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* BlamedForBeingRailroaded: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead. Notably, the ''Sneaky Upgrade'' community mod changes the loot list to allow the player to steal 100% of the loot in the Manor ''without'' taking the applicable item.

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* BlamedForBeingRailroaded: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert Expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead. Notably, the ''Sneaky Upgrade'' community mod changes the loot list to allow the player to steal 100% of the loot in the Manor ''without'' taking the applicable item.



* ExpectingSomeoneTaller: After overhearing a thief impersonating him, Garrett [[DeadpanSnarker snarks]] "So that's the famous Garrett, huh? He's not as handsome as I'd imagined."

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* ExpectingSomeoneTaller: After overhearing a thief impersonating him, Garrett [[DeadpanSnarker snarks]] snarks,]] "So that's the famous Garrett, huh? He's not as handsome as I'd imagined."



** PropheciesAreAlwaysRight: They're often vague, but glyph prophecies haven't been proven conclusively wrong once in the series. Garrett has managed to thwart the previous two dark ages warned about by the glyphs, but [[spoiler: the prophecies are not merely ''warning'' the Keepers about the Unwritten Times, they are ''coming''.]]

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** PropheciesAreAlwaysRight: They're often vague, but glyph prophecies haven't been proven conclusively wrong once in the series. Garrett has managed to thwart the previous two dark ages warned about by the glyphs, but [[spoiler: the prophecies are not merely ''warning'' the Keepers about the Unwritten Times, Times — they are ''coming''.]]
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No. That's a reboot.


''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed by Creator/IonStorm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published in 2004 by Eidos Interactive. A new sequel didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].

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''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed by Creator/IonStorm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published in 2004 by Eidos Interactive. A new sequel game didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].
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* VideogameCaringPotential: In the Overlook Mansion mission, you come across Captain Moira's widow, who politely asks you to bring her a glass of wine. If you do so (and ''don't'' steal her inheritance on the way out), later on she'll send you an expensive bottle of wine along with a letter thanking you for your kindness.
** VideogameCrueltyPunishment: Of course, if you ''do'' steal the inheritance (which is unfortunately required on Expert difficulty, unless you're using the unofficial Gold Edition patch), she'll send a loyal servant to kill you instead.

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* VideogameCaringPotential: VideoGameCaringPotential: In the Overlook Mansion mission, you come across Captain Moira's widow, who politely asks you to bring her a glass of wine. If you do so (and ''don't'' steal her inheritance on the way out), later on she'll send you an expensive bottle of wine along with a letter thanking you for your kindness.
** VideogameCrueltyPunishment: VideoGameCrueltyPunishment: Of course, if you ''do'' steal the inheritance (which is unfortunately required on Expert difficulty, unless you're using the unofficial Gold Edition patch), she'll send a loyal servant to kill you instead.
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->''Cry, Brethren, for the Betrayer is come. Your hands will be crippled, and you will perish as the wretched outcast in the Bleak Unwritten. And you will know the face of the Destroyer.''
-->--'''Recovered text from The Propecitus, missing for 132 years'''
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''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed in 2004 by Creator/IonStorm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published by Eidos Interactive. A new sequel didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].

to:

''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed in 2004 by Creator/IonStorm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published in 2004 by Eidos Interactive. A new sequel didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].
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* NothingIsTheSameAnymore: [[spoiler:The state of the Keepers at the conclusion as all of the Glyphs have vanished and their tower is now visible to anyone. As one Keeper laments, "What will become of the city without us?" As Garret is the only person who owns a Glyph now, he becomes the leader of the Keepers and its implied they're running fine with him in charge.]]
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* NeutralNoLonger: The Keepers are no longer just balancing OrderVersusChaos as they had with the Hammerites and Pagans. The new threat comes from within the Keepers themselves.

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* AbandonedArea: Shalebridge Cradle, a former orphanage [[spoiler:and insane asylum, and former base of The Hag]], which Garrett visits towards the end of the game to get key information to solve a long-running mystery.
* AirVentPassageway: A handful of locations (including the Clock Tower and the Moira Manor) have small passageways that are big enough to climb through, and often have rats and bits of minor loot.
* AlwaysNight: As per series tradition, the entirety of the game takes place at night, with no in-universe justification as to why there is no daytime whatsoever. (Mission briefings refer to each mission as part of "Day X.")



