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Characters / Thief II: The Metal Age

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A list of characters as they appear in Thief II: The Metal Age. Garrett, other recurring characters and recurring faction descriptions can be found here.

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The faction in general

He poured his children's eyes from glass
and from steel wrought their hands
that none could escape his judgement.
The New Scripture of the Master Builder

Strike hot iron and call forth sparks. Strike a man and call forth fury. To shape man or metal to thy will, thou must strike with force.
The Collected Sermons of Karras

Blessed be the forge, which gives shape unto metal, and steam unto the boiler. Blessed be the fire of the Builder and the Forge of Karras.
The forest is dark. Karras be my light! The cavern is dark. Karras be my light! The night is treacherous dark. Karras be my great and ever-shining light!
Prayers and proverbs heard among Mechanist guards

After the events of The Dark Project, the Order of the Hammer found itself in something of a crisis. In this temporary power vacuum, the former Hammerite priest Karras became the leader of a radical offshoot movement of Hammerites, and soon afterward, the founder of the new Mechanist church. Unlike the Hammerites, the Mechanists are much less conservative in their worship of technology and industry, and Karras shows full confidence in his preaching of the superiority of machine creations over organic life. The Mechanists' unabashed public image of outreaching innovators, willing to cooperate more closely with secular institutions, leads to a quick rise in their popularity. After eventually overshadowing the crippled Hammerite church, the city briefly sees some rapid industrialisation and modernisation under Mechanist oversight. Unbeknownst to the citizens, Karras isn't being generous out of the goodness of his heart...

  • Anti-Magical Faction: Subverted. While they hate the Pagans and Pagan nature magic even more than the Hammerites, part of the Mechanist's advanced technology utilizes Magitek parts. Their priests are also similar to Hammerite priests in that they can summon minor magical projectiles when the need for combat arises.
  • Arc Symbol:
    • The Gear and the stylized Mechanist Angel statues, the latter of which is usually found in their properties or in the possession of those who have attended their seminars and given the Mechanists resources. Thanks to their rise to power, their Gear has reached Sigil Spam levels due to their inventions being installed in increasingly more parts of the City.
    • A third symbol is the metal face of their leader, Father Karras, due to his insistence that all their security machines bear his likeness and voice. Thanks to the richer denizens of the City adopting Mechanist security systems, his face is in almost every level of The Metal Age in some form.
  • Colour-Coded for Your Convenience: Their main colours are verdigris green and brass golden. A reddish-brown, copper-like colour is also commonly seen on many of their decorations. Naturally, all these colours nicely befit the Mechanist's technological theme.
  • Crystal Dragon Jesus: Like the Hammerites, they also worship The Builder. Unlike them though, they believe that the Hammerites have become subject to Creative Sterility and this brought about the crisis in their church during the events of The Dark Project. The Mechanists believe themselves to be the long-overdue successors of the Hammerites, with their mission being the fulfillment of The Builder's teachings. Mechanists also highly revere their founder, Father Karras, considered a great prophet and reformer of their sect. Unlike the Hammerites, the Mechanists also seem to worship statues of angel-like mechanical figures, probably meant to represent messengers of The Builder's holy word.
  • Fantastic Honorifics: Among other things, members of the order tend to address each other as "Friend [NAME]", not "Brother" or "Sister". Priests are usually still addressed as "Father", including the church's founder and leader, Father Karras.
  • Gadgeteer Genius: Not every single Mechanist, but their leaders and chief engineers certainly fit under this trope. It's also the faction's main hat.
  • Leitmotif: Like the Hammerites, their faction is represented by two main ambient themes - one involves a church chorus, and another one is a collage of ambient sound effects evoking a working factory with lots of moving gears, welding, moulding of machine parts, etc. Have a listen.
  • Light Is Not Good: The richer tone of their faction's iconic colours and the brightly lit and comfortably furnished interiors of most of their new buildings and establishments is a far cry from the medieval Ascetic Aesthetic of the Hammerites. However, all the outside visual pleasantness of their faction hides the truly disturbing tendencies and plans of their faction's leadership, and their shiny new buildings are always surrounded by dead plants and barren soil.
  • Machine Worship: At face value, the common members of the Mechanists are just more outspoken about worshipping the power of technological advancement and the coexistence of men and sophisticated machines than the Hammerites ever were. However, as the plot of The Metal Age unfolds, you gradually learn of the actual interpretation of this trope by their corrupt leadership: wood is considered a morally-bankrupt building material (their preference is iron or steel), they use animal or plant-based words as an insult (e.g. calling Garrett a "weed" when trying to find him), and they're willing to slaughter isolated Pagan communities in the woods surrounding the City, a move that the Hammerites didn't perform.
  • Ninja Pirate Zombie Robot: Gadgeteer Genius Protestants with Steampunk Robots.
  • Punk Punk: Their aesthetic is basically a colourful and ornate (almost Baroque or even Art Deco) answer to the drab, minimalistic, Gothic aesthetic of the Hammerites. It's kind of a combination of Clockpunk and Steampunk, but with an opulent tinge of Raygun Gothic. Oddly enough, there are also some Cyberpunk trappings to this faction, given its experiments with creating Masked Servants and Karras' increasing insistence on his doctrine that living beings are imperfect and machines are their rightful, immaculate successors.
  • Renegade Splinter Faction: Of the Hammerites. The Hammers think the Mechanists play the trope straight and are radical heretics, while the Mechanists insist that they are the real reformists and heirs of the Builder's faith. Outsiders, who care more for results or money coming their way, tend to support the Mechanists over the increasingly irrelevant Hammerites.
  • Shout-Out: Many elements of the designs and art of the Mechanist faction are inspired by the ones seen in the film The City of Lost Children. They just come in brighter, more sumptuous colours.
  • Sliding Scale of Gender Inequality: Among other things, the Mechanists pride themselves with being far more gender-inclusive than the Hammerites were. They not only have female nuns and armed guards, but also female priests. This only adds to the "fantasy Protestants" nature of their faction.
  • Start My Own: Karras formed this church after a schism occurred in the Order of the Hammer following the events seen in The Dark Project. One or two years later, during The Metal Age, the Mechanists have grown rapidly and established themselves in all walks of life in The City, eventually even marginalizing the Hammerites.
  • Ye Olde Butcherede Englishe: Applied in the same fashion as with the Hammerites.

