A list of characters appearing in the Thief series. Mostly sorted by their faction and social group, though some are sorted by what larger role they play in the narrative of the installments.This is a continuing work in progress, so remain patient and stay tuned.Also, the individual works have their own pages too (if you know where the character is specifically, please move to the following):
The most promising acolyte left us. Not out of the lesser folly of sentiment, but the greater folly of anger. His heart was clouded, and his balance was lost, but his abilities were unmatched. Even then, we knew to watch him most carefully.
— Keeper Annals
A most promising acolyte, yes...but that was long ago. Now he is other. A thief - and probably worse...
— Letter to Keeper Orland, author unknown
The Keepers were training me to be one of them, but I found other uses for those skills.
Anti-Hero: He's out for himself, but he has a sentimental streak he'd never acknowledge. That does not prevent him being ruthless, cold, or unpleasant, especially to people he believes are trying to use him.
Archer Archetype: Besides his blackjack, he's never seen without his bow. Creatively enough, as a Phantom Thief, he prefers to use the bow as more of a tool for launching Trick Arrows, rather than as an offensive weapon.
Badass Normal: Goes hand in hand with being the City's undisputed master thief.
Batman Can Breathe in Space: Averted. Garrett has a set amount of time he can spend holding his breath underwater. If the breath indicator runs out, Garrett starts losing health rapidly and can easily drown. Breath potions can help remedy this issue during longer underwater swims.
Batman Gambit: A few of his more complicated capers tend to involve manipulating more than locks.
Cool Sword: Mostly averted by his own sword, an entirely unremarkable length of metal with a cutting edge, a point and a hilt. Furthermore, it's shiny (not very stealthy), he's not very skilled at wielding it, and it will barely see any use in a typical game outside cutting cloth. However, this trope is played straight for the latter two thirds of The Dark Project, where Garrett acquires and wields a special, more sophisticated sword that doesn't shine in the light and does a little more damage than his old one.
Dark Is Not Evil: He wears darkly coloured clothes and boots, a darkly coloured hood and cape and even his equipment is usually of darker colour tones. Justified, since he needs to blend in with the shadows as much as possible, to avoid being seen during his heists.
Hardboiled Detective: Though he is a wise-cracking thief first and foremost, he shows elements of this trope in cases where he agrees to use his stealthiness to help someone with an urgent investigation. Being a Film Noir-inspired Anti-Hero, this isn't that much of a surprise.
Heroic Neutral: He'd never admit it to anyone, but his experiences and general attitude to life have gradually shaped him into this kind of character.
Humble Hero: Subverted in that his motives are obviously acquisitive, given that professional thievery is his livelihood. Played straight in that, while he likes his reputation of a wanted, infamous master thief, he doesn't revel in it. At most, he just quips One-Liner snarkings at what are obvious Poor Man's Substitute copycats, trying to pass themselves off as him by using his name.
Impossible Thief: He's robbed from places you wouldn't believe and escaped from traps or stand-offs that seemed impossible.
Ineffectual Loner: He claims he just wants to be left alone so he can concentrate on his combined livelihood and hobby: thieving. However, despite his constant proclamations about how he's going to "retire in style", he never seems to do so.
In the Hood: His face or even individual facial features are rarely seen outside of cutscenes. After all, he likes to protect his identity, with all those "Wanted" posters◊ dotting the streets and squares.
I Work Alone: His standard attitude. However, he isn't entirely above swallowing his pride and working with others, particularly if they're among the rare few individuals he tends to trust.
Just Like Robin Hood: Cynically inverted most of the time, since he is willing to rob equally from the rich and the poor (though the rich have more stuff, obviously). On the other hand, he's less contemptuous for those in poverty and dislikes seeing them suffer on the whim of the upper-classes. On a visual level, being a hooded Archer Archetype helps.
Love Is a Weakness: His general opinion on all things romance. In a cutscene early in The Metal Age, he even snarks about Basso's and Jenivere's love for each other and explicitly says that he had always equated romance and relationships with getting caught. This attitude of his receives a really funnyIronic Echo by the end of that same instalment.
Master of Disguise: Notably averted. He only goes undercover once, in the appropriately titled mission "Undercover" from the first game. And even in that case, he needed careful preparation and a few contacts who could "pull some strings" in the background, in order to get him in.
Master Swordsman: Averted. Garrett can wield his sword (TDP, TMA) or dagger (TDS) well enough, but he is no professional. Most gameplay revolves around avoiding direct confrontation with guards or other combat-capable opponents. At the very most, Garrett will usually be using his cold steel melee weapon for sneaking up on monsters and backstabbing them. The dagger replaced the sword in Deadly Shadows mainly because the developers wanted to emphasize even further that Garrett's bladed weapons are meant to be defensive in their nature, of last resort rather than first.
Uh, Garrett? Over the course of three games you've stolen thousands and thousands of gold. Why do you still have trouble paying the rent? Are you throwing it all away between each caper? Ale and whores? Seriously, hire an accountant or something, man. (It's subtly implied that he likes thieving so much, he wouldn't want to retire from it ever, so he always comes up with excuses concerning the rent or something to avoid it.)
In The Metal Age it's shown that Garrett has hidden private chambers which are very richly decorated, while his main apartment is the usual dirt poor rat-hole. It's implied he actually lives pretty well, but has to do so in secret since he's a commoner in a feudal society (a non-noble flashing that kind of cash around would very quickly be identified as a thief). He gets driven out of his familiar boltholes during that game's events, however, and seems in poorer circumstances by the third game. And bitter about it.
Only One Name: It's likely that he simply doesn't have a surname - such things are important only to the nobility, and he was a dirt-poor orphan from a very young age.
Phantom Thief: He isn't the protagonist of a classic stealth game series for nothing.
Refusal of the Call: Of nearly every instance where he has to aid in the saving of the city from a new threat. He usually gets convinced/coerced into to help anyway, but he'll complain the whole damn way.
Rule of Cool: While many aspects of is character are indeed cool, he is overall more of a conscious subversion. His creators deliberately avoided taking the trope too far, fearing that they'd turn him into a formulaic caricature.
Stealth Expert: He impressed even the Keepers, who considered his skills to be the greatest they'd ever seen, and he's probably only improved since leaving them.
Tap on the Head: His preferred method of getting rid of guards or bystanders that could pose a threat to him is knocking them out with a blackjack.
The Chosen One/The Unchosen One: The Keepers believe he is the former, a neutral person that will restore balance to their order, due to many of their archived prophecies fitting the description of Garrett and his deeds. Garrett prefers to think of himself as the latter trope. Turns out he has a bit from both tropes.
Weak, but Skilled: As he himself is willing to admit, he's not a very good swordsman. Hence why he prefers stealth over direct confrontation. And while he is very skilled with climbing and traversing all kinds of terrain and obstacles, he is no ninja either.
Weapon Twirling: If he has his dagger deployed in Deadly Shadows, one of the idle animations shows his hand playfully twirling the dagger.
We chose our profession in defiance of the greed of the monarchy. We will not live for the sake of taxes to fatten the noble's pockets. We choose to live the only life available to those who would truly be free. We are Thieves.
