Light, and especially Shadow are two of the most important gameplay elements in the Thief series, like sound effects, an integral part of gameplay. The main tactic within the Thief games is to avoid fights and instead sneak around the enemies, undetected and invisible. A gauge at the bottom of the screen, called the Light Gem indicates how visible Garrett is.
Gameplay[]
- Main Article: Undetected Approach
In order to remain unseen, the player has to constantly keep an eye on areas of light or shadow in case a hiding place is needed in a hurry, guard patrol routes, and the type of terrain Garrett's walking on. Entering deeper shadows or ducking makes him less likely to be noticed. Walking about increases the risk of being spotted, and having a weapon drawn makes him very conspicuous.
Some light sources can be extinguished making the area more dark and easier to sneak trough. Electric lights sometimes have a switch nearby enabling it to be put out and fires and torches can be dispersed by shooting a Water Arrow at it. In Thief: Deadly Shadows, the player can "pinch out" a lit candle by pressing the use button on it and a blackout can be forced within an electrically lit building, by using the main power switch, typically well-guarded. Guards and/or civilians may notice if a light source has been put out, alerting them to possibly come looking for intruders.[1]
The Invisibility Potion — only encountered in Thief II: The Metal Age — once consumed, makes Garrett entirely invisible even in fully illuminated areas, allowing him to pass very tightly guarded spots without detection. It wears out in ten seconds, restoring his visibility.
Light Sources[]
Natural Light[]
Sunlight is rare in any Thief game, only appearing in a few missions such as "Break From Cragscleft Prison". Moonlight is most common since Garrett usually attempts robberies at night.
Dynamic Light Sources[]
Thief: Deadly Shadows supposedly introduced "dynamic light sources", such as people carrying torches or candles although mobile light sources existed in the previous games like Fire Elementals, Fire Shadows and even Fire Arrows in The Dark Project/Thief Gold and Flares, Will-o-the-Wisps (both T2 and TDS) and Mechanist Frogman carrying a lamp in Thief II: The Metal Age. The player has to be more careful with these moving lights since a dark spot may not be safe forever. New to TDS however, are the shadows cast by light.
Electrical[]
In Thief II: The Metal Age there are Mechanist Frogman appearing in "Precious Cargo" that have diving equipment containing a mobile light source that is presumed to be electric based.
Chemical[]
The Flare is an unique item only available in Thief II: The Metal Age that acts as an easy to carry temporal light source. It can be bought from the Shop, found in missions or made in Soulforge Cathedral.
Magic[]
Fire Elementals and Fire Shadows — The Dark Project and Thief Gold only — act as a light source and both illuminate and burn everything in their near surrounding. Fire Elementals typical will glow brighter when they are alerted and will search for intruders, illuminating previously dark areas, which makes staying undetected particularly troublesome. Both Thief II and Deadly Shadows contain small floating balls of light called Will-o-the-Wisps which are often encountered in Pagan territory. These also can illuminate dark areas but are harmless and will themselves take no notice of Garrett.
Stationary Light Sources[]
Various sources of light exist, each casting a different colored light, but behaving in the same way. The duller the light or its color, the less likely is it for Garrett to be spotted when illuminated.
Fire[]
Torches, gas lamps, candles or candle-chandeliers, can be doused with a single Water Arrow, creating an area of darkness in which Garrett may hide. Gas lamps can be lit by pressing the use button on it.
Electric[]
Electrically powered lights in Thief II: The Metal Age and Thief: Deadly Shadows, may be shut off by using a nearby switch or button, but Water Arrows have no effect.
Natural[]
There are two types of Glowing Mushrooms (a "capped" one and a "bulbus" one), that usually can be found in forest areas or caves, that emit a small light radius. On Horticulturist at Dayport even used these glowing mushrooms instead of lamps to light her greenhouse.[2]
Magic[]
Magical lights typically found in Precursor, Pagan or Kurshok areas, cannot be turned off in any way due to their alternative energy sources.
See Also[]
- Undetected Approach, tactics to remain unseen.
References[]
Navigation | ||
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Games | Original | Thief: The Dark Project · Thief Gold · Thief II: The Metal Age · |
Demo | Thief: The Dark Project · Thief Gold · Thief II: The Metal Age · Thief: Deadly Shadows | |
Reboot | Thief (reboot) | |
Mobile | Thief: Deadly Shadows Mobile | |
Game Design | Game Play | Lighting · Sound · Abilities · Weapons · Loot · Knockout · Backstab · Approach |
Technology | Dark Engine · DromEd · T3Ed | |
Other | Storyline · Timeline · Cut scenes · Architecture · Easter Eggs · Trivia | |
Development | Studios | Looking Glass Studios · Ion Storm |
Other | Designer Credits · LGS TDP Diary · Emil's Journal · The Making of Thief II |