Father Karras

Voiced by: Stephen Russell

  • Big Bad: Of The Metal Age. Came from the ranks of the Hammerites, founded and leads their Mechanist offshoot, plotting to kill the entire world and live surrounded by machines singing his praises.
  • Corrupt Church: While we see a lot of corruption and heavy-handed attitudes among the ranks of the Hammerites and Mechanists, Karras is a full-blown authoritarian who interprets the Builder's teachings as it fits him and thinks the ends always justify the means.
  • Create Your Own Hero: He knows Garrett defeated the Trickster, and tries to kill him to avoid suffering the same fate. Not surprisingly, this is what prompts Garrett to actually care about him and eventually topple his plans. It's never quite explained why Karras didn't rather just ignore Garrett or try to buy his loyalty, seeing as Garret would just end up in the gas along with everyone else. In the last level he will even rant about having tried to do exactly that, yet (by his arguably not so-sane-point of view) apparently Garrett failed to comply. See It's Personal below.
  • Drunk with Power: He views the Order of the Hammer as weaklings, the common people of the City as scum, and the Pagans as being worthy only of complete extermination. Despite his ideas about the Mechanists being superior and the true inheritors of the Builder's teachings and godly will, in private, he views even his fellow church members with contempt, as little more than pawns in his grand plan.
  • Egopolis: Karras' "Builder's Paradise" would leave him the only organic creature in a world full of robots with his face and his voice, who'd constantly sing his praises.
  • Elmuh Fudd Syndwome: Suffers from a hilarious-sounding lisp that, when combined with his fanatical and narrow-minded style of thinking, makes him a truly unnerving and bizarre villain. Some have theorized that his lisp is part of his Freudian Excuse: ostracized or ridiculed due to his speech impediment from an early age, he became a self-centered and very revanchist figure. Word of God remains silent about this possibility.
  • "Eureka!" Moment:
    • His memoirs and voice recordings show that he had one when he first discovered the Necrotic Mutox (a.k.a. rust gas), feverishly running tests on its properties and it leading to him interpreting its existence as confirmation of the Master Builder's plan to destroy all organic life on the planet.
    • A particularly grim one is detailed in a journal within the final level, where he demands one of his Brother Mechanists fetch more street people to be turned into Servants, only for the Mechanist to point out there aren't any more supplies for the task and the Children follow their orders well enough. He admits that the Children do not have the dexterity for what he has in mind, and then starts ranting at the Mechanist for questioning his orders, asking him from where else he should get manpower for the work ahead... mid-conversation, he plainly realizes that his own Mechanists in Soulforge are also suitable fodder for Servants. Sure enough, Servants in Mechanist attire can be found in Soulforge, with absolutely no unmasked Mechanists to be found.
  • Evil Gloating: He talks constantly throughout the final level, doing a combination of this trope, "The Reason You Suck" Speech, and Hannibal Lecture.
  • Evil Plan: To wipe out all organic life and replace it with robotic machine life, with himself as the lone human.
  • Freudian Excuse: Some hints are dropped about what might have lead him to become the sociopathic nutcase that he is by the time of The Metal Age.
  • Freudian Slip: The brief moment in the final mission, in which he unwittingly admits for a split second that he no longer thinks he's just the main servant of The Builder, but that he is greater than the Builder himself.
    Karras: Praise to Karras! [beat]...and the Builder...
  • Genre Blindness: In the final level he's fully aware that Garrett is running around inside his cathedral, and yet he doesn't change his Evil Plan one single bit because he assumes Garrett can't do anything to stop him. Garrett, who destroyed their universe's version of Satan.
  • Greater-Scope Villain: Subverted. For the first few missions in the second game, you are led to believe that the main antagonist will be Sheriff Truart, with Karras only as a background figure that Truart is doing business with.
  • Hannibal Lecture: Tries to unnerve Garrett in the final mission with regular broadcasts from the loudspeakers of his main base. It doesn't work. On the rare occasion Garrett quietly quips something in reply, he doesn't seem to think much about Karras' efforts.
  • Holier Than Thou: He's rather smug about his place in the Builder's plan throughout the game.
  • Hoist by His Own Petard: Garrett relocates all his doomsday devices into his cathedral and seals it shut, causing their deadly gas to exterminate the Mechanists rather than everybody else.
  • Hypocrite:
    • He uses "the will of The Builder" as a facade/excuse for his insane doomsday plan, which involves destroying humanity and its works, directly opposing the Builder's explicit focus on helping humanity.