These are the characters that make up the seedy underbelly of the ancient sprawling metropolis known as The City. From amateur pickpockets on the streets to professional freelancers or feared crime bosses, the criminal underworld of The City is as equally manifold as its regular society.
The City Narrows: Where you can commonly find most of the criminal and thieving-related establishments.
The Mob Boss Is Scarier: Frequently implied in the notes and letters left by crime bosses for their underlings. Even the high-ranking ones. If you're working in the City's criminal underground, you best not anger a powerful crime boss. Unless you're Garrett. And even then.
Thieves' Guild: There are several (and frequently competing) in the City. The only named one in the canon is The Downwind Thieves' Guild.
Garrett's long-term pal and colleague, appearing physically in The Dark Project and The Metal Age. His nickname comes from the fact that he's an expert lockpicker, probably one of the most skilled ones in the whole City. Garrett busts him out of Cragscleft Prison in the first game and helps him with rescuing his fiancée Jennivere early in the second game.
Early-Bird Cameo: He makes an appearance in one of the first missions of The Dark Project - all of it spent unconscious - but has no on-screen speaking roles until the second game.
I Thought It Meant: No, he is not an illegal boxer from some rundown slum. "Boxman" is not a synonym for "boxer", but an archaism for someone who's very good at lockpicking.
The Load: Rather literally in his first appearance in the series. Unfortunately, he isn't very useful during the Cragscleft Prison mission, since he's unconscious the entire time. Garrett has to carry him all the way out during the return trip.
Master of Unlocking: Considered a real expert by many. Hence his nickname. Even Garrett admits that Basso is probably better than he is, though he's a terrible sneak.
Captain William "Dark" Markham
Armed thieves and thieves' guild guards
Voiced by: Michael Romatelli, Mike Chrzanowski
Thugs, pirates and looters
Voiced by: Lonnie Farmer, George Ledoux, Chloe Leamon
Hammerites (The Order of the Hammer)
The faction in general
In the beginning we lived as thieves, stealing fur and fang of beasts for survival. Then came the Builder who brought us the Hammer. And with it we forged a new way of life. To reject the Hammer is to denounce the Builder.
Vigilance is our shield, that protects us from our squalid past. Knowledge is our weapon, with which we carve a path to an enlightened future.
Builder lead me, against the dark, towards the light. Fire of the forge, water of the chalice, hammer of the God...
— Prayers and proverbs heard among Hammerite guards
The main church in the City: worshippers of the Master Builder, whom they believe gifted the human race with tools and metal-working to drive back the wilderness and create civilisation. Their proper dedicates are all male, though they permit lay-women to attend masses. Powerful and zealous, they hunt blasphemy and criminality and punish both harshly, using their signature massive warhammers and the gifts of red-hot branding irons, steel blades, and boiling water. Many fear them far more than the City Watch due to their highly organized and unrelenting assault on "heresy". All that said, they are not purely militant; charity, healing and shelter are all potentially available from the Hammerites, provided one is penitent. In addition, some of the threats they pursue are very real and very dangerous - the wilderness, for instance, didn't give up its hold on humanity without a fight, and has yet to be truly defeated...
Arc Symbol/Sigil Spam: The Hammer. They see it as a holy gift of the Builder to humanity - the gift for reshaping nature, for creating new skills, crafts and works to advance humanity, and for the purposes of defence and war (as a warhammer, including those wielded by Hammerite guards, soldiers and knights). Holy water also appears as an occasional secondary symbol, but is usually not displayed as a part of their iconography.
Corrupt Church/Saintly Church: Given the Grey and Grey Morality of the setting, both flavours crop up, just like a lot of churches in reality. On one side, the Hammerites are often overly self-righteous, protectionist, moralistically condescending towards the secular world and often intolerant, with heathen-smiting, persecution and imprisonment of troublemakers common. On other plus side, they are advocates of advancing human knowledge, industry and reasonable technological progress, they vow to guard the City and ensure its survival and the well-being of nobles and commoners alike, they do not scoff at nature despite their hatred of the Pagans and praise for human industry, and many of the individual Hammerites are thoroughly good, kindly and self-sacrificing people.
Crystal Dragon Jesus: The Builder, the one god. A combination of the Abrahamic God and of the Greek mythical figure of Prometheus. The Promethean part of The Builder's characterization comes from the notion that he gave the hammer (and other tools) to humanity so it could rise from savagery and shape the surrounding world according to its needs, much like Prometheus and his gift of fire. The Hammerites don't seem to have an equivalent of a Jesus figure, but some of their past saints - like Saint Edgar and "The Smith-in-Exile" - are highly revered.
Fantastic Honorifics/Fantastic Rank System: High Priests seem to be equivalent of bishops (alternatively, the High Priest is only one and acts as an analogue of the Real Life Pope), while Temple Priests are lower-ranking Hammerite priests overseeing individual temples (i.e. churches, cathedrals, monasteries). A Master Forger is a type of secondary priest, serving as a master of ceremonies during industrially-themed rituals in Hammerite temples. Besides that, he also oversees the Hammerite workshops and industrial facilities adjoined to the temple. The bulk of the regular members of the order is made up of the Engineers and Craftsmen (technological and religious training), the Hammer Warriors (combat training, military service) and the Temple Guards (combat training, guard duty). Hammerite novices are simply called Novices. Regular members of the order address each other as "Brother".
Hurricane of Puns: Many of their hammer-themed or industry-themed battle cries, heard while they are attacking an opponent or trespasser, to the point of becoming amusing catchphrases.
Hammerite guard (attacking Garrett): Lay thyself upon mine anvil!
Church of Saint Genericus: Not so much their own church as a whole, but individual church buildings invoke this: St. Yora's Cloister, Saint Edgar's Cathedral, etc.
In-Series Nickname: The Order of the Hammer is colloquially known as the "Hammerites". Common people (Garrett included) tend to abbreviate it even further, to just "(the) Hammers". After all, they're heavy, blunt, mostly made of metal and not especially easy to negotiate with.
Knight Templar: They are actually not much into holy wars and offensive crusading, but they are definitely determined to sacrifice their lives in the defence of their faith and the ideals it stands for.
Leitmotif: As one would expect, their ambient music themes in the series are a mixture of industrial ambience, the pounding of hammers and various chants and choir pieces. In The Dark Project, their incidental themes can be heard among the varying ambience of the missions "Break from Cragscleft Prison" and "Undercover" and in the opening third of some of the briefings. Deadly Shadows gives the Hammerites a unified ambient theme heard throughout the game ("The Hammerites"). An interesting touch applied to the Hammerite chants heard in the first game is that they sound like a combination of Gregorian and Buddhist chanting (probably done to emphasize the otherworldly nature of the setting and the faith of the Builder).
Not So Different: They share the same amount of virtues and vices with the Pagans.
Order vs. Chaos: They are at the "Order" end of the scale and they see themselves as protectors of The City from chaos. Particularly the Pagans, considered to be the very embodiment of Chaos, being Trickster worshippers.
Single Precept Religion: Averted. Their religion has a detailed and fairly complex mythology and tenets, as well as holy books, sacred texts, rituals, prayers, sermons, and a hierarchical and stratified clergy.
