Codex Gamicus
Register
Advertisement
Thief II: The Metal Age
File:Thief II - The Metal Age Coverart.png
Developer(s) Looking Glass Studios
Publisher(s) Eidos Interactive
Designer Tim Stellmach, Steve Pearsall
Engine Dark Engine
status Status Missing
Release date March 21, 2000
Genre Stealth
Mode(s) Single-player
Age rating(s) ELSPA: 15+
ESRB: Mature
OFLC:MA15+
PEGI: 12+
Platform(s) Microsoft Windows
Arcade system Arcade System Missing
Media CD
Input Keyboard and mouse
Requirements 266 MHz CPU, 48 MB RAM, 8 MB video card RAM, 4X CD-ROM drive, DirectX 7.0, 250 MB available hard disk space, Windows 95
Credits | Soundtrack | Codes | Walkthrough

Thief II: The Metal Age is a stealth-based game for Microsoft Windows, sequel to Thief: The Dark Project, and followed by Thief: Deadly Shadows. Utilizing the same Dark engine that powered the original Thief, Thief II has an almost identical look and feel, with only minor graphical and programming improvements.

Gameplay

The basic gameplay is also fundamentally similar to the original Thief, with a few new elements, including technological gadgets such as a remote eye camera and more intelligent level designs. Other changes include an increase in the number of AI behaviors, and the addition of female guards and soldiers. A new arrow type, the Vine arrow, which can stick onto metal grates in addition to wooden surface, was added to replace rope arrows in a few missions. New potions were also added.

Responding to criticism of the original Thief, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than raiding tombs and running from monsters, which was a common element in the first game. In fact, the player encounters few of the monsters from the original Thief, except for burrick heads mounted as trophies in some of the mansions; a few zombies, apemen and Hammer haunts.

The game follows a complex plot that includes solving a murder and infiltrating a cult established by Father Karras whose goal is to convert unwanted members of society into cyborg-like "children".

Plot

See also: Thief: The Dark Project

The plot continues some time after the events of the first game. The "Metal Age" has come, and the city is changed with new technology, like cameras and steam robots, brought forth by the Mechanists, the current most powerful religion in the dark City.

Initially, the game begins with Garrett assisting a former associate of his from the first game, Basso the Boxman, as a way to retain a favor from him. He does this by rescuing Lady Rumfort's chamber maid, Genaviere, as Basso wants to marry her. Afterwards, Garret reflects on his trade becoming harder and harder to accomplish, as a new Sheriff, Gorman Truart, has been cracking down on thievery and crime in The City. Garrett is repulsed that he has to go amateur in order the pay the bills and disdainfully reflects on how his fortune changed from almost having enough money to retire to barely having enough to get by.

Garrett robs an industrial complex and first encounters the Mechanists new robotic security guards. Afterwards, Garret is approached by a consumer who wants Garret to complete a job for him. Garrett is suspicious, but he accepts the job anyways when he is paid upfront. The job is to go to Shoalsgate Station and to frame Lt. Hagan, Sheriff Truart's right hand man. The station is the City Watch's main base and it is heavily mechanized with robots, security cameras, and electric lights.

After successfully framing Lt. Hagan, Garrett is informed by a source to meet him at the Crippled Burrack Tavern to fence goods. Garrett, however, can tell that his source, Sammy, sold him out to the City Watch, as Sammy can be seen sitting at the tavern, a smile on his face, ale in hand, and three officers with swords drawn. Due to Garrett's infamy, City Watch simply wants to kills him. Garrett, however, has other plans, escaping from the tavern by way of flash bomb. Garret navigates through the City to his old apartment complex, but finds that City Watch is waiting there for him. However, Garrett, being prepared, has a safe house that he escapes to.

The Keepers know of this safehouse and approach him there, needing his help after being unnerved by their up and coming Metal Age prophecy. Garrett wants nothing to do with it and derisively dismisses them. He is then approached by the Keeper who saved him as a child, Keeper Artemis, his friend and mentor. Garret reluctantly relents and agrees to accompany the Keepers. Interpreter Caduca and Translator Gamall read the Metal Age prophecy to the Keepers, informing them of a world with no organic life. Garrett mocks the prophecy and begins to leave. Keeper Orland, screams at Garrett for his insolence while Artemis tracks Garrett down. Artemis manipulates Garrett by focusing on Garret's problems with Truart. He informs him that Truart will be meeting with the Mechanist leader, Karras, at a temple and that perhaps Garrett can find a means to blackmail Truart with it.