    • He uses bits of Lost Technology excavated from the ruins of the Lost City as basis for his reverse-engineered deadly inventions. Given that he considers Karath Din's Precursor civilization to be pagans and barbarians, it is rather ironic that he has an admiration for their ancient advanced tech. He rationalizes this by claiming that their tech was also a gift from The Master Builder, and that The Builder smote them for some vague misuse of it.
  • It's Personal: Deluded himself into thinking so. Karras is the one who designed the mechanical eye the Hammerites gifted to Garrett in the first game... but apparently, he convinces himself between games that Garret responded to this gift by knowingly siding against him, thus forcing Karras to make attempts on the thief's life. Garrett is completely oblivious about all that (he demanded a replacement eye from the Hammerites and that's it), to the point that he goes to extreme lengths during his investigation (in the first part of the game) to find out who's trying to kill him... only to be surprised that some guy he never considered relevant is in fact the one who wants him dead in the first place.
  • Machine Worship: Took this trope to a ridiculous degree after the rise of the Mechanist church. His master plan is fed by his obsession with the veneration of advanced technology and of his intellect, and by his hatred of organic life.
  • Mad Scientist: A steampunk version, crossed with the Sinister Minister trope for good measure.
  • Mission from God: How he views his plan.
  • Non-Action Big Bad: Unlike the Trickster or the Hag, he's got no magical powers or combat skills, and takes every precaution to avoid facing Garrett directly.
  • Omnicidal Maniac: Seeks to destroy all organic life in the world and remake it in his own insane metallic image. If he succeeds, he would create a Builder's Paradise run and centered exclusively around himself.
  • Order Versus Chaos: Definitely on the Order side of things. Makes a big deal about being even more pro-Order than the Hammerites ever were. And then he starts taking it too far...
  • Path of Inspiration: Despite the Mechanist church having a lot of positive and reformist aspects and many of its members being genuinely good people, Karras created his splinter sect solely for the purpose of using it as a vehicle for his plans.
  • Pride: It's no coincidence that all of the Mechanists' advanced machines (the Children, Watchers, etc.) have his face on them and have his voice, as he's motivated by pride and believes himself to be the Builder's best servant. He also believes that he's above the Builder, and wants to turn the world into one populated only by machines, that all bear his face, and sing his praises.
  • "The Reason You Suck" Speech: Tries to invoke this at one point in his loudspeaker Hannibal Lecture towards Garrett. It doesn't work.
  • Sinister Minister: The head of his own offshoot church, motivated primarily by his beliefs and increasing religious mania that convinces him that the Builder wants the world to have no life but him in it.
  • The Social Darwinist: Shows shades of this, dismissing anyone who can't grasp technology as ignorant fools, and people who actively avoid it as the Pagans do as heretics to be slain.
  • They Called Me Mad!: Part of his plan is to take revenge on those who doubted his personal genius and visionary/Messianic reputation.
  • Villain with Good Publicity: Due to how much The City and The City Watch have benefited from closely working with the newly-founded Mechanists on numerous economic and technological projects. Indeed, for better or worse, the Mechanists brought a lot of progress to The City in relatively little time, unlike their more conservative Hammerite brothers, who promoted and traded technology with the city authorities in a deliberately slower and more cautious fashion.
  • Walking Spoiler: He is the true villain of The Metal Age, and any discussion of him as a character will inevitably bring this up. The first half of the game has him as a background character, and the twist that he's actually gunning for Garret is integral to the plot.

Brother Cavador

  • The Engineer
  • Meaningful Name: Among the several roles he has in the Mechanist leadership is that of overseer of the secret Mechanist archeological dig at Karath Din (The Lost City). Appropriately enough, his name literally means "digger" in Real Life Spanish.

Cid Capeza

Father Huxley

  • Professional Butt-Kisser: Of Lord Gervasius and the Mechanist leadership, due to them allowing him to expel the Hammerite priest Norrell from Gervasius' estate and take his place as priest of the estate's church.
  • Silly Rabbit, Idealism Is for Kids!: As head of the Mechanist church of Lord Gervasius' estate, he replaced Father Norrell (a Hammerite), who he believed to be a senile old fool.
  • Shout-Out: Given the dystopic undertones of The Metal Age and the Mechanist faction, he might be a nod to Aldous Huxley.