Steampunk/Clockpunk : They're the main reason why the setting has so many steampunkish or clockpunkish inventions and "early industrial revolution" trappings, despite still being predominantly medieval. Fridge Brilliance is fully in play here, since the Hammerite religion worships the works of man and the industriousness and intellect of human beings. It makes sense that they would spearhead efforts at stimulating technological progress and the rise of advancements in heavy industry.
Ye Olde Butcherede Englishe: Being fantasy medieval churchmen, they revel in a King James Bible-esque style of speech, based off of deliberately exaggerated Elizabethan English.
Master Forger Greidus
Voiced by: Jerry Kissel
See the "Mission-specific Allies and Friendlies" section for more info on this character.
See the "Mission-specific Allies and Friendlies" section for more info on this character.
See the "Mission-specific Allies and Friendlies" section for more info on this character.
Voiced by:Stephen Russell, Joffrey Spaulding, John Haag, Jerry Kissel, Ronald Hayden
Archer Archetype: Noticeably averted and absent in the whole series. The Hammerites seem to favour melee combat over ranged, at least in the case of guards that protect the buildings and establishments of their church.
Drop the Hammer: And you better believe they're ready to strike you with their powerful warhammers once they find you sneaking around the premises...
Insistent Terminology: Canonically, all armed Hammerites you see in-game are the Temple Guards. The Hammer Warriors, who form the order's Church Militant, only appear in flavour texts and the backstory. This is justified by them being the standing military of the order, while the guards Garrett comes across are tasked with protecting and policing Hammerite property and have therefore different combat training.
Weapon of Choice: Warhammers, including mallets and polehammers. Though the Hammer Warriors (including knights) that serve alongside The City's standing military also use swords and other weapons, Hammerite brothers assigned as Temple Guards always wield exclusively hammers and no other weapons.
Voiced by: Joffrey Spaulding, Jerry Kissel
Non-Action Guy: As with the Pagan shamans and Keeper Elders, Hammerite Priests have minor defensive combat capability, but that's about it.
Patrolling Mook: Only in Deadly Shadows. The priests in The Dark Project are usually not seen patrolling.
The Engineer: The Hammerite engineers again, as befits their name.
Nice Hat: The engineers wear welding helmets, with visors lowered during work in hot or bright environments. They also wear a special thick apron to protect them from heat in forges and foundries. The novices are hatless.
Non-Action Guy: Being unarmed, the engineers and novices are civilian NPCs even more so than Hammerite priests, for all intents and purposes.
Bes him many-named, Him that's called the Woodsie One...The Leafy Lord...the Harvester...
— fragmentary text on parchment
Builds your roofs of dead wood. Builds your walls of dead stone. Builds your dreams of dead thoughts. Comes crying laughing singing back to life, takes what you steal, and pulls the skins from your dead bones shrieking.
— Clay tablet in an abandoned Trickster temple
Appeal to Nature: They're distrustful of the 'city-folk', of urbanization and urban society, and of any kind of advanced (i.e. industrial) technology. Some take it further than others, to the point of the Pagan leaders becoming the (mostly unseen) antagonists in The Dark Project. In a bit of dramatic irony, by the time of Deadly Shadows, Pagan agents were forced to infiltrate some of the abandoned parts of The City, many of them the same run-down factories or warehouses that the more fanatical Pagans so despise.
Arc Symbol/Sigil Spam: A stylized Trickster's Eye, formed by the silhouette of a blooming flower. It is rather rare, but can be occassionally glimpsed on wood or stone carvings, tome covers or painted on walls.
Leitmotif: Most prominently "Trail of Blood" in The Metal Age and "The Pagans" in Deadly Shadows. In The Dark Project, their incidental themes can be heard among the varying ambience of some of the more supernaturally-themed missions, as well as in the opening third of some of the briefings. All of the Pagan ambient themes are an interesting blend of mild sinisterness and soothing atmospheric tunes.
Nature Hero: The more heroic Pagan characters certainly count.
Not So Different: They share the same amount of virtues and vices with the Hammerites.
Order vs. Chaos: They are considered to be at the "Chaos" end of the scale and they see themselves as protectors of wilderness and the old ways of living from the technological, industrial and urban encroachment of The City. They oppose advanced technology and particularly the Hammerites.
Perfect Pacifist People: Played with, since the setting likes to give a degree of complexity and nuance to its various factions and their individual members. Pagans as a whole faction (and some of the segments of the faction) can indeed be threatening, uncompromising and even outright warmongering. However, the average member of the Pagan folk, male or female, is generally a person who prefers peace and non-violence if possible.
Single Precept Religion: As with the Hammerites, this is averted. However, a lot of their beliefs and rituals remain unknown or unexplained in greater detail.
Unusual Dysphemism: While they are on the receiving end of Fantastic Racism by the Hammerites and Mechanists, they themselves aren't much better in this regard when dealing with 'city-folk' or 'city-men', as they call them. This is encapsulated by their frequently heard expletive 'manfool'.
Unusual Euphemism: In Deadly Shadows, if they come across a murdered person or threaten someone with murder, they say the person was or will be "sapped".
Hair-Trigger Temper: She has a few justified Berserk Buttons and doesn't shy away from insinuating what her opinion is of persons who have wronged her. Also, in terms of taking action against threats, she is rather happy-go-lucky. Unfortunately, this second kind of behaviour is what brings her to her doom in The Metal Age, after having a Conflict Ball argument with Garrett over how to stop the Mechanists in time.
It Has Been an Honor: To Garrett in The Metal Age, after she realizes her plan backfired and the only way she can give them them a fighting chance against the main villain is to sacrifice herself by tearing herself to pieces, covering the surroundings with plants. As usual, Garrett doesn't approve of her move and is furious, but he's powerless to stop her. The moment just before Viktoria commits suicide is followed by Garrett's only anguished scream heard in the entire series.
Ship Tease/Belligerent Sexual Tension/UST: With Garrett in The Metal Age. Some of their conversations are...well, thinly-veiled. But due to their mutually antagonistic history with each other and very different natures and personalities, they remain snarky friends at best and bickering allies at worst.
Sinister Silhouettes: The way she's portrayed in cutscenes that show her whole body, especially during moments when she's using her powers.
Sliding Scale of Gender Inequality: There are both male and female Pagan Shamans. Both are almost equally common. Gameplay-wise, their abilities are the same as those of the Hammerite priests and Keeper Elders.
Squishy Wizard: Shamans are able to cast magical projectiles as a form of defence and to bolster attacking guards.
The faction in general
The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit.
Ancient Tradition: Their order is at least as old as the Order of the Hammer and the Pagans. One of the reasons the Keepers exist is to keep the balance between the two factions, so that none of them could gain too much power and topple the other.
Arc Symbol / Sigil Spam: Keys and a keyhole. Sometimes appearing individually, instead of being part of one combined symbol.
Balance Between Good and Evil / Balance of Power: These tropes form part of the foundation of their order's ideology. They believe balance is the best way to achieve at least some degree of peace, stability and coexistence in The City and its surrounding world.
Instant Runes: Elder and more experienced Keepers have usually mastered Glyph Magic, which is unique to their faction.
Leitmotif: In the first two games, the Keepers are associated with a few shorter ambient themes, but its not until Deadly Shadows that they receive a wholly unique theme for their faction. It is heard mainly within the Keeper Compound and its library, and therefore called "The Keeeper Library".