* AntiFrustrationFeatures: When roaming the City hub world, the first time Garrett gets killed by the City Watch, he'll be taken to Pavelock Prison, a sort of bonus-level where Garrett is locked in a prison cell, when a brainless guard basically hands him the keys to escape. Rather than punish new players who aren't used to the game yet for their mistakes, the Pavelock Prison level allows players a second chance to get a handle on what to do, how to move, how to sneak, how to steal, etc... and even introduces the oil flask gadget. And to cap it all, the prison is only one level, rather than story missions which are split into two areas, meaning it isn't too long or confusing. Contrarily, it's actually very linear.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
When roaming the City hub world, the first time Garrett gets killed "killed" by the City Watch, he'll be taken to Pavelock Prison, a sort of bonus-level where Garrett is locked in a prison cell, when a brainless guard basically hands him the keys to escape. Rather than punish new players who aren't used to the game yet for their mistakes, the Pavelock Prison level allows players a second chance to get a handle on what to do, how to move, how to sneak, how to steal, etc... and even introduces the oil flask gadget. And to cap it all, the prison is only one level, rather than story missions which are split into two areas, meaning it isn't too long or confusing. Contrarily, it's actually very linear.linear.
** In a change from the first two games, Garrett no longer loses his amassed money and[=/=]or special arrows[=/=]bombs between levels, ostensibly to give the player much more flexibility in terms of enemy engagement. This becomes most notable when engaging the undead under Fort Ironwood or on the ''Abysmal Gale'', which normally requires high usage of Flashbombs, Holy Water and[=/=]or Oil Flasks -- which are all in long supply at the various stores throughout the City.
** To save on clicking, merely hitting the sweet spot during the lockpicking minigame and hovering on it for a couple seconds will automatically unlock the tumbler. While taking a little longer to complete, this is ''much'' less taxing for players.



* BedlamHouse[=/=]AbandonedHospital: [[spoiler:The Shalebridge Cradle]] was this before it became an abandoned wellspring of evil, but ''after'' it was an [[spoiler:orphanage]]. Notes left around the place tell how bad it was. WordOfGod (Jordan Thomas, overall director and designer of the level) says that the establishment's creators honestly meant well and were quite forward-thinking, but tremendous costs, the class divide, primitive techniques and a series of disasters turned the place into a nightmarish cage. For example, [[spoiler:a clockmaker checked himself in after a nervous episode, was treated, and pronounced fit to leave. Due to a mix-up, he was then ''accidentally'' given extremely painful electroshock therapy, turning him into a massive headcase who had to be locked up with the most dangerous patients.]]

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* BedlamHouse[=/=]AbandonedHospital: [[spoiler:The Shalebridge Cradle]] was this before it became an abandoned wellspring of evil, but ''after'' it was an [[spoiler:orphanage]]. Notes left around the place tell how bad it was. WordOfGod (Jordan Thomas, overall director and Level designer of the level) Jordan Thomas says that the establishment's creators honestly meant well and were quite forward-thinking, but tremendous costs, the class divide, primitive techniques and a series of disasters turned the place into a nightmarish cage. For example, [[spoiler:a clockmaker checked himself in after a nervous episode, was treated, and pronounced fit to leave. Due to a mix-up, he was then ''accidentally'' given extremely painful electroshock therapy, turning him into a massive headcase who had to be locked up with the most dangerous patients.]]



* BlamedForBeingRailroaded: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.

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* BlamedForBeingRailroaded: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead. Notably, the ''Sneaky Upgrade'' community mod changes the loot list to allow the player to steal 100% of the loot in the Manor ''without'' taking the applicable item.



* CreatorCameo: [[http://thief.wikia.com/wiki/Category:Painting_Images All those]] paintings of male and female nobles appearing throughout the game.... They're actually [[RuleOfFunny portraits of the game's developers]], in period clothing !