Mechanist priests and engineers

Voiced by: Carole Simms, James Foster-Keddie, Caroline Brown, Sam Babbit, Nancy Taylor

Mechanist macemen

Voiced by: by Carole Simms, James Foster-Keddie, Caroline Brown, Sam Babbit, Nancy Taylor

  • Carry a Big Stick: In this case, a really big and heavy mace with a long handle. Much like the Hammerite guards, who wield large and impressive warhammers as a symbol of their affiliation, the macemen of the Mechanists wield maces with a head shaped like a large, oversized gear.
  • Guys Smash, Girls Shoot: Averted, since male and female macemen appear in virtually the same ratio.
  • Mooks: The commonest Mechanist NPC and the main Mechanist melee unit.
  • Patrolling Mook: They patrol and guard Mechanist-inhabited areas and bases in The Metal Age.
  • Sliding Scale of Gender Inequality: An "Almost Perfect Equality" example of the trope. In The Metal Age, you'll come across male and female macemen guards in pretty much equal measure.

Mechanist crossbowmen

Voiced by: Carole Simms, Caroline Brown, Nancy Taylor

  • Archer Archetype: Disregarding the magical ranged attack of Mechanist priests, the crossbowmen are the main ranged guard unit of the Mechanists. This is one of the things that distinguishes the Mechanists from the Hammerites even further, as the Hammerite tradition prefers melee-only guards.
  • Automatic Crossbows: Hard to tell whether their weapon is a true repeating crossbow, but it seems to be very quickly reloadable, in any case.
  • Non-Indicative Name: For some reason, all the crossbowmen in the game are actually crossbowwomen.
  • Patrolling Mook: They patrol and guard Mechanist-inhabited areas and bases in The Metal Age.
  • Sliding Scale of Gender Inequality: As mentioned in one of the above entries, this is more of an "Women Are Better Than Men" example.
  • Sniper Pistol: Their Weapon of Choice is a crossbow pistol.

Mechanist frogmen (divers)

Voiced by: James Foster-Keddie, Sam Babbit

  • Archer Archetype: Peculiarly, armed with a ranged instead of a melee weapon. They use the Mechanist pistol crossbows as their Weapon of Choice.
  • Boss in Mook Clothing: Armed with a Mechanist crossbow, cannot drown (due to their diving suit) and cannot be blackjacked or knocked out by gas (due to their diving helmet). It's best just to avoid them completely.
  • Patrolling Mook: They patrol and guard Mechanist-inhabited areas and bases in The Metal Age.
  • Sliding Scale of Gender Inequality: They are as one-gendered as the crossbowmen, but this time, they're not purely female, but purely male.

Masked Servants

Voiced by: Laura Baldwin

  • And I Must Scream: What they really think about their unusual nature as they're still self-aware under the masks.
  • Cyborg
  • Disposable Vagrant: What they were created from, being rounded up by Truart from the City's less fortunate and sold to the Mechanists.
  • Fate Worse than Death: Their bodies are no longer their own, and they cannot be saved from the transformation into a Masked Servant.
  • Lost Technology: They're created via reverse-engineered Precursor technology dug up by the Mechanists over at The Lost City (Karath Din).
  • Was Once a Man: Though everyone seems to ignore what they say, you can overhear their sad, sighing quips about how they're suffering after their transformation. If Garrett knocks out or even kills one of them, they will not scream in terror, but will instead quickly thank Garrett for helping them end their torment and misery.
  • Walking Spoiler: Their true nature is one of the first signs a player has that the Mechanists are not on the up-and-up, and any trope concerning them (as you can see) lets the cat of the bag.

Worker Bot

Voiced by: Stephen Russell

  • Actual Pacifist: Justified, because it's unarmed with any kind of weaponry.
  • Mooks: The human standard Mechanist mooks are the macemen. This is the closest thing to a robotic mook unit of the Mechanists, being the most ubiquitous type of their robots.
  • Patrolling Mook: While they are unarmed, they still patrol along certain regular paths, just like the armed Combat Bots, so you need to be on the lookout for them and not bump into them. Though Worker Bots can't attack you, their speed makes them somewhat dangerous, since they can run for help, alerting nearby Mechanist guards and armed robots of your presence and calling them in as reinforcements.
  • 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.
  • Weaksauce Weakness: Shared with all other regular Mechanist robots. You can find hints about it in some of the readable flavour texts, or you can logically deduce it by observing them. The small boiler hatches on the backs of the robots are exposed enough that if you can shoot a water arrow directly into them, you'll disable the robot for good. Larger robot types might require more than one hit with a water arrow.
  • Worker Unit: While we never see them carry anything in their upper limbs, their in-universe name, small size and lack of armaments clearly points out to them being mechanical laborers in Mechanist workshops, warehouses and factories. They're sold to businesses and other organizations as maintenance workers as well.