Masquerade: From the rest of The City and its society, while acting as its behind-the-scenes protectors.
Mystery Cult: A benevolent example of a closed secret society that doesn't reveal its secrets so easily. It's further subverted by the Keepers being scholars and overseers first and foremost, mystics second.
Shout-Out: The esthetics and atmosphere of their faction take some degree of inspiration from The Name of the Rose. Two huge council halls in their secret compound closely match the description and layout of the ancient library from the novel (as well as the version of the library from the novel's film adaptation).
The Order: They are very monastic in their overall esthetics, right down to their monk-like hooded robes (though female Keepers have a slightly different style of robes). However, the Keepers are not a religiously driven faction, being scholars, mystics and protectors instead.
The Stoic: Part of the social mores of the order's members is that they try to avoid falling into overly emotional states. Keepers can and do get emotional at times, but they believe stoicism is healthy for maintaining their sacred ideal of balance.
The Watcher: Their policy is to not interfere openly in The City's affairs or the affairs of the various factions and groups. If they must influence them, they always try to do it as secretly as possible.
Voiced by: Nate Wells
The Age of Darkness will be the child of two fathers... and their names are Ignorance and Fear.
— from the journal of Keeper Artemus
One of the Keeper Elders. Along with Garrett, the main recurring character of the series. Fittingly, he's also the second one to be introduced, mere seconds after the introduction of Garrett. Artemus brought Garrett into the Keeper order as a young boy and oversaw his education and stealth training until Garrett rebelled and left the order sometime after reaching adulthood. Despite their somewhat strained relationship, Artemus remains one of the few Keepers that Garrett is willing to trust and talk to even after having left the order.
Badass Grandpa / Cool Old Guy : Though in his 50s or 60s and slowly greying, he remains an experienced scholar and one of the few people who's stealth abilities are on par with Garrett's (even among the ranks of the Keepers).
Big Good: As close as it gets to this trope, in terms of the setting's multitudes of flawed heroic characters. Even when the Keepers are undergoing a major crisis during the events of Deadly Shadows, he still tries to overcome his fear and stay as calm and collected as possible, all the while helping Garrett.
Gentleman Snarker: You never hear him laugh, but he does scoff with mild amusement in a few scenes throughout the series.
Gentleman and a Scholar: One of his most distinctive personal traits, making him stand out even among other Keepers, where this trope is fairly commonplace.
Intergenerational Friendship: Despite their occassional familial bickering, Artemus is one of the few Keepers that Garrett fully respects as a friend and associate.
Ironic Echo: When Garrett tried to pickpocket Artemus in his youth, Artemus caught him and told him he had talent for being able to see a Keeper, especially when he doesn't want to be seen. At the end of the third game, when a little girl tries to pickpocket Garrett, Garrett says the same thing and smiles at the memory.
Killed Off for Real: He is murdered by The Hag off-screen shortly before the finale of Deadly Shadows.
Mr. Exposition: One of his primary roles in the series, if he makes an appearance between missions (whether physically or in cutscenes). Lampshaded in Deadly Shadows by Garrett. Taken to a logical extreme in The Dark Project's tutorial mission, which he narrates, gradually explaining the various stealth skills and equipment to Garrett, then a young Keeper apprentice.
Stealth Hi/Bye: Most of his meetings with Garrett begin and end this way. It gets hilariously lampshaded several times in Deadly Shadows.
The Stoic: Even among the ranks of he Keepers, he is one of the best examples of this trope. While he has his moments of voicing concern or slight amusement, his style of speech sounds almost always matter-of-factly, delivered with deadpan seriousness.
First Keeper Orland
Voiced by: Dan Thron (TMA) & Ken Webster (TDS)
Conflict Ball: With Garrett, almost perpetually. The two just plain don't trust each other, ever.
Early-Bird Cameo: In a single cutscene of The Metal Age, along with Interpreter Caduca and Translator Gamall.
Obstructive Bureaucrat: Some of the short-sighted decisions he makes during the Keeper crisis in Deadly Shadows inadvertently play into The Hag's secret plan.
The Other Darrin: Voiced by different voice actors in the second and third game.
Properly Paranoid: He and the other Keeper Elders are legitimatelly worried and rather distrustful, but it turns out they've been focusing on the wrong people and the wrong events, instead of the real cause of the Keeper crisis.
Red Herring: He is framed as the culprit for a short while during the Keeper crisis in Deadly Shadows. Turns out he really had nothing to do with the accusations leveled at him. The same goes for similar accusations he made about Garrett during the same string of events.
Voiced by: Esra Gaffin (TMA) & Paula Rester (TDS)
Cloudcuckoolander: She might come across as this due to how extremely focused she is on her role within the Keeper order. However, if you meet her in-game character model personally in Deadly Shadows, she'll talk and react like any other person (though with a more tired and elderly tone).
Early-Bird Cameo: In a single cutscene of The Metal Age, along with Translator Gamall and future First Keeper Orland.
Odd Couple: One half of the prophecy-reading team of the Keepers, the other being Gamall.
The Other Darrin: Voiced by different voice actors in the second and third game.
Younger than They Look: Though she looks like a really old, withered lady, it is implied that all Keepers who adopt her role within the order age at a far more rapid pace. This occurs presumably due to the far greater exposure to the Keeper's powerful Glyph Magic.
Voiced by: Nancy Taylor (TMA) & Terri Brosius (TDS)
Odd Couple: One half of the prophecy-reading team of the Keepers, the other being Caduca.
Oracular Urchin: Subverted by the fact that she and Caduca need to work together as a team in order to read and translate prophecies. Gamall doesn't read the prophecies, she only translates Caduca's readings in ancient or secret languages in which the prophecies were written.
The Other Darrin: Voiced by different voice actors in the second and third game.
The Reveal: While there was definitely something unsettling about her appearance already in the second game, the twist about Gamall's true nature in the third game was really shocking.
Troubling Unchildlike Behavior: Double subverted. In The Metal Age and for most of her appearances in Deadly Shadows, you chalk up her oddly emotionless, stoic personality to her upbringing by the Keepers and her function as the order's Prophecy Translator. But when the plot thickens in the later parts of Deadly Shadows, you'll learn that Gamall's hiding more from the Keepers than they or Garrett would believe at face value...
Non-Action Guy: As with the Hammerite or Mechanist priests and Pagans shamans, Keeper Elders have minor defensive combat capability, but that's about it.
Patrolling Mook: At least in the libraries, scriptoriums and living quarters of the Keeper Compound during Deadly Shadows.
Sliding Scale of Gender Inequality: There are both male and female Keeper Elders. Both are almost equally common. Gameplay-wise, their abilities are the same as those of the Hammerite priests and Pagan shamans.
Squishy Wizard: Elders are able to cast magical projectiles as a form of defence and to bolster attacking guards.
Archer Archetype: Averted. However, this is pretty justified, given that most Keepers reside in the interiors of secret compounds. There wouldn't be much room for archers to fire.
In the Hood: The upper part of their face is pretty much constantly hidden beneath their hoods.
Patrolling Mook: Some of them stand guard at entrances to restricted sections of the Keeper Compound, but most of them patrol its hallways, living quarters, libraries and workplaces.