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* CosmeticAward: This time around, the game has several items that can either be acquired or unlocked for Garrett's apartment.
** The "Practice Locks" are a semi-example -- they cost a good chunk of cash to acquire, but their importance is functionally-useless, as the player can already get practice on locks throughout the game to not need to rely on them.
** Decide to leave the inheritance the widow in Moira Manor had left by her late husband, and she will reward you later in the game with a letter and an expensive bottle of wine you can find waiting for you at your apartment.
** Completing the Pagan sidequest (fire Moss Arrows at all 15 cornerstones throughout the City) will result in them dropping off a miniature tree at your apartment that confers a trio of Moss Arrows.
* CreatorCameo: [[http://thief.wikia.com/wiki/Category:Painting_Images All those]] paintings of male and female nobles appearing throughout the game.... They're actually [[RuleOfFunny portraits of the game's developers]], in period clothing ! clothing!



* DevelopersForesight: If you never [[spoiler: sell the Kurshok Crown]], you won't have to [[spoiler: steal it in the final level]]. But they don't make it easy for you: [[spoiler: if you didn't sell the Crown, but head for the fence who buys stolen jewelry after exiting the Museum with all the other loot, you can accidentally sell the Kurshok Crown and break the ending because you cannot buy back the Crown.]] So the seemingly hard way is actually the easier way: [[spoiler: If you do sell the Crown, and have to steal it from the Museum, the Crown becomes a protected item and you will be unable to accidentally sell it, a handy feature in the chaos and confusion at the end of the game.]]

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* DeadSidekick: [[spoiler:Lauryl, briefly during the lead-up to the final mission. She will accompany Garrett (still in his ethereal form) throughout the City, causing any bystander who looks at her to run away screaming in response!]]
* DevelopersForesight: If you never [[spoiler: sell the Kurshok Crown]], you won't have to [[spoiler: steal it in the final level]].level]] (and Garrett's voiced narration actually ''changes'' to reflect the fact that he has three of the five needed items, even pointing out that he - i.e. the player -- was smart not to sell it). But they don't make it easy for you: [[spoiler: if you didn't sell the Crown, but head for the fence who buys stolen jewelry after exiting the Museum with all the other loot, you can accidentally sell the Kurshok Crown and break the ending because you cannot buy back the Crown.]] So the seemingly hard way is actually the easier way: [[spoiler: If you do sell the Crown, and have to steal it from the Museum, the Crown becomes a protected item and you will be unable to accidentally sell it, a handy feature in the chaos and confusion at the end of the game.]]



* {{Foreshadowing}}: A very subtle and well-done job throughout the whole game foreshadowing [[spoiler:the Hag as the true villain]]. Frequent but low-key references create a constant background hum that builds up the feel of a creepy urban legend very effectively.

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* {{Foreshadowing}}: {{Foreshadowing}}:
**
A very subtle and well-done job throughout the whole game foreshadowing [[spoiler:the Hag as the true villain]]. Frequent but low-key references create a constant background hum that builds up the feel of a creepy urban legend very effectively.



* FrameUp: Midway through the game, Garrett is taken into custody and put on trial for the [[spoiler:murder of Caduca]], to such an extent that he is functionally "restrained" to a chair imbued with a glyph at its perimeter that doesn't allow him to escape. He takes the first opportunity possible to slip his captors and escape, and for most of the remainder of the plot, he is pursued by Keeper "Enforcers" that will stalk him throughout the City.
* FriendlyEnemy: The Hammerites and Pagans, initially, hold this attitude towards Garrett once they write to him after stealing the Builder's Chalice and Jacknall's Paw (sacred items), respectively. Compare this to the previous games, where both factions were out-and-out enemies and would generally attack Garrett on sight. (The Pagans justify their changed stance by noting that [[ChekhovsGunman Viktoria, who sacrificed herself in the final mission of the last game]] is the only reason why they haven't explicitly gone after him.) Do a few odd jobs for either of them (kill Iron Mites or shoot Moss Arrows into black cornerstones) and they'll warmly welcome you into their strongholds -- even allowing Garrett to take one of their prized items in the final mission if you're on "Allied" terms with the Pagans.



* HubLevel: The City streets that Garret visits between missions. This is a departure from earlier games in the series, where Garret can go to fence his ill-gotten goods, pick up a little extra loot, buy the tools of his trade, and even do a few {{Side Quest}}s should the mood take him.