Combat Bot

Voiced by: Stephen Russell

  • Arm Cannon: Its primary weapon. It shoots spherical grenades that harm on impact and explode after lying on the ground for a few seconds.
  • Attack Drone: The names says it all. When it finds an intruder, its programming tells it to simply attack it, keep pursuing it and kill it on sight. Much like with human guards, the Combat Bot will also give up searching for the intruder after a certain amount of time.
  • 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.
  • Friendly Fire: Its bombs will damage anyone in its radius, including Mechanists and itself. One tactic is to have an obstacle between the bot and Garrett, with the bombs bouncing back to the bot to destroy it.
  • Hoist by Their Own Petard: Their grenades can easily damage or destroy themselves, let alone any of its allies in the area.
  • Mooks: Slightly less common than the Worker Bot, but otherwise the commonest and largest robotic minion of the Mechanists. Due to its size, durability and firepower, it can be a fairly formidable opponent if it catches you sneaking around.
  • Mighty Glacier: They're slower than the Worker Bots, but their larger size and highly effective ranged weaponry make them a really deadly enemy.
  • Patrolling Mook: Often used to guard Mechanist facilities, especially the interiors and outskirts of larger buildings and compounds. Wealthier organizations/residents of the City have them on their premises as defensive measures.
  • 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.
  • Weaksauce Weakness: Shared with all other regular Mechanist robots. You can find hints about it in some of the readable flavour texts. The small boiler hatches on the backs of the robots are exposed enough that if you can shoot a water arrow directly into them, you'll disable the robot for good. Larger robot types require more than one hit with a water arrow.

Spider Bot

  • Early-Bird Cameo: It is implied that the Mechanist robot glimpsed in the few short close-ups and P.O.V. Cam shots in the intro of The Metal Age corresponds with this particular type.
  • Spider Tank: Fulfills pretty much the same role as the Combat Bot, but uses a chassis of spider-like legs instead of two human-like legs. It also lacks arms. It is somewhat harder to disable non-violently than the Worker Bot and the Combat Bot.
  • The Voiceless: Unlike its bipedal cousins, it doesn't play recordings to give the illusion of speech.

Scurry Bot

  • Dummied Out: While still present in the game files, it was cut from the final release and doesn't make an appearance in The Metal Age. That didn't stop the fans from occasionally reintroducing it in the fan missions...
  • Early-Bird Cameo: Implied. If the Spider Bot isn't the Mechanist robot that appears at the beginning of The Metal Age intro cutscene, it's most probably the Scurry Bot.
  • Spider Tank: Basically the same as the Spider Bot, but analogous to the Worker Bot in that it's smaller and unarmed. Its design seems to imply that it's an inconspicuous reconnaissance type.
  • Surveillance Drone: Like the two-legged, talking Worker Bot, it's not capable of combat, but it still performs useful roles for the Mechanists.
  • The Voiceless: Unlike its bipedal cousins, it doesn't play recordings to give the illusion of speech.

Mechanist Cherub



"Keeper Nate"

Voiced by: Nate Wells

A Keeper that often contacts and advises Garrett during the events of The Metal Age.

  • Continuity Snarl: A bit of it (coupled with fan confusion), occurred due to the fact that Nate Wells voices both this character and Keeper Artemus. It is likely that he is actually Artemus before the developers had decided upon his final name in Deadly Shadows, hence being named after his voice actor.
  • Mr. Exposition: Appears in some of the animated cutscenes to warn Garrett, explain recent events to him or offer him some intel or tasks that the Keepers need to carry out.
  • Reasonable Authority Figure: Like most Keepers young or old, he's mild-tempered and tries to offer Garrett a degree of help, even despite Garrett's protest.

First Keeper Orland

Voiced by: Dan Thron

  • Early-Bird Cameo: Along with Caduca and Gamall, he makes his single appearance in The Metal Age in one of the animated cutscenes. He'll become an Ascended Extra in Deadly Shadows, becoming the First Keeper of the order by the time the third game's story picks up.
  • Establishing Character Moment: Shows off his distrustful stance towards Garrett already in his first brief appearance in The Metal Age.
  • Jerkass: He is well-meaning and just wants to preserve the Keeper order and its function, but frequently shows incompetence or comes across as abrasive and paranoid.

Interpreter Caduca

Voiced by: Esra Gaffin

  • Blind Seer: She's blind, but can "read" the Keeper glyphs by touching them. Blindness isn't a requirement of the position, and her predecessor praised her for the unique clarity she had when reading the glyphs in this manner when he recommended her for promotion into his role.
  • 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: Along with Orland and Gamall, she makes her single appearance in The Metal Age in one of the animated cutscenes. She'll become an Ascended Extra in Deadly Shadows.
  • Meaningful Name: In Real Life, 'Caduc-' is a Latin root, standing for 'old', such as in the word 'caducous'.
  • Odd Couple: One half of the prophecy-reading team of the Keepers, the other being Gamall.
  • 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.

Translator Gamall

Voiced by: Nancy Taylor

  • Creepy Child: Oh, yes...
  • Creepy Monotone: Her style of speech, even outside of her Translator trance.
  • Early-Bird Cameo: Along with Orland and Caduca, she makes her single appearance in The Metal Age in one of the animated cutscenes. She becomes an Ascended Extra in Deadly Shadows.
  • Eerie Pale-Skinned Brunette: Is she ever... and a child example, at that.
  • Meaningful Name: In Real Life, the word "gamall" is Scandinavian (and Tolkien-talk) for "old".
  • 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 City Watch 