Garret goes to the Eastport Mechanist Seminary and eavesdrops on Truart and a mechanist talking about disturbing things to be done with prostitutes, criminals, and beggars. The mechanist informs the Sheriff that he will convert them into...useful servants and will pay the Sheriff to continue to bring the undesirables to him. This information is enough to destroy the Sheriff, but Garrett needs concrete proof of this. He finds out that the conversation was recorded on a record player by the mechanist and is to be held in the First City and Bank Trust in a safe deposit box. Garrett successfully robs the hall of records and takes the box.

Garrett decides to handle his business with Sheriff Gorman Truart once and for all by infiltrating Truart's party. He plans to blackmail Truart for immunity and to get information on who hired Truart to kill him. He waits until all the party guests are drunk an asleep and sneaks into Truart's room. He finds that Truart has been murdered and that a keyring was left behind. Fearing he will be blamed for this, he takes the keyring and escapes. He deduces that the keyring belongs to Lt. Mosley, a female officer on the City Watch who does not approve of Truart's methods. Garrett trails Mosley, who is carrying a letter. It turns out that Mosley is working for the Pagans, as it is a Pagan who she gives the letter to. Garrett follows the Pagan, until the Pagan is ambushed by a few Mechanists. The Pagan escapes though the cemetery into a portal. This leads him deep into the woods. Garrett follows the wounded pagan by following his blood trail. He finds a village of pagans that were brutally murdered by Mechanists, as the ghosts of the occupants still reside there. Garrett goes deeper into the woods and finds himself in a familiar area, not unlike the Maw of Chaos that Garrett killed the Trickster in.

The pagan bleeds to death, and Garrett finds himself deep in the forest, lost. He also finds two Mechanists, impaled through a vine. He then is brought face to fact with an old "friend" of his, Viktoria. Viktoria is the wood spirit from the first game who took his eye. Garrett immediately draws his sword while Viktoria arrogantly assumes that Garrett will join them. Garrett mocks her statement enraging her. She nearly attacks him for killing Constantine and then mocking her before calming herself and admitting that she needs him. She convinces Garrett to help them against the Mechanists by a blood oath: she has the earth collect her blood, ensuring her loyalty to Garrett while she demands Garrett do the same.

After they "agree" to this arrangement, she informs him that the leader of the Mechanists, Karras, is rewriting the mechanist texts but does not know why. She then states that Garrett needs to go to Angelwatch, the Mechanist tower in the financial district of Dayport in order to find out what it is that Karras is planning. She wants Garret to find out about the Cetas Project, the Mechanist plans, and such by infiltrating the Angelwatch tower. She states it has to be tonight because Karras is throwing a party. Their relationship is contentious and filled with hostility, but both need each other: Garrett to find out why he is the Mechanist target, Viktoria to find out what it is the Mechanists plan to do.

Garrett crosses the rooftops, using the Thieves Highway. Along the way he encounters many strange things: a necromancer, two incompetent thieves, random civilians, and two archers from rival lords engaging in an arrow fight. He makes it to Angelwatch and sneaks up to Karras's office where, to Garrett's surprise, Karras expected him to show. Karras informs Garrett though a recording that he wanted him dead. Garrett checks Karras's desk and finds a diagram linking the Cetus Project to Markham's Isle. Garrett escapes.

He relays this information to Viktoria, and she confirms she knew it was Markham's Isle. He is enraged that she knew about Markham's Isle. He also finds out that Karras has given these...questionable servants to the nobility. Both agree there is a reason for this they do not know. She then asks him to go to Markham Isle to find Brother Cavador and her informant, Lotus. Garrett finds Lotus, who is locked in a freezing icebox. Lotus is still alive, though he is suffering from frostbite. Lotus informs Garrett about a mechanist submarine and asks that Garrett mercy kill him. Garrett then hops aboard the mechanist submarine, which leads him to the old city. The old city has not changed much since Garrett's last adventure there in Thief I for the talismans. The Mechanists are actively exploring the site. Garrett sneaks around, finds Brother Cavador, the site leader, knocks him out, and brings him to Viktoria.

Viktoria makes Cavador "spill him guts" about the project. Cavador was ordered to deliver 30 cultivators and 30 brass masks from the Old City for the servants. Garrett knows where he can get a mask and cultivator: Lord Gervasius, a collector, has masks from the Precursor era. They need a mask and cultivator to figure out what it is Karras plans to do. Garrett cases Lord Gervasius's manor, making a map in the day so that when the mask arrives, he can take it at night. Garrett maps the security systems and hidden passages. Garrett then returns to the manor the following evening and steals a mask and a cultivator. Viktoria informs Garrett that Karras has locked up his Soulforge Cathedral and is hiding there.