When we looked at the relics of the Precursors, we saw the height civilization can attain. When we looked at their ruins, we marked the danger of that height.
— Keeper annals
An extinct faction that is mostly only relevant to the backstory and its members don't make any direct appearances in the actual missions. It was an ancient civilization which once lived in an advanced city roughly on the spot of the later City. In Garret's own words : "Somekind of cataclysm burried the place underground ages ago..."
Acceptable Breaks from Reality: When you find ancient scrolls and other readables among the Precursor city's ruins, you can read them perfectly, despite the Precursor tongue being a long dead language.
Advanced Ancient Acropolis: In a very subtle way. You'll notice something off about how the Precursors lit the interiors of their buildings. This trope is further expanded upon when Garrett revisits the city in The Metal Age and finds out interesting stuff about the Mechanists' archeological expedition to the city's ruins. Fan works often elaborate the trope even further, incorporating it into fan fics and fan missions and such...
Eldritch Abomination: Some of the deities the Precursors seemed to have worshipped certainly are portrayed like this. When Garrett comes across one of the few surviving statues, depicting some kind of monstrous god, you'll hear him wisper this apt scripted quip :
Ghost City: Destroyed and abandoned many millenia ago. The only thing you'll find there besides Precursor architecture and artefacts are burricks , fire elementals and a few groups of Hand Brotherhood mages on an expedition to retrieve one of the Elemental Talismans. Also, there is one particular place with remains of an old Keeper archaelogical expedition that didn't quite make it.
Land of One City: Implied to have been a city state, headed by an emperor of the local natives.
No Name Given: At first, you only know it under its colloquial name, The Lost City. Later on, as you find various readables while exploring the ruins, you'll learn that the Precursors called their city Karath Din. This specific name also reappers in The Metal Age, where the Mechanists have apparently learned of it as well during their secret archaeological digs for Precursor artefacts.
Precursors: The actual name of the civilization that inhabited Karath Din is unknown. Everyone in The City during Garrett's time just calls this ancient nation "The Precursors".
Remixed Level: When Garrett gets an opportunity to explore the Lost City again in The Metal Age.
Ruins for Ruins' Sake: Averted. What remains of the Lost City are believable ruins, with clear and logical distinctions between city squares, public buildings and spaces, lavish governmental or religious buildings, burial tombs of the townsfolk and individual housing.
Under City: What's left of it is burried in deep and expansive underground cavers below The City. There is a fair amount of volcanic activity going on in parts of the whole cavern system. It is implied that a gigantic earthquake combined with a volcanic explosion was the root cause of the cataclysm that burried the whole ancient settlement.
Intrepid Merchant: A lot of the families, e.g. the Shemenovs, became wealthy and influential due to manufacturing and trading various products.
Nouveau Riche: A lot of the newer nobility or wealthy townsmen are of this variety, unlike the older, traditional type of nobility.
Along with the members of the city council, the hereditary ruler of The City.
No Name Given: The only baron mentioned by name is a long-dead historical one, baron Bresling.
Royals Who Actually Do Something: Oversees the rule of The City along with the city council and is the commander-in-chief of The City's armies. The Baron of Garrett's times was frequently away from The City, on a military campaign against the rival city state of Blackbrook. As we find out from readables in The Dark Project and The Metal Age, the City Watch was originally founded by the barons, though it only became a fully professional law enforcement institution during the events that preceded The Metal Age.
The Alcoholic/The Caligula: Implied by the custscenes where he makes his sole direct appearance, and by some of the readables.
The Mafia: Has semi-voluntary ties to Ramirez and his underlings.
Plucky Comic Relief: Virtually every reference to him that you come across in the series has a comedic tone.
Small Name, Big Ego: He has a small mock-throne room deep inside his manor house, complete with throne and a rare, exquisite jeweled sceptre. Said piece of loot is why Garrett pays him a visit in the first proper mission of the series. While he's stealing the sceptre, he makes a snarky comment about Bafford's vanity.
The Unseen: We never meet him in-game and outside of an image in a cutscene, we don't even get a glimpse of him.
The Chessmaster: Apparently considers himself this and regards his plan to get back at his cousin Ember to be rather ingenious. As we see at the Blue Heron Inn, this is wishful thinking on his part, since a good chuck of the plan was suggested to him at the inn by lord Julian's cook.
Proper Lady: Much is made of her quality education and upbringing by her servants.
Captain Robert Moira
Happily Married: From what we hear in a recording of his voice reserved for his wife, the Moira couple genuinely loved each other.
Intrepid Merchant: How he came to his impressive wealth and property. Captain of the merchant carrack The Abysmal Gale. However, he has a Dark Secret. Though his wife doesn't suspect a thing, he frequently doubles as a pirate and privateer, using his wealthy merchant reputation and public persona as a facade.
Posthumous Character: Implied to be among the dead on the Abysmal Gale, once the ship mysteriously sails back into The City's harbour unmanned after a long trade voyage.
The Voice: We only encounter him as a recording of his voice on an old Mechanist-made victrola at his family estate of Overlook Manor. He made the recording as a precaution, in case he' die and the family inheritance and care for his wife Edwina wasn't sorted out.
The wife of Robert Moira, lady of the Moira family household at Overlook Manor. During the events of Deadly Shadows, she has just become a widow.
Determined Widow: Despite her relatives and servants thinking they can manipulate her to their own ends, she's defiant to their ulterior motives and insincere pandering even after her husband's death. She's even a bit of a Disabled Snarker.
Disabled Means Helpless: The ultimate subversion. Though she is blind and now a weeping widow, she won't allow others to mock her and her deceased husband.
Don't You Dare Pity Me!: Her general attitude to people who feed her with insincere platitudes after Robert's death.
Happily Married: From what we hear from her and a recording of her husband's voice, the Moira couple genuinely loved each other.
The Ophelia: She went insane from grief over her husband's death on the Abysmal Gale.
Plot Twist: When you realize that Edwina is naturally blind.
Voiced by: Emil Pagliarulo, Karen Wolff
Townsmen, Servants and Common Folk
This group of characters in general
Voiced by: Dorian Hart, Emil Pagliarulo, Stephen Russell, Sara Verilli, Karen Saltus, Lulu La Mer, Joffrey Spaulding, Alex Duran, Karen Wolff
Manipulative Bitch: Scheming together with some of the senior members of the servantry against widow Moira. She does this while trying to keep a seemingly benign facade, pretending to care for the well-being of the widow more than she actually does.
Meaningful Name: Her surname evokes the name of a dog breed. She constantly dogs the more well-meaning part of the Overlook Manor's staff, since she is affraid they'd undermine her newly gained power over the estate after Robert Moira's death.
Maid in the Overlook Manor, chastised by Mistress Mastiff for trying to be kind to widow Moira.
Voiced by: Geoffrey Stewart, Andy Meuse, Robert Caminos
The City Watch
The faction in general
Ah, The City. Obey the law, and there's no need to worry about the residents. The City Watch are the guys who want to lock me up, though - gotta keep my eye out for them.
A Day in the Limelight: Appear in all three games, but have the largest direct impact on the setting and the storyline in The Metal Age.