Sheriff Gorman Truart

Voiced by: Sam Babbitt

  • Character Death
  • Da Chief: The Sheriff of of the City Watch during The Metal Age.
  • Dirty Cop: His well-spoken demeanor and sweeping reforms in The City's police forces are only a facade for his actual backstage practices, which serve to line his pockets or give him more power.
  • Government Conspiracy: His amicable alliance with the Mechanists has a darker side to it than just the City Watch receiving new cutting edge tech. Let's just say that the way the City Watch "helps out" the Mechanists in return for their sponsorship is rather dreadful.
  • The Man Behind the Man: Averted. Initially appears as the reason why Garrett's under more pressure from the Watch and facing assassination attempts, but it becomes clear he's serving as a cog in another's scheme.
  • Manipulative Bastard: How he solved his problem with the power of The City's criminal organizations and gained new recruits into the Watch at the same time; entice criminals with the prospect of a steady paycheck (and not getting arrested for further crimes) by joining the Watch, granting him experienced recruits and denying criminal organiztions their manpower. Truart isn't exactly a genius, but he is a rather cunning man.
  • Red Herring: In the first few missions of The Metal Age, you are led to believe that he just might be the Big Bad of the game. He isn't.
  • Sissy Villain: While Truart is ruthless and very calculating, he has a bit of a Camp Straight persona. And despite his intelligence, he suffers from Small Name, Big Ego.
  • Slave to PR: As he actually admits in front of one of his external allies:
    "The Truart name is untainted by scandal, and I will not be the one to bring it humiliation and ruin."
  • Small Name, Big Ego: He's wealthy, cunning and self-assured, but even his smarts don't prevent his vanity getting the better of him.
  • Sue Donym: When engaging in unseemly business he uses the name "Norman Druart".
  • The Unfought: Partly because he's not the main villain of the game anyway, partly because Garrett's not interested in this, and partly because he gets killed off in one of the later missions and whoever carried out the assassination tries to frame Garrett for the sheriff's murder.
  • Upper-Class Twit: Rather soft-spoken and shows signs of being a snobby Man of Wealth and Taste.
  • Villain with Good Publicity: The alliance he forged between the City Watch and the Mechanists certainly paid off in this regard. Most of The City's upper class and even many of the commoners regard Truart's far-reaching and sweeping law enforcement reforms to be a work worthy of praise and encouragement, since it did considerably help clean up The City's mean streets (at least at face value).

Lieutenant Hagen

  • Dirty Cop: Subverted in that he isn't corrupt per se, but has a rather sadistic, narrow-minded and self-serving personality.
  • The Dragon: Truart's right hand man in the City Watch.
  • Frame-Up: In one of the first few missions of The Metal Age, Garrett is hired by a mysterious contractor to frame lieutenant Hagen.
  • My Master, Right or Wrong: Sycophantic to the point of brown-nosing. He has high respect for Truart and frequently calls out his underlings and colleaugues for even daring to question Truart's decisions.
  • Police Brutality: Has no qualms about using brutal methods to catch or supress criminals and extract info from them at any cost.
  • Professional Butt-Kisser: Of Truart and his regime in the City Watch.
  • The Unseen: Never seen in-game, only appearing in a cutscene or through his correspondence in the Watch station.

Lieutenant Mosley

  • Braids of Action: As befits a lieutenant of the City Watch, she keeps her long hair tied behind her head in a neat braid.
  • Defector from Decadence: She started secretly undermining the power of the City Watch after she grew disconcerted with its increasingly aggressive and corrupt methods. Outside of the commoners, she is also sympathetic to the average Pagan folk due to their plight at the hands at the Mechanists. And as Garrett eventually discovers, she's become a secret informant to the Pagans' La Résistance.
  • Fair Cop
  • Foreshadowing: Her allegiances are hinted at within the Watch Station; the blooming flower in her office and her private notes despairing at her personal gardens dying in the wake of the Mechanists' rise point to her being a Pagan sympathizer.
  • Heel–Face Turn: A more heroic version of the Turncoat trope, as she's trying to address the wrongs being done by her colleagues.
  • The Informant: Of the Pagans.
  • Knight in Sour Armor: Resents Truart's increasingly authoritarian changes to the Watch, which is what eventually leads her to side with Truart's and Hagen's opponents.
  • What Happened to the Mouse?: Once she disappears from the main storyline of The Metal Age, her further fate is never brought up again in the entire series.

    The Nobility 

Lord and Lady Rumford

  • Big Fancy House: Their domicile, the Rumford Manor from the opening mission of the game, "Running Interference".
  • The Ghost: Lady Rumford appears as a minor guest NPC in the mission "Life of the Party", but her husband is not seen. Both of them are unseen in the first mission "Running Interference", even though Garrett is looting their mansion and helping Basso and Jenivere escape the premises.
  • Mean Boss: To Basso's girl Jenivere, who works as a maidservant there. When they learned of her possible plans to marry Basso, they had her locked up. After all, marriage would terminate her indentured service contract, and if she can't leave the grounds to be married, they retain their servant. Part of the reason why Basso wants to help his girlfriend escape their estate and start a new life together.

Lord Porter

A nobleman dabbling in artistic pursuits, who runs an art gallery at Rampone Dockside Shipping.

Venik Kilgor

A wealthy weapon producer and weapon trader, with his headquarters in rented space at Rampone Dockside Shipping.