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* HubLevel: The City streets that Garret Garrett visits between missions. This is a departure from earlier games in the series, where Garret can go to fence his ill-gotten goods, pick up a little extra loot, buy the tools of his trade, and even do a few {{Side Quest}}s should the mood take him. him.
* HyperspaceArsenal: Unlike the previous entries, where Garrett would either voluntarily (or forcibly) lose the majority of his stockpile of trick arrows and items between levels, the game lets you keep Garrett's acquired cash, loot and items between levels, making it a much more prevalent example of this trope. At maximum, Garrett can carry nearly ''100'' trick arrows of various types, multiple types of anti-undead equipment (five flasks of Holy Water and five Oil Flasks), flashbombs and explosive mines.
* JustifiedTutorial: Pavelock Prison, in the event that Garrett is "killed" by the City Watch for the first time. You need to escape from prison, and the game will give you a refresher course (by necessity) on how to sneak, steal and escape -- while also teaching the usage of Oil Flasks, which will come in handy during later missions.



* MistakenForGranite: In the late levels. You'll know it when you'll see it.

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* MistakenForGranite: In the late levels. You'll know it when you'll see it.later levels, [[spoiler:the seemingly-innocuous statues you pass in the Lower Libraries of the Keeper Compound become animated and attack Garrett once The Hag casts a spell on them.]]


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* ThouShaltNotKill: One of the few Restrictions placed on certain levels makes it so that Garrett can not and ''will not'' attack, knock out or kill Keepers, under penalty of instantly failing the mission.
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* MysticalCityPlanning: This game reveals The City to be the Final Glyph that, when activated, [[spoiler:drains all power from the rest of the glyphs that the Keeper magic is based upon.]]
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The first game concentrated its storyline on the Pagans, the second game on the Mechanists and Hammerites, and ''Deadly Shadows'' finally shows more insight into the Keepers and the challenges they face. Though Garrett still insists on wanting no association with the order after he left them at a younger age, he's more willing to cooperate with them after the events of the second game. Slowly but surely, he's drawn into a growing string of mysteries from the Keepers' past...

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The first game concentrated its storyline on the Hammerites and the Pagans, the second game on the Mechanists and Hammerites, — essentially replacing the former, and ''Deadly Shadows'' finally shows more insight into the Keepers and the challenges they face. Though Garrett still insists on wanting no association with the order after he left them at a younger age, he's more willing to cooperate with them after the events of the second game. Slowly but surely, he's drawn into a growing string of mysteries from the Keepers' past...
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Renamed trope


* BlamingTheRailroadedPlayerCharacter: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.

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* BlamingTheRailroadedPlayerCharacter: BlamedForBeingRailroaded: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.
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* VideogameCaringPotential: In the Overlook Mansion mission, you come across Captain Moria's widow, who politely asks you to bring her a glass of wine. If you do so (and ''don't'' steal her inheritance on the way out), later on she'll send you an expensive bottle of wine along with a letter thanking you for your kindness.

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* VideogameCaringPotential: In the Overlook Mansion mission, you come across Captain Moria's Moira's widow, who politely asks you to bring her a glass of wine. If you do so (and ''don't'' steal her inheritance on the way out), later on she'll send you an expensive bottle of wine along with a letter thanking you for your kindness.
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--->'''Keeper:''' Gone... what will we do? What will become of The City ''do'' without us?

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--->'''Keeper:''' Gone... what will we do? What will become of The City ''do'' without us?
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--->'''Artemus:''' Gone... what will we do? What will become of The City ''do'' without us?

