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* ActionBomb: Frogbeasts are small, and will hop towards Garret and explode on contact. They appear near the end of the game.



* RemixedLevel: "Strange Bedfellows" sees Garrett revisit the Hammerite temple he infiltrated in "Undercover".

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* RemixedLevel: RemixedLevel:
** The latter part of "Escape" is a remix of "The Sword". Upon returning to the mansion's main floor, it's overgrown - with the upper floors mostly blocked off by foliage.
**
"Strange Bedfellows" sees Garrett revisit the Hammerite temple he infiltrated in "Undercover"."Undercover". The initial objective is to infiltrate the temple again, but it's already been invaded.
** "Blooper Reel" is a remix of "Lord Bafford's Manor", but instead showcases various quirks that occurred during development. This map is only accessible in ''Thief Gold'' by editing a configuration file.

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* BeefGate: Lord Bafford's front gate is protected by three guards. The enemy type is actually "Bafford Front Gate Guard", which has 2.5× the health of other guards, are slightly faster and will not flee from combat. This was to discourage new players from attempting a frontal approach, but skilled players may still attack or run past them if desired.



* BowAndSwordInAccord: Garrett carries both a bow and a sword, though the bow sees more use for delivery mechanism for {{Trick Arrow}}s than killing people, and the sword is a last-resort weapon, not his primary. If the player is very good, they will never use the sword.

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* BowAndSwordInAccord: Garrett carries both a bow and a sword, though the bow sees more use for delivery mechanism for {{Trick Arrow}}s than killing people, and the sword is a last-resort weapon, not his primary. If the player is very good, they will never not need to use the sword.sword in combat.



* InstantWinCondition: The first missions on easier difficulty levels tend toward just obtaining the necessary item, rather than collecting loot or escaping.



* PlotCoupons: At one point, Garrett has to find the four keys to a locked cathedral.

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* PlotCoupons: At one point, Garrett has to find the four keys talismans to a locked cathedral.unseal the cathedral's door.
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* BagOfSpilling:
** After every mission, all of Garrett's inventory is cleared and any loot you obtained can be used to buy new gear to encourage not hoarding equipment. (Even any leftover loot will not carry over between missions.
** An example occurs in the mission "Escape!" where Garrett can find his purse, (in different locations depending on difficulty) in the original version, it contains 275 Gold regardless of how much loot the player acquired in the previous mission (as this mission doesn't have a shop at the start of it) while in ''Thief Gold'' this purse instead contains the exact amount of loot the player obtained in the past mission.
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** Hammerite Guards use Hammers instead of swords in combat which deal significantlymore damage to Garrett.

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** Hammerite Guards use Hammers instead of swords in combat which deal significantlymore significantly more damage to Garrett.
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** Hammerite Guards use Hammers instead of swords in combat which deal signifficantly more damage to Garrett.
** Haunts use swords but are extremely fast, capable of keeping up with Garrett and attacking Garrett extremely rapidly in melee.

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** Hammerite Guards use Hammers instead of swords in combat which deal signifficantly more significantlymore damage to Garrett.
** Hammerite Haunts use swords but are extremely fast, capable of keeping up with Garrett and attacking Garrett extremely rapidly in melee.
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* EliteMooks: There are at least two kinds:
** Hammerite Guards use Hammers instead of swords in combat which deal signifficantly more damage to Garrett.
** Haunts use swords but are extremely fast, capable of keeping up with Garrett and attacking Garrett extremely rapidly in melee.
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* FakeUltimateMook: Several notes/books and even Garrett's narration hype up enemy mages as tough to fight, they're actually one of the easier enemies to fight as their magic animation takes longer than bows meaning Garrett can consistently damage them enough to stun them before they can get a spell off at close-range while Archers usually at least get one arrow off if Garrett fights one at close range, they're essentially the only human enemy that the player can actually consistently deal with in direct combat without taking damage as long as the player ambushes them at close range and doesn't stop attacking until they die.
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->-- '''The Book of The Stone'''

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->-- '''The -->--'''The Book of The Stone'''
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* RealFakeDoor: Constantine's Mansion has one or two doors leading into a brick wall, as part of its design to confound visitors.


