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*** The entire first half of the level for the simple reason that there is [[NothingIsScarier not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle.]] This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated. Of course, if you played before or read about it, the edge is taken off. The first time is hell though.

to:

*** The entire first half of the level for the simple reason that there is [[NothingIsScarier not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle.]] This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his Garret's fears validated. Of course, if you played before or read about it, the edge is taken off. The first time is hell though.
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* The Eye. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.

to:

* The Eye. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
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* The first time you come across a zombie. What you see and hear is an odd, loudly snoring person that lies on the ground. You are most likely confused by this and want to know what the hell is that thing. Thus, you try to get closer. As soon as you do, the "person" ''gets up in a millisecond and jumps at you.''

to:

* The first time you come across a zombie. What you see and hear is an odd, loudly snoring person that lies on the ground. You are most likely confused by this and want to know what the hell is that thing.thing is. Thus, you try to get closer. As soon as you do, the "person" ''gets up in a millisecond and jumps at you.''
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*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and its vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way its name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.

to:

*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and its vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes make you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way its name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
Is there an issue? Send a MessageReason:
None


*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way its name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.

to:

*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and it's its vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way its name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.
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** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you literally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!

to:

** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you literally have to pry the map out of it's its architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!



** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them. They sometimes don't make an alert noise when they see you, and when they do it's a very short and quiet snarl, so if you aren't careful, they can sneak up on you and proceed to bash your skull in while terrifying the hell out of you at the same time. It's especially horrifying when you are picking a lock, only to have the light above start flickering and realize that one of them is RIGHT BEHIND YOU.

to:

** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them. They sometimes don't make an alert noise when they see you, and when they do do, it's a very short and quiet snarl, so if you aren't careful, they can sneak up on you and proceed to bash your skull in while terrifying the hell out of you at the same time. It's especially horrifying when you are picking a lock, only to have the light above start flickering and realize that one of them is RIGHT BEHIND YOU.



** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' in it's dark flashback sequences. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.

to:

** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' in it's its dark flashback sequences. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.



*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.

to:

*** If you've been paying attention up till now during the game, the Cradle will probably have already made an impression. Various conversations you overhear and notes and books you find mention the Cradle, and it's vague but definite darkness. The fact that the whole city is terrified of it becomes blatantly obvious. At first the mentions of it makes you curious about it and perhaps eager to explore it. But you soon begin to realize that it is not so intriguing as it is fearsome. Still, by the way it's its name keeps crossing your path, you just '''know''', that at some point, the game will make you venture inside.


* The room in the Overlook Manor with the mad, rambling captain's widow is also quite unnerving. Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.

to:

* The room in the Overlook Manor with the mad, rambling captain's widow is also quite unnerving. Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata stigma against crazy people in real life.

Changed: 1509

Removed: 1539

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Fix bad Example Indentation In Trope Lists, single two or three bullets entry is always wrong.


** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
*** And once you finish the Cradle, they disappear... (thanks to Gamall bringing them to life later in the game)

to:

** There's even something ''off'' about the entrance to the level. It's just an ordinary wooden gate, like so many others you've seen throughout the game - with one subtle differance: On either side is a statue in an austere, religious-like pose. And they are faceless. Creepy.
***
Creepy. And once you finish the Cradle, they disappear... (thanks to Gamall bringing them to life later in the game)



** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
*** They sometimes don't make an alert noise when they see you, and when they do it's a very short and quiet snarl, so if you aren't careful, they can sneak up on you and proceed to bash your skull in while terrifying the hell out of you at the same time. It's especially horrifying when you are picking a lock, only to have the light above start flickering and realize that one of them is RIGHT BEHIND YOU.

to:

** Jacob's Ladder-esque puppets (which may be animated by the Cradle, in the same way a child would play with toys) which twitch in a deeply unsettling manner and cause the lights nearby to flicker. Bring lots of Fire Arrows, and don't be afraid to use them.
***
them. They sometimes don't make an alert noise when they see you, and when they do it's a very short and quiet snarl, so if you aren't careful, they can sneak up on you and proceed to bash your skull in while terrifying the hell out of you at the same time. It's especially horrifying when you are picking a lock, only to have the light above start flickering and realize that one of them is RIGHT BEHIND YOU.



** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the supernatural hag who can bring statues to life. The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the hag killing a child.

to:

** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the supernatural hag who can bring statues to life. The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
***
well. Specifically, the sighting that your investigating involved the hag killing a child.



*** ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''

to:

*** ---> ''"I'm used to the dark, but '''this''' feels like a house with '''bad dreams.'''"''



** Lauryl's nightie is locked inside ONE OF THE PATIENTS' ROOMS! Oh, God...
*** Papers you can find in the Staff Tower will tell you that room belonged to a [[MadArtist voyeuristic painter]] admitted to the Cradle for murdering sitters who wouldn't keep still while he was painting them. ''[[FridgeHorror There's a portrait of Lauryl in the attic.]]''[[note]]From one of her diary pages: "I didn't want to have my picture painted, but I was too scared to say no. I guess I did it right because he said I sat ''good and still.''"[[/note]]

to:

** Lauryl's nightie is locked inside ONE OF THE PATIENTS' ROOMS! Oh, God...
***
Papers you can find in the Staff Tower will tell you that room belonged to a [[MadArtist voyeuristic painter]] admitted to the Cradle for murdering sitters who wouldn't keep still while he was painting them. ''[[FridgeHorror There's ''There's a portrait of Lauryl in the attic.]]''[[note]]From ''[[note]]From one of her diary pages: "I didn't want to have my picture painted, but I was too scared to say no. I guess I did it right because he said I sat ''good and still.''"[[/note]]



** The fact that pretending to commit suicide is the only way you have of actually escaping this nightmarish level.
*** There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.

to:

** The fact that pretending to commit suicide is the only way you have of actually escaping this nightmarish level.
***
level. There is also the subtle, unspoken possibility that you never actually escape, and that the Cradle is toying with you - forever.



* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point. The level contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
** Bonus points to the captain's quarters, which when you first enter appears totally deserted... until you see, in the distance, a staggering, stumbling zombie, moving around near a large hole in the wall which, on closer inspection, appears to have been caused by someone being thrown through it. What actually ''happened'' here anyway?!

to:

* Definitely not the worst part of the third game, but what about that haunted ship level? On your first playthough, it's definitely the worst part of the game up to that point. The level contains another instance of the [[NothingIsScarier "never truly explained"]] fear, as you never learn exactly ''why'' the ship's crew were all turned into zombies. The only "clue" you get is an otherwise normal log entry by the captain that cuts off in mid-sentence.
**
mid-sentence. Bonus points to the captain's quarters, which when you first enter appears totally deserted... until you see, in the distance, a staggering, stumbling zombie, moving around near a large hole in the wall which, on closer inspection, appears to have been caused by someone being thrown through it. What actually ''happened'' here anyway?!
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*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.

to:

*** A section where you enter the inner area of the asylum. As you walk up to the front desk, the sound of clocks gets louder and louder, and a shadowy figure slowly passes right in front of a window behind the reception room. That was as far as this troper got before quitting out of pure terror. I've never played it since.
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No spoiler in moment page, see Spoilers Off.


** Say the words "Shalebridge Cradle" to any ''Thief'' veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. It had developed a malevolent sentience [[spoiler:after being burnt down by a pyromaniac inmate]]. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
*** The entire first half of the level for the simple reason that [[spoiler:there is [[NothingIsScarier not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle.]] This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.

to:

** Say the words "Shalebridge Cradle" to any ''Thief'' veteran and you'll probably get a deer-in-the-headlights look and a hiss of fright. The level, set in [[spoiler:an an orphanage which had been converted into an insane asylum, yet still kept the functions of both]]. both. It had developed a malevolent sentience [[spoiler:after after being burnt down by a pyromaniac inmate]].inmate. There were several moments in the level which were nothing short of viscerally terrifying, including:
*** A section where you hear a quiet knocking on a door upstairs, which gets progressively louder and more frantic the closer you get to it. When you open it, nothing's there. Even creepier: The sound is quite likely [[spoiler:the the Cradle's memory of Lauryl's frantic attempts at escape as the Hag came for her.]]
her.
*** The entire first half of the level for the simple reason that [[spoiler:there there is [[NothingIsScarier not a single enemy (or sentient being save Lauryl) before you reach the Inner Cradle.]] This means that, thanks to your less-than-comforting briefing, and the bone-chilling discoveries you make in the first area, you'll at least spend the entirety of the Outer Cradle creeping around corners and jumping at every single damn shadow, but never having his fears validated.]] Of course, if you played before or read about it, the edge is taken off. The first time is hell though.



*** And once you finish the Cradle, they disappear... [[spoiler:(thanks to Gamall bringing them to life later in the game)]]

to:

*** And once you finish the Cradle, they disappear... [[spoiler:(thanks (thanks to Gamall bringing them to life later in the game)]]game)



** That sickly, gasping, groaning noise made when you [[spoiler:enter the Cradle's memories]]
** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]]. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.

to:

** That sickly, gasping, groaning noise made when you [[spoiler:enter enter the Cradle's memories]]
memories.
** While nobody could be as scary as those puppets, a close second for "the game's scariest enemy" award would have to be the Cradle's ''"staff"'' [[spoiler: in it's dark flashback sequences]].sequences. They are literally walking shadows, voids of pure, faceless blackness that walk around like people. And they '''''do''''' have one thing over the puppet inmates - they can kill you instantly with a single touch. It takes the puppets three or four swipes to accomplish the same thing.



** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural hag who can bring statues to life.]] The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag killing a child.]]

to:

** The reason you're venturing inside is because it is one of the few places where there had been a confirmed sighting of the [[spoiler:supernatural supernatural hag who can bring statues to life.]] life. The last time you met her, was a NightmareFuel in itself! It's not just the building that's terrifying, but the mission itself is, as well.
*** Specifically, the sighting that your investigating involved the [[spoiler:hag hag killing a child.]]



** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
** Lauryl's nightie is locked inside [[spoiler:ONE OF THE PATIENTS' ROOMS! Oh, God...]]
*** Papers you can find in the Staff Tower will tell you [[spoiler: that room belonged to a [[MadArtist voyeuristic painter]] admitted to the Cradle for murdering sitters who wouldn't keep still while he was painting them. ''[[FridgeHorror There's a portrait of Lauryl in the attic.]]'']][[note]]From one of her diary pages: "I didn't want to have my picture painted, but I was too scared to say no. I guess I did it right because he said I sat ''good and still.''"[[/note]]

to:

** While sneaking around, avoiding the God forsaken mockeries of what are left of the nine most extreme patients, you'll eventually have to start looking in the various patients' rooms to track down Lauryl's stuff. Besides the fact the puppets are near-relentless in ripping you apart, once you get ''near'' their rooms [[spoiler: you get to hear their reactions to ''the place burning.'']] '' Some of them are quiet, but a lot of the patients are shrieking in abject horror or bawling their eyes out. It just goes to show, even if they're predatory beasts now, the ghosts of these monsters were once human, just like you, and their spirits will constantly be reliving [[spoiler: the day the fire came.]]
came.
** Lauryl's nightie is locked inside [[spoiler:ONE ONE OF THE PATIENTS' ROOMS! Oh, God...]]
God...
*** Papers you can find in the Staff Tower will tell you [[spoiler: that room belonged to a [[MadArtist voyeuristic painter]] admitted to the Cradle for murdering sitters who wouldn't keep still while he was painting them. ''[[FridgeHorror There's a portrait of Lauryl in the attic.]]'']][[note]]From ]]''[[note]]From one of her diary pages: "I didn't want to have my picture painted, but I was too scared to say no. I guess I did it right because he said I sat ''good and still.''"[[/note]]



** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
** The fact that [[spoiler: pretending to commit suicide]] is the only way you have of actually escaping this nightmarish level.

to:

** Your final dash to freedom requires you to [[spoiler: run right through the middle of a gathering of administrators who have the ability to kill you permanently, rather than sending you out of the patient's incarnation, and ''pray'' that they won't be able to react quickly enough to stop you.]]
you.
** The fact that [[spoiler: pretending to commit suicide]] suicide is the only way you have of actually escaping this nightmarish level.



** Also just the fact that the statues are moving. Imagine all the statues you passed during the game, such as in the Hammerite Cathedral or the Keeper Compound. Now imagine [[spoiler:Gamall's magic bringing them to life, one by one, every statue you ever saw suddenly beginning to move, and killing anything they see as an enemy (meaning basically anything they see)]]
* Another terrifying moment is right before the cutscene where [[spoiler:The Hag brings the statues to life]]. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. And then you realize that [[spoiler: it's too late]].

to:

** Also just the fact that the statues are moving. Imagine all the statues you passed during the game, such as in the Hammerite Cathedral or the Keeper Compound. Now imagine [[spoiler:Gamall's Gamall's magic bringing them to life, one by one, every statue you ever saw suddenly beginning to move, and killing anything they see as an enemy (meaning basically anything they see)]]
see)
* Another terrifying moment is right before the cutscene where [[spoiler:The The Hag brings the statues to life]].life. Beforehand, you enter a room that has 4 gargoyle statues. After you watch that cutscene and go back, [[spoiler: One of the statues is missing]]. missing. And then you realize that [[spoiler: it's too late]].late.



* The room in the Overlook Manor with the mad, rambling captain's widow is also quite unnerving. [[spoiler:Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
* [[spoiler:The Eye]]. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.

to:

* The room in the Overlook Manor with the mad, rambling captain's widow is also quite unnerving. [[spoiler:Of Of course, she just sits there rambling away while you go through the room, but you stay on edge, not knowing if she will do something, or how dangerous she will be. Which pretty much sums up in a nutshell why there's so much stigmata against crazy people in real life.]]
life.
* [[spoiler:The Eye]].The Eye. Yes, it's back. And it is still freaky as all hell, with that breathy, whispering voice making disturbing comments all the time.
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None


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gamall_revealed_19.jpg]]

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gamall_revealed_19.org/pmwiki/pub/images/nightmare_fuel_8.jpg]]
[[caption-width-right:350:''"Finally now you see me my skin my bone as I am – you will not live to thwart me! I have gathered all I need, talismans tomes artifacts writings, I have them beyond your grasp. I trace I discover I read, and soon I shall come to the last of all glyphs, that you seek stumble follow but shall never find... I'm afraid we're going to have to rip a few pages from the Book of Names..."'']]




** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!

to:

** For most levels you are advised to track down a map of the level ''before'' you actually enter it. Most of these maps are in ordinary places, libraries, desks, ect. In the case of The Cradle, you litterally literally have to pry the map out of it's architect's cold, dead fingers. Not creeped out yet? He's entombed in a zombie-infested catacomb!
Is there an issue? Send a MessageReason:
Caption is contributing nothing to the image


[[caption-width-right:350:Well....[[NeverSleepAgain Time For Bed]]......[[WesternAnimation/TheMagicRoundabout Said Zebedee]].]]

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