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--->'''Artemus:''' --->'''Keeper:''' Gone... what will we do? What will become of The City ''do'' without us?
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--->'''Artemus:''' Gone... what will we do? What will become of The City ''do'' without us?
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* TheMagicGoesAway: [[spoiler:The end of the trilogy has all of the Glyphs vanishing, removing all of the magic from the town -- save the last Glyph that resides on Garrett's right hand.]]
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** Related, in that Caduca corrects little Gamall on getting a translation wrong. [[spoiler:Gamall did it intentionally, hinting she's not all what she claims to be, and is malevolent.]]
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* AntiFrustrationFeatures: When roaming the City hub world, the first time Garrett gets killed by the City Watch, he'll be taken to Pavelock Prison, a sort of bonus-level where Garrett is locked in a prison cell, when a brainless guard basically hands him the keys to escape. Rather than punish new players who aren't used to the game yet for their mistakes, the Pavelock Prison level allows players a second chance to get a handle on what to do, how to move, how to sneak, how to steal, etc... and even introduces the oil flask gadget. And to cap it all, the prison is only one level, rather than story missions which are split into two areas, meaning it isn't too long or confusing. Contrarily, it's actually very linear.
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* FridgeBrilliance: [[spoiler:During the end-game apocalypse when you're weaving between Gamall, City watchmen, Hammerites, Pagans and Gamall's stone servants, this troper noticed that it took 4 hits from a Pagan mage to kill a statue, while it only took 2 hits from a Hammerite mage. And why is that? Because the Pagans are focused entirely on nature, their magic would work best on plants and trees. Hell, to enter Gamall's lair you need to find an amulet to destroy some roots that are blocking a door. Pagans are entirely about nature, and the Hammerites are entirely about stoneworking and building. If there's anything the Hammers understand far better than the Pagans, it's stone. Not only do they know how to shape it and craft it, they know all too well how to break it.]]
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* FridgeBrilliance: [[spoiler:During the end-game apocalypse when you're weaving between Gamall, City watchmen, Hammerites, Pagans and Gamall's stone servants, this troper noticed that it took 4 hits from a Pagan mage to kill a statue, while it only took 2 hits from a Hammerite mage. And why is that? Because the Pagans are focused entirely on nature, their magic would work best on plants and trees. Hell, to enter Gamall's lair you need to find an amulet to destroy some roots that are blocking a door. Pagans are entirely about nature, and the Hammerites are entirely about stoneworking and building. If there's anything the Hammers understand far better than the Pagans, it's stone. Not only do they know how to shape it and craft it, they know all too well how to break it.]]
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''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed in 2004 by Ion Storm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published by Eidos Interactive. A new sequel didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].

to:

''Thief: Deadly Shadows'' is the third game of the ''VideoGame/{{Thief}}'' series. It was developed in 2004 by Ion Storm, Creator/IonStorm, with many Creator/{{Looking Glass|Studios}} employees moving there, and published by Eidos Interactive. A new sequel didn't emerge until [[VideoGame/{{Thief2014}} a decade later]].
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fixed a few typos


Along with missions like in the [[VideoGame/ThiefTheDarkProject first]] [[VideoGame/ThiefIITheMetalAge two]] games, you can now control Garrett through [[HubWorld The City]] to go between areas and missions, pickpocket occasional passersby and obtain additional sidequests. It also included perspective switches and the ability to stand against walls as a stealth mechanic.

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Along with missions like in the [[VideoGame/ThiefTheDarkProject first]] [[VideoGame/ThiefIITheMetalAge two]] games, you can now control Garrett through [[HubWorld The City]] to go between areas and missions, pickpocket occasional passersby passers-by and obtain additional sidequests. It also included perspective switches and the ability to stand against walls as a stealth mechanic.



* AscendedFanboy: By this time, Garrett seems to have a lot of admirers among co-workers as well as foes. One petty crook tries to pass himself off as Garrett to a possible customer (and fails). A female example that occurs is Marla Madison, a young fence that is basically Garrett's "greatest fangirl". Predictably, Garrett has a good laugh at the impostor's expence and is fairly annoyed by Marla's ditzy advances.

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* AscendedFanboy: By this time, Garrett seems to have a lot of admirers among co-workers as well as foes. One petty crook tries to pass himself off as Garrett to a possible customer (and fails). A female example that occurs is Marla Madison, a young fence that is basically Garrett's "greatest fangirl". Predictably, Garrett has a good laugh at the impostor's expence expense and is fairly annoyed by Marla's ditzy advances.



* KnifeFight: Garrett has traded his shorter sword from the previous two games for a stealthier simple dagger. It's also slightly less tricky for occassional backstabs than the sword was. There is a {{dummied out}}, ultimately unused model for the third game's sword, but it was ditched early in development, when the team decided to emphasise that players should avoid swordfights.

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* KnifeFight: Garrett has traded his shorter sword from the previous two games for a stealthier simple dagger. It's also slightly less tricky for occassional occasional backstabs than the sword was. There is a {{dummied out}}, ultimately unused model for the third game's sword, but it was ditched early in development, when the team decided to emphasise that players should avoid swordfights.