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* TrickBomb: The flash bomb blinds guards that see it, leaving them stunned for a few seconds. They may also be blackjacked in that state.
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* UnwinnableByDesign: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. This can be made impossible, but it requires you to intentionally try. The game provides several fire arrows in the attic along with the charge in case you're out, but you can pick these up and waste them if you really want to be stuck. The game very explicitly tells you to set off the charge in front of the door, but you can blow it up anywhere in the level, and there's only one charge doesn't respawn, meaning if you blow it up elsewhere you're screwed.

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* UnwinnableByDesign: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. This can be made impossible, but it requires you to intentionally try. The game provides several fire arrows in the attic along with the charge in case you're out, but you can pick these up and waste them if you really want to be stuck. The game very explicitly tells you to set off the charge in front of the door, but you can blow it up anywhere in the level, and there's only one charge that doesn't respawn, meaning if you blow it up elsewhere you're screwed.
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Along with ''VideoGame/MetalGearSolid'' (released the same year), it is regarded as one of the first video games to pioneer the modern stealth genre. It was also among the earliest codifiers of the ImmersiveSim genre.

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Along with ''VideoGame/MetalGearSolid'' (released the same year), it is regarded as one of the first video games to pioneer the modern stealth genre. It was also among the earliest codifiers of the ImmersiveSim genre.
genre. See ''Franchise/{{Dishonored}}'' for the SpiritualSuccessor lead by Harvey Smith.
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* KeyConfusion: When confronted with a locked door, Garret does not automatically pick the right key, even if he has it on him; the player has to manually select the key he wants Garret to use. This can become quite a problem if Garret has multiple keys on him and the player doesn't know which one fits what door. Since the trial-and-error of testing each key takes place in real time, it can build quite a bit of tension, when you are desperately seeking for the right key while the guards are closing in on your position.\

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* KeyConfusion: When confronted with a locked door, Garret does not automatically pick the right key, even if he has it on him; the player has to manually select the key he wants Garret to use. This can become quite a problem if Garret has multiple keys on him and the player doesn't know which one fits what door. Since the trial-and-error of testing each key takes place in real time, it can build quite a bit of tension, when you are desperately seeking for the right key while the guards are closing in on your position.\

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* KeyConfusion: When confronted with a locked door, Garret does not automatically pick the right key, even if he has it on him; the player has to manually select the key he wants Garret to use. This can become quite a problem if Garret has multiple keys on him and the player doesn't know which one fits what door. Since the trial-and-error of testing each key takes place in real time, it can build quite a bit of tension, when you are desperately seeking for the right key while the guards are closing in on your position.

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* KeyConfusion: When confronted with a locked door, Garret does not automatically pick the right key, even if he has it on him; the player has to manually select the key he wants Garret to use. This can become quite a problem if Garret has multiple keys on him and the player doesn't know which one fits what door. Since the trial-and-error of testing each key takes place in real time, it can build quite a bit of tension, when you are desperately seeking for the right key while the guards are closing in on your position.\
* KneeCapping: Ramirez has a note to his tough-boys saying that this is actually inefficient. He recommends to instead learn from the gardener and his hedge clippers, which has the clients pay off their debts with fingers to spare.
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* ConcealingCanvas:
** In ''Lord Bafford's Manor'', chop a banner [[spoiler:for easier access to the throne room]]. This bypasses a locked door.
** In ''Assassins'', [[spoiler:chopping one of the banners on the second floor gives an alternate route to a secret passage]].


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* PortraitPaintingPeephole: In ''Assassins'', the mansion is designed with a a secret door in Ramirez' bedroom fireplace, and that leads to a corridor that overlooks a peephole to one of the bedrooms. This peephole is covered by a painting.