After returning with the mask and cultivator, Garrett and Viktoria test them together and horrified to find out that the purpose of the cultivator is to expel rust gas that destroys any and all organic material: plants and flesh alike. The masks are needed to hide these cultivators in them. This is why Karras gave all the wealthy nobles free servants. The nobles have large gardens and with the reaction, it will be enough to kill ALL life in the city. This is Karras's grand plan: to kill all life for the builder's return. She states that they need to break into the cathedral, reverse the signal beacon, have the servants return to the cathedral so that when the rust gas is expelled, only Karras dies.

Viktoria demands that they take action that night, but Garrett refuses, stating that the plan is suicide and that he works alone. He leaves to find a different way. Viktoria, however, is impatient and has other plans. As Garrett is walking, he is approached by Keeper Artemis. Garrett tries to dismiss Artemis, but Artemis pleads with him, stating that he is here against Keeper wishes to warn Garrett about what is happening. He tells Garrett that Viktoria has launched an assault on the cathedral. Garret, horrified that Viktoria has sacrificed herself for this, begins to hurry to the cathedral. Artemis states that he hopes the glyphs are wrong. Meanwhile in the cathedral, Viktoria is fighting the Mechanist robots. Garrett calls out to her and she is momentarily distracted, causing her to get hit by a cannon ball. She survives the hit and then hides, stating that her plan failed because the robots detected her. She stated that she didn't place enough plants to sustain the reaction in the cathedral. She then says that she plans to sacrifice herself to spread the plant material. Garrett screams for her to not go through with it, but she walks into the open, rips herself apart, and the explosion caused by her death spreads massive amounts of plant life around the cathedral main hall. Garrett vengefully says, "Karras."

Garrett first goes to the forge area and using left over blueprints, builds a beacon. He then follows a map that leads to the signal towers and following instructions, reverses the signal of the towers with the beacon attached so that the servants return to the cathedral. During all of the Karras is ranting nonsense about life needing to be purged, the builder's return, and that Garrett is being ungrateful for the eye that built him. After the signals are reversed and all of the servants have returned to the cathedral, Garrett closes the cathedral doors before escaping.

Karras immediately is suspicious when he sees a servant in his private chambers emitting rust gas. His suspicion turns to terror as all of the rust gas floods the cathedral. He is killed instantly.

Garrett returns later with Keeper Artemis, unnerved by the fact that the Keeper prophecies predicted his adventures with Karras, Viktoria, and the Trickster. The final Conversation is as followed with Garrett now a believer in the Keeper Prophecies:

Garrett: All this? It was written?

Artemis: All?

Garrett: Viktoria's death and Karras. Was it written? In your books?

Artemis: All is as it was written.

Garrett: And there is more.

Artemis: Yes.

--There is a long silence--

Garrett: Tell me.

Garrett's acceptance of the Keeper Prophecies is what leads into Thief: Deadly Shadows.