Arch-Enemy: Despite widespread corruption, the City Watch takes its role of policing The City and locking up criminals quite seriously. While a lot of crime bosses get away scot free thanks to influence and bribes, individual thieves doing the dirty work are a welcomed target for the Watch. So, from the point of view of the player (and Garrett), the City Watch is his greatest regular enemy while on The City's streets...
City Guards: Well, obviously. One of the more detailed examples in fantasy video games, since you do get to learn quite a bit about the faction's background, inner events, and its role in The City's political and social developments. This counts particularly in The Metal Age, where the Watch receives a great deal of expansion and empowerement as an organization within The City's society, and where a lot of the main plot and storyline intersects with events concerning the Watch and its leadership.
Da Chief: The traditional title for the head of the City Watch has always been "Sheriff". While The Baron rules the city state and is the commander-in-chief of its standing army, the City Watch is a civilian branch of the government and has its own separate commander.
Dirty Cop: A given in such a frequently Wretched HiveFantastic Noir city. However, while many of the average City Watch guards are fallible people, not all of them are completely unpleasant. Some genuinely seem to like their work and believe in protecting basic law and order in The City.
Early-Installment Weirdness: Though integrated into the series' overarching story in an interesting way. It's implied in The Dark Project that the CW at the time was still less of a separate police institution in the more modern sence, and more of an offshoot of The City's regular army, assigned by The Baron to uphold order within The City itself. Hence why it was known more commonly as "The Baron's Police". It seems to have been smaller, ineffectual and rife with corruption. Law enforcement seems to have been shared with the Hammerites (as evidenced by Cragscleft Prison and Garrett's remarks). The City Watch was wholly restructured in The Metal Age, under Truart's tenure, becoming a fully separate law enforcement branch of The City's government.
Fantasy Gun Control: Much like all other guards in the series, they only wield swords and bows. However, the Mechanists do supply some of their larger police stations and penitentiaries with automatic cannon turrets triggered by Mechanist surveillance cameras.
In-Series Nickname: Commonly abbreviated to "The Watch". Also referred to more rarely as "The Baron's Police" (only in the Dark Project) and "The Bulldogs" (in The Metal Age, especially the raid-conducting "Truart's Finest").
Law Enforcement, Inc.: Despite the City Watch being a de iure state-run law neforcement agency, you'd be forgiven for thinking that Truart made it into his very own private enterprise during his tenure as sheriff in The Metal Age. After the fall of Truart and his lackeys, The City's government gradually retightened its grip on the Watch and its new leaders in Deadly Shadows.
Police Are Useless: Mostly averted, frequently subverted. During its struggling impromptu years (seen in The Dark Project), the force was mostly corrupt and increasingly ineffective. But after it became a full-time professional police force, the Watch became a faction to be reckoned with by the inhabitants of The City. Despite this, the average CW guard or watchman can be outwited and disposed of fairly easily. And Garrett being Garrett, he can find ways of infiltrating even heavily-guarded police stations or escape from their prisons.
Sigil Spam: The banners of the City Watch, strewn around their police stations and bureaus throughout The City. Not shown in The Dark Project and changed their appearance somewhat between The Metal Age (where they included a fancier coat of arms, with a helmet as a crest and halberds as supporters◊) and Deadly Shadows (seen above to the right; where the coat of arms was replaced with a heraldic black eagle, presumably representing The City or the Baron). Despite this, all City Watch banners include a stylized eye - presumably a symbol of the Watch's vigilance or of the "all-seeing eye of the law".
Sliding Scale of Gender Inequality: During The Metal Age era of the Watch, it recruited both male and female guards. While it isn't explained why, it is possible that this was a populist move on Truart's part and that it was inspired by his backers and allies, the Mechanists. Sadly, as the Watch became more conservative and strapped for cash again in Deadly Shadows, female City Watch members disappeared.
Trick Bomb: Though they are never seen using them in-game, the weapon lockers at their stations commonly contain flashbombs, flashmines and other non-lethal explosives. Presumably used during raids on criminal dens and hideouts or during apprehending of suspects. Naturally, if you find their weapon lockers, you can help yourself and replenish your stocks of weaponry by stealing directly from under the City Watch's nose.
Fantasy Gun Control: Much like all other guards in the series, they only wield swords and bows.
Mooks: The commonest human mooks in the game, outside of mercenary guards hired by various nobles and townsmen.
Nice Hat: In a funny piece of Anachronism Stew, during The Metal Age, they trade their regular medieval helmets (seen in The Dark Project) for more modern-shaped metal helmets that evoke the classic "Bobby Hat" shape. When the Watch's influence and technological edge wanes a bit after the events of the game, they return to more humble, old-school uniforms in Deadly Shadows.
Patrolling Mook: Mostly seen patrolling The City's streets, and the vicinity of some governmental and public establishments (including City Watch stations and outposts).
Hired Guards and Mercenaries
This group of characters in general
Voiced by:Stephen Russell, Dan Thron, Geoffrey Stewart, Kevin Callow, Bill Farquhar, Daniel Krikorian, George Ledoux, Scott Dickson, Jerry Kissel
Butt Monkey: Of you if you wish to do so, since you can rob from right under their noses, knock them out, play various tricks on them from the shadows, etc.
Colour-Coded for Your Convenience: They wear differently coloured and patterned uniforms, tabards and helmets based on which employer thet're working for. This is particularly prevalent in The Dark Project and Deadly Shadows. In The Metal Age, they wear a smaller array of more standardized uniforms, but still with widely different textures and some variations between NPC models.
It's Probably Nothing: Given how often you can accidentally alert them if you're not careful enough, each guard NPC in a given mission has a long list of unique phrases for this kind of situation. The phrases "Must've been rats..." or "Must be one o'them grubbers again!" uttered by some guards had become minor memes in the series' fanbase.
Mooks: They are the commonest human adversaries in all three games, the second most common being the guards of the City Watch.
Patrolling Mook: Usually patrol in a solitary fashion, but some guards may patrol in small groups.
Verb This!: A common type of threats when they discover you and chase you. Usually something to the effect of "Take that!"
Video Game Caring Potential: Due to the higher difficulty levels, general focus on stealth over direct confrontation and the believable personalities of individual guards, players will often find themselves caring about the guards and either evading them or knocking them out instead of killing them.
What Measure Is a Mook?: Averted, as already hinted at in the above entry. Since the series focuses on stealthily solving problems and avoiding violent confrontations (with human characters, in any case), you're encouraged to avoid killing the guards as much as you are encouraged to not kill unarmed civilians.
You Will Not Evade Me: Once a guard starts chasing you or shooting at you, he will let out one of the many variations of threats available to his NPC. Including ones containing the famous "taffer" swearword.
Complaining about Complaining: A favourite pastime of his, especially on occassions when he's seen guarding alone. He likes to mumble complaints quite a bit, as well as often voicing his annoyance in front of his pal, Smart Guard.
Establishing Character Moment: The by now memetic "bearpits conversation". It's the very first debate he has with Smart Guard in the series, triggered and overheard by the player after exploring merely the first couple of meters in the first proper mission of The Dark Project. The Dumb Guard is the first person you hear in the conversation.
Fan Nickname: "Benny". But this is a justified case of Ascended Fanon, since he is actually called that by one of the NPCs (a barmaid) while he's drunk in the dining room of a mansion in The Metal Age. Outside of "Benny", the character also makes appearances under the names "Bertram" and "Sinclair".