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* BaitAndSwitch: Your objective for mission 4: use your shiny new lockpicks to sneak into the Hammerite Temple and steal some loot. Simple enough. ''As soon'' as the mission actually starts, the shopkeeper who sold you the lockpicks is shot, two men outside say they killed Garrett, and this objective is crossed out, replaced by following your would-be assassins and finding their employer.

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* BaitAndSwitch: BaitAndSwitch:
**
Your objective for mission 4: use your shiny new lockpicks to sneak into the Hammerite Temple and steal some loot. Simple enough. ''As soon'' as the mission actually starts, the shopkeeper who sold you the lockpicks is shot, two men outside say they killed Garrett, and this objective is crossed out, replaced by following your would-be assassins and finding their employer.employer.
** "Song of the Caverns" is presented as a spelunking mission similar to the previous one, "The Lost City". However, once you reach the shrine where the Talisman is hidden, you find it missing, and then learn it's already been looted and is now in the possession of the opera house's owner. The mission then replaced with a normal theft in the opera house. Players [[InterfaceSpoiler might get an idea that the mission isn't what it seems]] when they see the shop offer gas and moss arrows that would be better suited for sneaking past guards than fighting monsters in the caverns.

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* BaitAndSwitch: Your objective for mission 4: use your shiny new lockpicks to sneak into the Hammerite Temple and steal some loot. Simple enough. ''As soon'' as the mission actually starts, the shopkeeper who sold you the lockpicks is shot, two men outside say they killed Garrett, and this objective is crossed out, replaced by following your would-be assassins and finding their employer.



* UnintentionallyUnwinnable: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. The insanity part comes in due to the game providing several fire arrows in the attic along with the charge in case you're out (though you can still choose to waste them if you want) as well being able to detonate the charge anywhere in the level (even though the game very explicitly tells you to set it off in front of the door), and there's only one charge in the level that doesn't respawn, meaning if you blow it up elsewhere you're screwed.

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* UnintentionallyUnwinnable: UnwinnableByDesign: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. This can be made impossible, but it requires you to intentionally try. The insanity part comes in due to the game providing provides several fire arrows in the attic along with the charge in case you're out (though out, but you can still choose to pick these up and waste them if you want) as well being able really want to detonate the charge anywhere in the level (even though the be stuck. The game very explicitly tells you to set it off the charge in front of the door), door, but you can blow it up anywhere in the level, and there's only one charge in the level that doesn't respawn, meaning if you blow it up elsewhere you're screwed.
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* {{Foreshadowing}}: In a simultaneous amusing and tragic coincidence, as much as Garrett scoffs at Ian Cribs' play "Reginald and Conandra Forest Princess", a story of [[StarCrossedLovers doomed romance]] between a Hammerite Novice and a Pagan Dryad, [[spoiler: something [[DramaticIrony quite similar]] ends up happening by the end of the Metal Age between him and Viktoria.]] Garrett in this game even dresses up as a Hammerite Novice in one of the missions to sneak into the local Hammerite Temple.
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* GuideDangIt: "The Mage Towers", specifically, each of the elemental towers is locked and is [[TheKeyIsBehindTheLock said to have the key of another one of the towers inside it]]. So how do you get into a tower in the first place? [[spoiler: the lock on the door for the water tower is broken]] of course the only way you would know that (other than looking it up) is if you searched everywhere else in the level in vain for a key before finally deciding to look in the towers themselves in case there was some other way in. [[spoiler: To be fair, there ''is'' a note claiming the water tower has been closed down due to flooding, but inferring that to mean the lock is broken seems like a pretty big logical leap, especially since they use the word "closed", which seems to be saying just the opposite (it's more securely locked down than the others and there's no way in)]]