Lady Shemenov

  • Continuity Nod: She's probably a member of the wealthy enterpreneur family first mentioned in a mission of The Dark Project.
  • The Ghost: Mentioned, but doesn't appear in person.
  • Spell My Name with an "S": Her name is possibly misspelled in the game, as "Shemonov".

Lady Van Vernon

  • Malicious Slander: By Master Willey's guards during an argument with Lady Van Vernon's guards.
  • Naughty by Night: Implied by the guards of the Willey household, much to the Van Vernon household guards offense.
  • Really Gets Around: Implied she has been "warming up the stable boy", among others.
  • Rewatch Bonus: Her name appears in an early mission on a long list of people being blackmailed by the city watch. She persuades her husband to supply them cheaply, they keep quiet about... something.
  • The Unseen

Master Willey

  • The Alcoholic: Apparently a known drunk and all-around heavy drinker.
  • Malicious Slander: By Lady Van Vernon's guards during an argument with Willey's guards.
  • Naked People Are Funny: There were jokes about him getting so drunk at times, that he once woke up naked in a hencoop.
  • Running Gag: In "Life of the Party", his proficiency at getting drunk seems to be legendary. First we only hear jokes and accusations about his alcoholism, then by the time Garrett infiltrates the Mechanist headquarters at Angelwatch, the player can find an actual note about Master Willey being escorted from the party at Angelwatch for 'wanton drunkeness'.
  • The Unseen

    Hired Guards and Mercenaries 

The guards of the Van Vernon family and of "Master Willey"

Voiced by: Dan Thron, Geoffrey Stewart, etc.

  • Black Comedy: Their escalating argument where they insult each employer, which ends in them fighting to the death.
  • 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.
  • Sesquipedalian Loquaciousness: Employed to a certain extent by the leader of the Van Vernon band of guards.
  • Slobs vs. Snobs: The subtext of their argument.
  • Spotlight-Stealing Squad: For a brief while, in any case. The absurdity of their arguing and the ensuing fight up close has become an iconic Funny Background Event of the mission they appear in. Check it out here or here.
  • Undying Loyalty: The guards, to the death!

    Townsmen, Servants and Common Folk 


Voiced by: Karen Saltus

Jason Rampone & N. Rampone

A duo of brothers-entrepreneurs who operate the company Rampone Dockside Shipping at The City's docks. Aside from shipping contracts and services, they also rent office and workshop spaces in warehouse building to various smaller local businessmen and craftsmen. These include both noblemen (such as V. Kilgor), and commoner artisans and entrepreneurs.

  • The Unseen: Their names and notes are everywhere on the Docks, but they aren't seen.

Lucky Selentura

A gambler and conman, with an office and workshop in rented space at Rampone Dockside Shipping. Jason Rampone was suspicious of him.

  • Continuity Nod: Quite a bit later, around the middle of the game, Garrett discovers his deposit box at First City Bank and Trust, in the eponymous mission. Jason Rampone hinted at this in a note in the second mission, "Shipping and Receiving".
  • The Unseen: Not seen in game, and disappeared weeks ago in-universe.

Noah Jerm

An expert lens-grinder, with an office and workshop in rented space at Rampone Dockside Shipping.

T. M. Blackheart

A professional musician, with an office and small recording studio in rented space at Rampone Dockside Shipping.

  • Shout-Out: His name is possibly a reference to Thomas Blackheart, a beta-tester for Thief Gold and Thief II: The Metal Age.
  • The Unseen

E. B. Bramrich

An accountant, with an office and small recording studio in rented space at Rampone Dockside Shipping. A friend to D. M. Gilver.

D. M. Gilver

Acknowledged as one of the City's most popular merchants, he's the president of the Gilver Exporting Company and has his headquarters and rented storage space at Rampone Dockside Shipping. A friend to E. B. Bramrich.

  • Idiot Ball: He's carrying it without realizing it when Garrett shows up at the Docks. His business is on the verge of bankruptcy, and his business plans are allegedly bulletproof according to him. The reason his shipments never arrive to their destinations is because he's sending them out on unarmed and unescorted merchant ships. He somehow hasn't realized this, but the local pirates have, and they do their business at the Docks and then go wait to ambush his ships for an easy payday.
  • The Unseen

Sven Mynell

A businessman residing in rented space at Rampone Dockside Shipping. He's well known in the City for supplying excellent steaks to butcher shops and restaurants. He has a dirty secret behind his recipes, though... He uses meat from giant spiders.




Voiced by: Terri Brosius

Viktoria returns in The Metal Age, now effectively the leader of the Pagans after the Trickster's demise, helping to organise a resistance movement against the Mechanists.