The Fool: Quite a bit, especially in the eyes of his pal, Smart Guard.
Establishing Character Moment: The by now memetic "bearpits conversation". It's the very first debate he has with Dumb Guard in the series, triggered and overheard by the player after walking forward the first couple of meters in the first proper mission of The Dark Project. The Smart Guard is the second person you hear in the conversation.
Fan Nickname: "Jored" or "Nick". Purely Fanon this time, though some of the guards in the earlier games do mention a certain Jored in their quips from time to time.
Bloody Hilarious: Their increasingly ridiculous arguing over the moral integrity of their employers ends with a bloody shoot-out with bows.
Enemy Chatter: Their drawn out argument elevates this to an art form.
Funny Background Event: Their argument is added in purely for Rule of Funny and to make the part of The City that Garrett traverses in that particular mission less boring. Both of their bands can be easily avoided.
Allegorical Character: They basically represent the worst, weakest and darkest aspects of their respective factions, being a power-mad and megalomaniac extension of a faction's flaws and failings. Each villain symbolizes the fall from grace of a particular faction, threatening to steer the group into total corruption or madness, if he/she is not stopped in time.
Drunk with Power: All of them descended into power-hungry madness due to their opportunity to gain unlimited power.
Generic Doomsday Villain: All around averted. Each of the main villains has a reason for what they do, desire or believe in. They're driven by goals that range from high concept ones to completely petty ones, but they don't do what they do just For the Evulz.
It's All About Me/A God Am I: All three of them are immensely self-centered sociopaths with a God complex and a grudge against anyone who doesn't share their narrow worldview.
Revive Kills Zombie: Virtually all undead creatures are susceptible to holy water, especially if you attack them with it in a stealthy manner (i.e. without them noticing you first).
Was Once a Man: Outside of elementals, all of the undead or ghostly creatures in the series were once human in some way, shape or form.
Everything Fades: Averted in The Dark Project and The Metal Age, where the remaining chunks of their destroyed bodies remained in place after exploding all over the room. Played a bit straighter in Deadly Shadows, where killing them results in them disintegrating into dust. Mind, the third game otherwise averts this trope, making the standard zombie disintegrations a bit of an exception from the rule.
Everything's Deader with Zombies: Especially in "Down in the Bonehoard", the mission that contains probably the highest number of them. Granted, a lot of the ruined parts of The City (and ruins in its environs) often contain a fair amount of these standard zombies.
Flesh-Eating Zombie: Ye olde classic semi-naked, grey-skinned, rotting, slowly shambling, horror film zombie.
Kill It with Water: Besides Holy Water mentioned above, regular water arrows will incapacitate them for a short while, and if you find a deep body of water and drop them there, they will stay down. Even better, lure them into water, and after a few steps they will collapse.
Zerg Rush: While they are slow, stupid, and their attack is not particularly damaging, their strength is in numbers. They tend to gang up on you and try to make you enter more cramped spaces, where you can become easy pickings for getting battered to death by a horde.
A Day in the Limelight: The "Return to the Cathedral" mission in The Dark Project and the quests in Fort Ironwood in Deadly Shadows.
Dem Bones: The only undead in the series that fulfill this trope to a tee.
Early-Bird Cameo: In "Down in the Bonehoard" purely in Thief Gold and in "The Haunted Cathedral" in all versions of The Dark Project.
Super Speed: Another combat trait of their's that encourages the player to avoid a direct confrontation with them, trying stealthy evasion or a stealthy kill instead.
The Cameo: The appearance of a single haunt in The Metal Age, an otherwise Haunt-less installment of the series.
Weaksauce Weakness: Can be killed with a single stealthy backstab, provided that you haven't already alerted the Haunt. And, as with other Thiefverse undead, they are vulnerable to holy water, fire and explosives and flashes of bright light.
Weapon of Choice: Swords in The Dark Project, Hammerite polehammers in Deadly Shadows. A popular Fanon explanation for them using swords is that they're either undead Hammer Warriors (rather than Temple Guards), or that they cannot use warhammers because they are cursed and hammers are the holy symbol of the Hammerite church.
Squishy Wizard: The evil apparitions' ability to conjure magical projectiles and hurl them at Garrett.
A bizarre, unusual and extremely dangerous variety of undead. They're not restless spirits in rotting flesh, nor do they consume live humans, but they will attack on sight. They appear in only one location and have a fixed number (nine). They were once the nine most notorious and dangerous of criminally insane patients at the Shalebridge Cradle, and have remained trapped there since its abandonment, body and soul. The malevolent will of the Cradle plays with them by moving their bodies around and acting out their old lives.
Deadly Lunge: They wander around at a snail's pace - but should you alert them to your presence, they break into a sprint so fast you might believe they can fly to tear you to pieces.
Everything's Deader with Zombies: A variation. They're walking corpses, but they are not technically zombies as the universe of Thief defines them. They're "puppets" of the Shalebridge Cradle, forever imprisoned by its will and animated by its memories of them when they were alive.
Genius Loci: Ultimately nothing but playthings of the place they're in.
Institutional Apparel: Rotting, stained straitjackets and bandages, and wire cages over their heads and hands. Both are real (and thankfully archaic) methods of confining mental patients to keep them from injuring themselves.
Mooks: Fulfill this role within the ranks of Big Bad's forces in The Dark Project. In The Metal Age, they serve as guard mooks of Pagan territory.
The Other Darrin: Undergo a complete change in appearance and armaments in The Metal Age, to the point that you could very well consider the idea that there are two distinct species of apebeasts. If anything, TMA's apebeasts live up to their name a bit more accurately, looking like actual apes.
Patrolling Mook: Both versions. The one seen in The Dark Project behaves fairly similarly to human guards with swords, though with more animalistic motions.
Early-Bird Cameo: Prior to the mission where you visit the Kurshok Citadel, you can find a single Kurshok imprisoned by the City Watch at their local station in Stonemarket. You can choose to ingore the Kurshok's pleas for help or you can pick the lock on his cell and let him go. If you chose the latter, he'll try to make a run for it and Hilarity Ensues in the Stonemarket streets.
Fish People: Highly intelligent newt-like humanoids, with some prehensile fins scattered here or there on parts of their bodies. Their young are born from eggs stored in hatcheries. Before its fall, they had the most developed civilization of all beastman species, comparable to advanced human city-dwellers.
Future Imperfect: Their remaining population lives a far simpler life than their ancestors, trying to eek out an existence among the ruins of their once great civilization. Due to all the destruction, shortages, depopulation and isolation from the rest of the world that has befallen them, many of them consider the surviving records on their history as merely exaggerated myths.
Hidden Elf Village: Well, a hidden remnant of one of their once-great cities. A rather sad example of this trope, since it's implied their species is declining and might be on their way out.
Unusual Dysphemism: Members of surviving Kurshok society who doubt the Future Imperfect interpretations of their history and myths are frequently ostracized and disparagingly branded as "headsick" or "brainsick".
One click for the brainsick ones...thinking the aboveworld is real place.
Kill It with Fire: If you really have no other choice but to kill them once they start chasing you, your best bet is shooting fire arrows at them. They are largely immune to all your other projectiles. Broadhead arrows won't even annoy them and stick into the bark of their bodies.