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* GuideDangIt: "The Mage Towers", specifically, each of the elemental towers is locked and is [[TheKeyIsBehindTheLock said to have the key of another one of the towers inside it]]. So how do you get into a tower in the first place? [[spoiler: the The lock on the door for the water tower is broken]] of course the broken]]. The only way you would know that (other than looking it up) is if you searched everywhere else in the level in vain for a key before finally deciding to look in at the towers themselves in case there was some other way in. [[spoiler: To be fair, there ''is'' a note claiming the water tower has been closed down due to flooding, but inferring that to mean the lock is broken seems like a pretty big logical leap, especially since they use the word "closed", which seems to be saying just the opposite (it's more securely locked down than the others and there's no way in)]]



* MarathonLevel: The "Thieves' Guild" level. First there's the restaurant, then the casino, then the sewer passage to Reuben's place, then...you get the picture.

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* MarathonLevel: The "Thieves' Guild" level. First there's the restaurant, then the casino, then the sewer passage to Reuben's place, then... you get the picture.



* NoodleIncident: What exactly destroyed the old quarter of the city (where the Haunted Cathedral resides) is unknown, with Garret's narration in the cutscene implying even the people in-universe aren't entirely sure, but the most common stories about its destruction involve massive fires and [[ZombieApocalypse hordes of zombies.]]

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* NoodleIncident: What exactly destroyed the old quarter Old Quarter of the city (where the Haunted Cathedral resides) is unknown, with Garret's narration in the cutscene implying even the people in-universe aren't entirely sure, but the most common stories about its destruction involve massive fires and [[ZombieApocalypse hordes of zombies.]]
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* VillainBall: [[spoiler:Constantine's]] plan would have gone much better if instead of leaving Garrett to perish he had either a) paid Garrett as agreed and let him leave, or b) taken one extra step to directly kill Garrett.

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* VillainBall: [[spoiler:Constantine's]] plan would have gone much better if instead of leaving Garrett to perish he had either a) paid Garrett as agreed and let him leave, leave without revealing himself, or b) taken one extra step to directly kill Garrett.
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* UnintentionallyUnwinnable: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. The insanity part comes in due to the game providing several fire arrows in the attic along with the charge in case you're out (though you can still choose to waste them if you want) as well being able to detonate the charge anywhere in the level (even though the game very explicitly tells you to set it off in front of the door), and there's only one charge in the level that doesn't respawn, meaning if you blow it up elsewhere you're screwed.



* UnwinnableByInsanity: The way you finally escape from the Haunted Cathedral is by taking the explosive charge from the attic and using a fire arrow to blow it up near the (locked) back door to blast it open. The insanity part comes in due to the game providing several fire arrows in the attic along with the charge in case you're out (though you can still choose to waste them if you want) as well being able to detonate the charge anywhere in the level (even though the game very explicitly tells you to set it off in front of the door), and there's only one charge in the level that doesn't respawn, meaning if you blow it up elsewhere you're screwed.
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* MeleeATrois: The game has the potential for this in any level where multiple types of [[{{AI}} AIs]] are around, e.g. "The Haunted Cathedral", "The Lost City". Zombies will attack anything alive, for example, not just the player; fire elementals will attack at least some types of living [[{{AI}} AIs]]; and so on.

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* MeleeATrois: The game has the potential for this in any level where multiple types of [[{{AI}} AIs]] {{Artificial Intelligence}}s are around, e.g. "The Haunted Cathedral", "The Lost City". Zombies will attack anything alive, for example, not just the player; fire elementals will attack at least some types of living [[{{AI}} AIs]]; {{Artificial Intelligence}}s; and so on.
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grammar


* BlendingInStealthGameplay: In one mid-game mission, Garrett has acquired the garb of a novice in the [[ChurchMilitant Order of the Hammer]] and uses it to infiltrate one of their secured temples. As novices take an oath of silence, no one there will ask him to speak and provided he isn't caught anywhere he isn't supposed to be, no one will challenge his presence. The challenge lies in stealing right out from under the Hammerite's noses. [[spoiler: Fulfilling your primary objective will unavoidably sound an alarm throughout the temple, which blows Garrett's cover.]]