Characters

For information on recurring characters, see Thief (series).
  • Garrett: The master thief continues his life of crime, which has become somewhat difficult given the advent of new technology provided by the Mechanists, a spin-off sect of Hammerites that have become a major influence in the city. Soon enough, Garrett again finds himself in a middle of a plot that threatens the very balance of civilization; a balance the secret Keeper Order is trying to preserve.
  • Sheriff Gorman Truart: A corrupt medieval lawman who becomes the leader of the City Watch and the apparent main antagonist in Thief II. Truart oppresses the people, collects bribes, implements outrageous taxes, brutally suppresses the criminal element, and seems to have a particular personal grudge against Garrett. Truart regards the law not as an end in itself, but rather as a means for those with power (specifically, himself) to control those without. Despite his corruption and questionable morality, he did dramatically modernize the Watch, improve its efficiency, and introduce a standardized blue uniform by the time of Thief II, although not all of the Watchmen are fully up to date with the new system (some can occasionally be heard forgetting the numerical code they need to report a crime in progress). Due to Truart's modernization efforts and his close links with the Mechanists, the Watch headquarters at Shoalsgate Station are bristling with new technology during the second game.
  • Father Karras: A brilliant inventor, narcissist, genius, and prophet who split from the Hammerite organization to found his own faction, the Mechanists, and later becomes the game's primary antagonist. He and his organization play a major role in Thief II's story. While still a Hammerite, Karras invented the mechanical eye and gave it to Garrett as a gift. Karras suffers from an extreme speech impediment, yet somehow is highly charismatic and able to command the loyalties of numerous followers, despite the fact he secretly despises most organic life. He charms the nobility into taking his "Servants" (vagabonds, beggars, lepers and prostitutes converted into placid slaves via ancient, bizarre enslavement masks salvaged from the destroyed city of Karath-Din) who are equipped with a gas canister. This gas feeds on organic matter, using it to fuel a chain reaction. He plans to wipe the City clean of life to create a mechanical "Paradise."
  • Lieutenant Mosley: A member of the City Watch under Sheriff Truart, and one of his two lieutenants. Unlike Truart, Mosley is a solid, honest officer, and her conscience eventually causes her to question Truart's brutal methods despite her admiration of the way he has cut down crime. Mosley eventually forms an alliance with the Pagans to bring down Truart, framing Truart's other sycophantic Lieutenant and eventually providing keys to his mansion to his Pagan assassin.
  • Viktoria: A former enemy of Garrett and right-hand of the now-deceased Pagan god Trickster himself, Viktoria, the mysterious dryad from the chaotic world of nature, is a last major leader of Pagan religion that exists in and around the City. She is forced to create an unholy alliance with Garrett in order to stop Karras and his plot of life extermination.
  • Keeper Artemis: Artemus is the Keeper who Garrett attempted to steal from in the beginning of the first game, and was the one who introduced him to the Keepers. He accompanies two Keepers who summon Garrett to the Keeper Libraries after Garrett arrives at his safe house. Artemis helps Garrett by giving him information on who wanted him dead. He finally tracks down Garrett on personal emotion to inform him that Viktoria is assaulting the cathedral, towards the end.

Fan Developments

Thief II Gold

Just as Thief: The Dark Project was re-released with additional missions as Thief Gold, a re-release of Thief II, Thief II Gold, was in development when Looking Glass Studios folded. Additional missions that were considered for Thief II Gold included a mission that takes place in the stronghold of a sect of necromancers, a mission that brings Garrett to a war between the criminals of the City and the City Watch in a gritty slum called Willard Square, a mission that forces Garrett to blend in with the City's aristocracy at a costume party, another set within a university, and a mission involving a group of fallen Hammerites. It was proposed that Garrett could obtain a dagger, possibly poisoned, in Thief II Gold.[1] A group of fans, Thief II Gold Fan Mission Project, was attempting to complete the work begun on Thief II Gold but the project is currently cancelled. The goal of the project was to make four additional missions that are as close as possible to what the developers had envisioned. This had been made possible by the release of the journal of Emil Pagliarulo, a level designer on Thief II,[2] and other materials from Looking Glass to the public.[3]

Thief 2X: Shadows of the Metal Age

After Looking Glass Studios went out of business, a group of fan developers under the banner of The Dark Engineering Guild created an extension to the Thief universe. In 2005, the result was an unofficial Thief II expansion pack titled Thief 2X: Shadows of the Metal Age.

The game presents a new protagonist, a young woman named Zaya. She has journeyed to the City, to meet her cousin Kedar and start a new life. Things take an unexpected turn though and she soon gets drawn into a murky world of crime and deceit as events spiral beyond her control. The story takes place approximately the same time as the Thief II timeline. The game has features similar to those in retail Looking Glass games: complex level design, a lengthy campaign, pre-rendered introduction and ending sequences, original music, new voice acting, original artwork, and animated mission briefings.

Thief2X received significant gaming press coverage prior to and after release. PC Gamer magazine stated it was "one of the most impressive achievements of any fan community for any game."[4] In a discussion of game modding in general, Computer Games magazine called it "Arguably the biggest and best mod of the past year."[5] Jolt Online said that for a fan of the Thief series "there was simply no excuse not to play T2X".[6]

See also

References

  1. Pagliarulo, Emil. Thief II Gold/Thief III journal. Thief II Gold Fan Mission Project. Nick Dablin. Retrieved on 2008-09-29
  2. Game Credits for Thief II: The Metal Age. MobyGames. Retrieved on 2008-09-30
  3. Briefing. Thief II Gold Fan Mission Project. Nick Dablin. Retrieved on 2008-09-30
  4. PC Gamer UK, Issue 151 August 2005 pg. 106.
  5. Computer Games US, April 2006 pg. 78.
  6. Mod Spotlight: Thief 2X: Shadows of the Metal Age. Jolt Online Gaming. Jolt Online Gaming Ltd. (2005-09-18).

External links

Template:Looking Glass Studios fr:Dark Project II : L'Âge de métal hu:Thief II: The Metal Age fi:Thief II: The Metal Age

Advertisement