* TrickedOutGloves: Climbing gloves replace the rope arrows from the first two games. They have a more limited use, though, and the player is only required to use them on one or two occassions. Their use beyond that is completely optional.

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* TrickedOutGloves: Climbing gloves replace the rope arrows from the first two games. They have a more limited use, though, and the player is only required to use them on one or two occassions.occasions. Their use beyond that is completely optional.
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* StealthPun: In one of the main missions, you have to break into a clocktower operated by the Hammerites and sabotage the mechanism, causing the clock to stop. In other words, you have to [[MCHammer stop hammer time]].

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* StealthPun: In one of the main missions, you have to break into a clocktower operated by the Hammerites and sabotage the mechanism, causing the clock to stop. In other words, you have to [[MCHammer [[Music/MCHammer stop hammer time]].
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* EasilyForgiven: Two of the early missions require Garrett to steal priceless artifacts of Hammerites and Pagans, which also involves robbing both of the places blind and possibly knocking unconscious or even killing various people in there. This, understandably, makes both factions rather mad at Garrett. What does it take for them to go from being hostile to considering him an ally? Why, just killing about 6 oversized bugs and covering about 7 cornerstones with moss, respectively.
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* TheDevTeamThinksOfEverything: If you never [[spoiler: sell the Kurshok Crown]], you won't have to [[spoiler: steal it in the final level]]. But they don't make it easy for you: [[spoiler: if you didn't sell the Crown, but head for the fence who buys stolen jewelry after exiting the Museum with all the other loot, you can accidentally sell the Kurshok Crown and break the ending because you cannot buy back the Crown.]] So the seemingly hard way is actually the easier way: [[spoiler: If you do sell the Crown, and have to steal it from the Museum, the Crown becomes a protected item and you will be unable to accidentally sell it, a handy feature in the chaos and confusion at the end of the game.]]

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* TheDevTeamThinksOfEverything: DevelopersForesight: If you never [[spoiler: sell the Kurshok Crown]], you won't have to [[spoiler: steal it in the final level]]. But they don't make it easy for you: [[spoiler: if you didn't sell the Crown, but head for the fence who buys stolen jewelry after exiting the Museum with all the other loot, you can accidentally sell the Kurshok Crown and break the ending because you cannot buy back the Crown.]] So the seemingly hard way is actually the easier way: [[spoiler: If you do sell the Crown, and have to steal it from the Museum, the Crown becomes a protected item and you will be unable to accidentally sell it, a handy feature in the chaos and confusion at the end of the game.]]

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* BlamingTheRailroadedPlayerCharacter: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement[[labelnote:*]](The game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)[[/labelnote]]... which causes her to send an assassin after you instead.



* BlamingTheRailroadedPlayerCharacter: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement (since the game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)... which causes her to send an assassin after you instead.
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* BlamingTheRailroadedPlayerCharacter: In one mission, you can meet a blind, delusional widow who owns the mansion you've broken into in search of a MacGuffin. You also find a note from her late husband explaining that the large bag of money in a nearby chest should allow her to live well without him. If you don't steal the money, a few levels later she sends you a letter and a gift. Unfortunately, on expert difficulty, you ''have'' to take the money to meet the 90% loot requirement (since the game requires you to complete the main objective AND to steal a specific minimum of loot from the entire area to complete a mission)... which causes her to send an assassin after you instead.
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* VisibilityMeter: The Light Gem is a magical item Garrett carries to tell him how illuminated he is. When it's mostly dark, he is as well-hidden as it gets; when it's bright yellow, he is shining like a Roman candle.



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* BlankBook: [[spoiler:In the ending, the entire Keeper library of prophecies collected over the centuries becomes just a collection of blank books after all the glyphs disappear.]]
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* CreatorCameo: All those paintings of male and female nobles appearing throughout the game.... They're actually [[RuleOfFunny portraits of the game's developers]], in period clothing !

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* CreatorCameo: [[http://thief.wikia.com/wiki/Category:Painting_Images All those those]] paintings of male and female nobles appearing throughout the game.... They're actually [[RuleOfFunny portraits of the game's developers]], in period clothing !

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