=1uR8pcqV_HY intro]] of the first game... [[MindScrew If you dare]]...
* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point.
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