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* BlendingInStealthGameplay: In one mid-game mission, Garrett has acquired the garb of a novice in the [[ChurchMilitant Order of the Hammer]] and uses it to infiltrate one of their secured temples. As novices take an oath of silence, no one there will ask him to speak and provided he isn't caught anywhere he isn't supposed to be, no one will challenge his presence. The challenge lies in stealing right out from under the Hammerite's Hammerites' noses. [[spoiler: Fulfilling your primary objective will unavoidably sound an alarm throughout the temple, which blows Garrett's cover.]]



* FinalBossNewDimension: The final level of the game, [[spoiler: "Into The Maw of Chaos" where Garrett enter's The Trickster's realm where the normal laws of physics don't hold sway.]]

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* FinalBossNewDimension: The final level of the game, [[spoiler: "Into The Maw of Chaos" where Garrett enter's enters The Trickster's realm where the normal laws of physics don't hold sway.]]



* FirstPersonGhost: Garrett's arms and weapons are viable during gameplay, but no part of his body beyond that.

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* FirstPersonGhost: Garrett's arms and weapons are viable visible during gameplay, but no part of his body beyond that.



* NoodleIncident: What exactly destroyed the old quarter of the city (where the Haunted Cathedral resides) is unknown, with Garret's narration in the cutscene implying even the people in-universe aren't entirely sure, but the most common stories about it's destruction involve massive fires and [[ZombieApocalypse hordes of zombies.]]

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* NoodleIncident: What exactly destroyed the old quarter of the city (where the Haunted Cathedral resides) is unknown, with Garret's narration in the cutscene implying even the people in-universe aren't entirely sure, but the most common stories about it's its destruction involve massive fires and [[ZombieApocalypse hordes of zombies.]]



* TheOrder: The Hammerites, a group of anti-Pagan, anti-nature, intensely conservative [[ChurchMilitant Church Militants]] that Garrett runs into on occasion. However, they're not as much of a problem in this game as an offshoot of their's is in the sequel. [[spoiler:Garrett [[EnemyMine even temporarily allies with]] the Hammerites to help them thwart the BigBad and his plan.]]

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* TheOrder: The Hammerites, a group of anti-Pagan, anti-nature, intensely conservative [[ChurchMilitant Church Militants]] that Garrett runs into on occasion. However, they're not as much of a problem in this game as an offshoot of their's theirs is in the sequel. [[spoiler:Garrett [[EnemyMine even temporarily allies with]] the Hammerites to help them thwart the BigBad and his plan.]]
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->''"YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU."''

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->''"YE SHALL NOT ROB FROM THE HOUSE ->''"Ye shall not rob from the house I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.have built, or commit any theft or unrighteousness, lest ye be struck down and driven into the earth forthwith, and the land of the heathen consume you."''
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->''YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.''

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->''YE ->''"YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.''"''
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-->''YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.''
-->-- '''The Book of The Stone'''

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-->''YE ->''YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.''
-->-- ->-- '''The Book of The Stone'''
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-->''[[AC: YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.]]''

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-->''[[AC: YE -->''YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.]]''''
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-->''[[AC: YE SHALL NOT ROB FROM THE HOUSE I HAVE BUILT, OR COMMIT ANY THEFT OR UNRIGHTEOUSNES, LEST YE BE STRUCK DOWN AND DRIVEN INTO THE EARTH FORTHWITH, AND THE LAND OF THE HEATHEN CONSUME YOU.]]''
-->-- '''The Book of The Stone'''
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** The person hanged from the tree can be interpreted as a metaphor given that [[spoiler: Constantine deceives Garrett into delivering The Eye to him all while he sits back and watches. He's letting Garrett 'hang' himself.]]
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* VillainBall: [[spoiler:Constantine's]] plan would have gone much better if instead of leaving Garrett to perish he had either a) paid Garrett as agreed and let him leave, or b) taken one extra step to directly kill Garrett.

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