The Lost Woods: Their natural habitat. However, subverted in Deadly Shadows, where they also inhabit some of the abandoned outskirts of The City, since they work as helpers of the human Pagans (in that particular case, Pagan agents).
Mighty Glacier: The biggest, toughest, hardest-hitting and slowest opponents in the series from the ranks of natural creatures.
Patrolling Mook: Mainly the Deadly Shadows version. The ones in The Metal Age usually stand inanimate and only come to life once you've accidentally exposed yourself to their sight in brightly lit spaces.
Beware the Nice Ones/Beware the Silly Ones: They are generally docile creatures that look like pudgey dinosaur-lizard things, but piss them off and they won't hesitate for a moment to attack you with their only means of defence (see the following trope).
Reptiles Are Abhorrent: Averted. They have some mildly mammalian features as well and outside of their belching of noxious/flammable fumes, they aren't dangerous or agressive at all. They're even herbivores! The gas is for making burrows.
Rule of Funny: At least half of the reason why they exist in the setting in the first place.
Video Game Caring Potential: They let loose sad cries if they discover the body of a fellow burrick (even if it's just unconscious, but nobody ever said they were very bright). The players that find them cute (if goofy) try to avoid killing them, preferring to ignore them or knock them out so they won't hear this cry.
All Webbed Up: Unlike the naturally occuring spiders that only have a melee attack, the Chaos Spider that is unique to the later missions of The Dark Project can shoot webs at the player character, rendering him powerless for at least a few seconds (the player can untangle himself with rapid clicks of the mouse, but it takes at least 4-5 clicks to do so, making him vulnerable for another Chaos Spider shot).
Boss in Mook Clothing: The red-coloured Chaos Spider. Don't be fooled by its similarity to the green-coloured spider, it is far more dangerous than that one. Thankfully, this creature is very rare, and much like the Craybeast, it is less of a wild animal and more of an obedient member of the Trickster's army of monsters.
I Ate What?: A certain cunning meat enterpreneur from The Metal Age secretly uses their flesh as a cost-cutting measure for acquiring steaks that he sells to his buyers. Amusingly, as the businessman notes in his diary, most of his customers don't notice the difference.
Call a Smeerp a "Rabbit": They share both similarities and differences with real frogs and toads. Furthermore, they're not supposed to be a fantasy substitute for actual frogs in the series' setting. Their relation to real frogs or toads if any is left unexplained.
Frogs and Toads: Well, a fantasy creature that is close to them in terms of appearance.
Live Item: Only in The Metal Age. Specifically, the item itself is a frogbeast egg - when deployed, it hatches a frogbeast, which then hops over to the nearest enemy to do its thing...
Living Weapon: Their only lot in life is to find a moving character (including you), hop all the way towards him and then spontaneously burstinto a gory little explosion that can injure said character. They are enemy NPCs in The Dark Project, but in The Metal Age, you can weaponize them against your opponents via the use of frogbeast eggs.
Second Episode Introduction: Though they were referenced in the first two games (including an anecdote about a bumbling thief told by a Downwind Thieves' Guild member), cats finally appeared as physical NPCs only in the third game.
Second Episode Introduction: Referenced a lot throughout the series, but didn't appear as physical NPCs in the first game, The Dark Project. They were introduced in The Metal Age and became even more widespread in Deadly Shadows.
Big Creepy-Crawlies: Subverted by them and being quite friendly-looking beetles, as well as completely harmless NPCs. The only danger they present is if you destroy them, they vanish in a burst of very real flame.
Meaningful Name: They're oversized bugs that like to feed on metallic materials. This, and the fact that their bodily fluids cause the spread of corosion, makes them pests in the eyes of the Hammerites.
Remember the New Guy: Introduced in Deadly Shadows. Despite much being made of them being a pest to Hammerite and City industry and machinery, they were never mentioned or seen prior to this installment.
Suspiciously Similar Substitute: Averted. Though one might be tempted to think they are this to the giant spiders of previous installments, they actually fulfill a very different gameplay role than the spiders and are not enemy NPCs at all.
Plants that have eyeballs on the ends of their stalks, like a really weird flower. They turn up deep in areas touched by chaos, mostly to be freaky.
Faceless Eye: It's weird. It wouldn't be so weird if they didn't turn to keep watching you.
The City increased quickly. The lack of planning evidences itself in the closeness of the structures... the strange twist of a street...
— Keeper Archives
Nobody knows the whole city, how old it is, how many times it's been built over. Not the Hammerites, nobody.
— Servant at Rutherford Castle
Yes, as seen throughout the series, even The City itself can be regarded as an inanimate character of sorts...
Absurdly Spacious Sewer: Played with. Most sewers subvert this, built to accomodate maintenance staff, and therefore being of a reasonable size and fairly cramped. However, some sewer areas play it dead straight, with very spacious sewers and underground waterways, probably even centuries old.
Bizarrchitecture: Mostly averted in The City itself, but some of the buildings in its abandoned parts or within its outskirts (e.g. Constantine's Mansion, The Mage Towers) really fit the bill.
Capital City / Hub City: It's a gigantic, sprawling medieval metropolis, unlike any city of the Real Life Middle Ages. Based on the descriptions throughout the series, it seems to be the biggest, most powerful and most advanced of all the local city states within the part of the world it lies in. While this is never confirmed, it might also be one of the oldest cities in the whole general area.
Dungeon Punk: Some parts of The City reflect this trope quite clearly.
Eldritch Location: Some of its abandoned parts that are reputed to be haunted or overrun by weird creatures. The ones Garrett gets to visit throughout the series definitely have plenty of unsettling Genius Loci.
Fantastic Noir: The City's skylines alone (that you see in many cutscenes and as backdrops to mission maps) make The City look like some ungodly medieval version of Los Angeles from Blade Runner, with omnipresent steampunk technology in lieu of cyberpunk esthetics.
Industrial Ghetto: Glimpses of this are caught throughout several of the city districts, particularly in The Metal Age. Fan missions tend to portray this aspect of The City frequently.
Land of One City: From all the canon information available, it seems to be a very large city state. It is ruled by a nobleman with the title of "Baron" and a city council.
Mega City: It definitely seems larger than any European medieval city that ever existed.
Merchant City: Both legal and illegal trade are the City's economic lifeblood.
Outlaw Town: The Downwind Thieves' Guild is a subterranean version of this, complete with living quarters, storage rooms and even an illegal gambling den for paying above-ground customers. The whole complex makes heavy use of the local sewers and is accessed via several secret entrances from an incospicuous local tavern. It also has secret doors leading to the mansions of Reuben and Donal, the two main leaders of the guild.
Purely Aesthetic Era: Medieval? Barocque? Victorian? Feudal or industrial? The City is its own unique blend of Real Life inspirations and influences.
Ruins for Ruins' Sake: Averted. Even the run-down, ruined and long-abandoned parts of The City make up a logical whole, feel genuinely "lived-in" and show clear signs of what they were formerly used for.
Urban Fantasy: More literal than most examples of this trope. It fits both the traditional definition (i.e. magic and mythical beings crawling over into an otherwise modern, industrialized setting) and a literal definition (since a predominant part of the storylines and Garrett's adventures take part within the various parts of The City).