Video Game / Thief II: The Metal Age

Thief II: The Metal Age is the second game in the Thief series, which honed both the original's stealth gameplay, and its Immersive Sim mechanics. It was also, sadly, the final game created by Looking Glass Studios before it filed for bankruptcy. Four years later, another sequel emerged, developed by Ion Storm.

Following the events of The Dark Project, Garrett returned back to his old profession as he observed more technological advances in the hands of the Mechanists, an offshoot to the Order of the Hammer. When overhearing its leader making deals with a corrupt sheriff, Garrett sought to investigate the intentions of the new sect.

Since Looking Glass folded very shortly after release, Thief II Gold, which similarly to Thief Gold will add levels and bugfixes, never saw release, but there have been attempts by fans to do a remake based on existing documentation.

This game provides examples of:

  • All in a Row: A few groups of police and guards act this way, e.g. Cavador's bodyguards follow Cavador.
  • Automatic Crossbows: The Mechanists sometimes wield small pistol-styled auto-crossbows.
  • Bad Moon Rising: The second-to-last mission has a red full moon in the night sky.
  • Bank Robbery: The sixth mission of the second game is one of these. Oddly enough, the main target is not money, but an incriminating recording. Still, there's plenty of cash to be picked up.
  • Bilingual Bonus: The name of the Mechanist's archaeological excavations in the Lost City is named Cavador, i.e. "digger" in Spanish and in Portuguese note .
  • Blood Oath: When Viktoria and Garrett forge a truce in Thief II, they seal it with this. It's more of a "Sap Oath" in Viktoria's case, since she's a dryad and bleeds sticky green fluid.
  • Blow Gun: A certain type of (relatively harmless) enemy in the service of the Pagans uses them.
  • Body Horror:
    • The Mechanist Servants. Being made into one of these is so horrific, some will thank you for killing them.
    • The Necrotic Mutox. You never actually see it used on a person, but you hear it. The person it is being demonstrated for reacts with both horror and fascination.
  • Cool, but Inefficient: The grenade-launching robots seen in the second game can be tricked into destroying themselves by firing their grenades into the wall they are pressed against. Also, they can be disabled by water arrows in the open boiler on their back. This weakness is mentioned within the game; apparently the smith just never got around to fixing it. What's more strange is that those big ugly death machines can be broken easily by Stuff Blowing Up (if you have enough), but the annoying "steel cherubs" cannot.
  • Dead Man's Chest: In the mission where you find the wreck haunted by a pirate's ghost.
  • Deadpan Snarker: As usual, Garrett shows this off a lot. Perhaps the best example occurs when Viktoria nonchalantly declares he'll join them and help them. Garrett immediately blurts out "Join you ?" in what sounds like a mix of surprise and irritation, and then follows it up with a sarcastic "Not exactly my first choice...".
  • Dirty Cop: Sheriff Truart, but not in The City's traditional way. The organized crime in The City is used to buying off the authorities, but Truart has been on an almost zealous crusade to bring The City's organized crime to heel. However, this is only because Karras has already bought him off for a price no petty crime lord could match. For his part, Truart simply sees the law as an instrument of will, not of justice.
  • Elaborate Underground Base: The Markham's Isle complex in the mission "Precious Cargo".
  • First-Person Ghost: As in The Dark Project.
  • Friendly Enemy: Garrett and Viktoria are a somewhat odd case. Garrett sees Viktoria as the monster who betrayed and mutilated him, while Viktoria sees him as a jerk who ruined everything and slew her god. Only because Karras is the threat do they work together at all. There is absolutely no alternative. They do gradually grow more fond of each other, though, making it closer to this trope than just a usual Enemy Mine.
  • Gainax Ending: The ending cutscene.
    Garrett: All was written?
    Artemus: All.
    Garrett: Viktoria's death? And Karras? Was it written? In your books?
    Artemus: All is, as it was written.
    Garrett: And there's more?
    Artemus: Yes.
    Garrett: Tell me.
  • Gender Is No Object: In contrast to The Dark Project, this game features female private guards, female City Watch, and female Mechanists. The later in particular is a departure from the all-male Order of the Hammer they spun off from, and evidence that they are not beholden to older Hammerite dogmas.
  • Hoist by His Own Petard: Karras planned to unleash the Necrotic Mutox gas on the City, wiping it clean of all life while he is safe in his isolated cathedral and then repopulate with mechanical creatures. Garret turns this around on him by sending a signal which calls the Servants carrying the gas into the cathedral where it can be let loose to destroy Karras and be contained without affecting anything else.
  • Insecurity Camera: The Mechanist surveillance cameras can be shut down easily by finding their fuse boxes and pulling a lever or two. However, if there's one central generator room for all of them, then it's usually well guarded or pretty hard to sneak into. An alternative, much noisier way of disabling the cameras, is to simply blow the cameras up with your fire arrows or by placing an explosive mine under them and triggering it with your broadhead arrows.
  • Powered by a Forsaken Child: The Mechanist servants.
  • Steampunk: Of the three games in the trilogy, this one has the most overtly steampunk esthetics, in no small part thanks to the presence and influence of the Mechanists.
  • Thank the Maker: The Mechanist robots reeeally love this trope. "Praise Karras", "All should hear the words of Karras, the words of Karras...", etc. Needless to say, it can get annoying. A full list of the phrases can be seen here. This trope is slightly played with though - every robot uses a voice track recorded by Karras himself. It can become creepy hearing him speak from all of their mouths, even after you work out their limited speech patterns.
  • Thou Shalt Not Kill: Several levels require Garrett to get in and out without killing anyone. Higher difficulty levels require Garrett to complete virtually all the missions without even so much as knocking someone unconscious.
  • Turned Against Their Masters: How Garrett defeats Karras.
  • Underground Level: Parts of "Trail of Blood", parts of "Precious Cargo", "Kidnap".
  • Would Hit a Girl: Depending on the player's decisions - and whether the difficulty level or mission parameter allows it - the female guards and soldiers are viable targets for Garrett, and they're just as good at swordplay and shooting arrows as the male characters.

Alternative Title(s): Thief II