  • Ascended Extra: After being more of a Bit Character in The Dark Project.
  • Beware the Nice Ones: She is highly polite and to-the-point in serious discussions, but whenever she shows her anger or powers, be afraid. She is legitimately terrifying and seriously powerful.
  • Blood Oath: With Garrett in The Metal Age. Being a nymph/dryad, it's more of a "sap oath" on her part...
  • Brainy Brunette: While she shows signs of being rather hot-headed in her decision making, she's very intelligent and cunning, leading the Pagan agents in the City.
  • The Bus Came Back: After her whereabouts were Left Hanging since we last see her in The Dark Project, she came back as a major character in The Metal Age.
  • Censor Shadow: Is very clearly implied to be completely nude throughout all her scenes in The Metal Age, but her full body is only ever shown as a dark silhouette.
  • Character Development: Receives plenty of it in The Metal Age, especially after she allies with Garrett and slowly befriends him.
  • Cute Monster Girl: The Wood Nymph fantasy variant on a good day. She can be significantly more alarming when she wants.
  • Dark Action Girl: Represents an antagonistic version in The Dark Project and a more morally grey and borderline heroic version in The Metal Age.
  • Deadpan Snarker: Not competing with Garrett, but she has her moments. Some of her mild jabs at him even seem a bit playful.
  • Easily Forgiven: In sequel, despite her former betrayal, cruel maiming of Garrett and leaving him for slow death, he is convinced to cooperate with Viktoria with a little effort.
  • Enigmatic Minion: Her loyalties seemed pretty clear and straightforward in The Dark Project, but it gets subverted after her reappearance in The Metal Age.
  • Expy: Think of her as Irene Adler, if Adler had nature-based superpowers. Some of her demeanour is also reminescent of Rachael from Blade Runner.
  • Femme Fatale: Somewhat present (but downplayed) in her characterization in The Dark Project. Justified, because she's acting as an undercover agent of her faction and its leader.
  • Friendly Enemy: Becomes one with Garrett in The Metal Age, out of rather pragmatic reasons. Despite this, an honest friendship eventually forms between the two.
  • 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.
  • Heroic Sacrifice: In The Metal Age.
  • 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.
  • The Lancer: To Garrett in The Metal Age. An odder variation, since they don't work together on the spot and conduct their missions separately.
  • Nature Spirit: Emphasis on the wild and chaotic aspects of nature, not the sweet and cuddly ones.
  • Only One Name: Like all the Pagan faction characters in the series.
  • Overcome Their Differences: She's actually the one who proposes this trope to Garrett, so they could work together on saving The City from a new threat.
  • Ship Tease: 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.
  • Spell My Name with an "S": Occasionally spelt by some characters with a "c". Most of her appearances have her name spelt with a "k".
  • Voluntary Shapeshifting: Her basic set of powers with a very plant-like quality to it.


A Pagan villager working as an informant for the Pagans' leadership.

  • Disposable Vagrant: Subverted when Garrett finds him on the verge of death. He passes Garrett an important key and some of the intel he was able to gather, but Garrett takes pity on the dying man and tries to lessen his suffering. He even addresses Lotus as "friend", to show the genuineness of his compassion.
  • The Informant: Just one of many ordinary Pagans working as an informant for the leadership of the Pagan resistance against the Mechanists.
  • Mercy Kill: Though this depends on the player's action, Garrett complies to fulfill Lotus' appeal to end his suffering. Even if the player doesn't fulfill the informant's wish, he dies shortly afterward.
  • Sacrificial Lamb: After Lotus dies, Garrett proclaims with tranquil fury:
    "Karras must be stopped..."
  • Small Role, Big Impact: His brutal torture to the point of needing a Mercy Kill at the hands of the Mechanists resolves Garrett to genuinely working with Viktoria to stop Karras and the Mechanists... and ultimately accepting his destiny and working with the Keepers.
  • Snow Means Death: The Mechanists tortured Lotus by locking him into a large freezer for supplies. When Garrett finds him, he's near death due to hours of severe hypothermia.
  • We Hardly Knew Ye: His role in the story is brief and he only appears in the mission "Precious Cargo", set on Markham's Isle.


  • Continuity Nod: Her unique NPC model in Deadly Shadows had the same tattooes that she had in the animated cutscene in which she made her first appearance during the storyline of The Metal Age.
  • Number Two: Of Viktoria.
  • Punny Name: Dye + Diane = Dyan. Combined with Meaningful Name, since Diane/Diana was the Godess of Hunting in the Roman pantheon.
  • Squishy Wizard: A female Pagan shaman.
  • The Voiceless: In her first appearance during a cutscene in The Metal Age. Later averted in Deadly Shadows, where she was voice acted.


  • Continuity Nod: His unique NPC model in Deadly Shadows had the same tattoes that he had in the animated cutscene in which he made his first appearance during the storyline of The Metal Age.
  • Da Chief: Seems to be the commander-in-chief of the human and probably also beastman warriors of the Pagan faction, as of The Metal Age.
  • Number Two: Of Viktoria.

    Hammerites (The Order of the Hammer) 

Brother Uriel

A Hammerite who appears in the second mission, "Shipping and Receiving", complaining about the Mechanists' encroachment on Hammerite property and their displacing of the Hammerites.

  • Doesn't Trust Those Guys: He and his remaining Hammerite brothers have a low opinion on Karras and the new church of the Mechanists. They consider them heretics and opulent, materialistic populists.
  • How the Mighty Have Fallen: Laments the decline of the Hammerites after the crisis from the previous game's storyline put their order under much strain, and eventually led to a split with Karras' newly founded sect.


The Library Ghost

Voiced by Sara Verrilli

A ghost you encounter in one of the interiors of a certain private mansion in The Metal Age. It's non-threatening and you can help it with freeing its soul.


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