- This game's plot focuses on: The Final Glyph
Thief: Deadly Shadows is a stealth video game where the player takes the role of Garrett, a master thief. It is set in a fantasy/steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed. It is the third game in the Thief series, and a major departure from the first two games in the series, different in both appearance and gameplay.
One of the game's major new features was the ability to explore The City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions where he can steal from passersby, spy on the townspeoples' daily lives, and search for sidequests in addition to major story missions. The game also introduced an ability to switch between first and third person views, and to flatten against walls.
It was released for Microsoft Windows and the Xbox in 2004, on May 25 in North America, and on June 11 in Europe. Development for both platforms started simultaneously. Like its predecessors, Thief: Deadly Shadows has received almost universally positive reviews, winning IGN's "Editor's Choice" award and "Game of the Month" award for May 2004. There is no follow-up to this game, but a Thief (reboot), was released on February 25, 2014 in North America, February 27, 2014 in Australia, and February 28, 2014 in Europe.
Gameplay[]
Thief: Deadly Shadows is a first-person and third-person 'sneaker', similar in gameplay to the previous games in the series (Thief: The Dark Project and Thief II: The Metal Age). The player takes the role of Garrett, an independent master thief who aims to steal his way through the City, using stealth, devices and weapons, in order to complete objectives and make profits on the side. The player may steal from or mug innocents for loot, and avoid, distract, attack or knock out guards. Loot and weapon ammunition may be stolen simply by 'touching' it, when close enough. Locked rooms and chests can be broken into after completing a lock-picking minigame.[2]
Although the AI was originally intended to detect shadows cast by the player, the idea was discarded (in the editor of the game files as *_ev_shadow are present, in the CONTENT\T3\Sounds\schemas\*\ folders, in which there is the tag "+Evidence:shadow").
Mission Levels[]
Mission levels may be traversed by sneaking through the shadows, since walking or running will alert nearby guards, who detecting the presence of a vandal will search around for an unknown face. Upon discovering the player, the guards will give chase and possibly hunt the player down. In order to make minimum noise, the player must actively monitor the noise each action creates, and use the environment to their advantage (such as a quiet carpet floor). The player may usually view a hand-drawn map of the immediate surroundings, realistically, the player's location is not indicated on the map and must be deduced from the surrounding landmarks. The game has a fairly open-ended structure, allowing the player to approach every objective in multiple different ways. Upon completion of all objectives, the mission ends and the plot is further revealed through cutscenes.
City Levels[]
After each mission, the player reappears into the nearest district within the City, which may be freely explored by foot. Most civilians don't recognize Garrett as a criminal, although wanted posters are frequently visible on City walls. City areas unlock as the player progresses through missions. Within the City, the player may sell previously stolen goods on the black market to Fences, for gold, which can be used at various Shops to purchase weapons, equipment and supplies.[3] Special loot such as "Artifacts" cannot be sold but are involved in the objectives and plot. As they are collected, loot, gold, equipment and weapons retain in the player's inventory through the game, making it possible to 'hoard' for later use. While exploring the City, the player may break into homes for additional loot, spy on and steal from the townspeople, and complete the occasional side quest. Allying with major factions will motivate its members to fight alongside the player, against the City Watch guards.
Controls[]
Both the PC and Xbox versions of the game are relatively easy to play, with conventional and reconfigurable shooter-style controls. The first mission is an interactive tutorial that guides the player through a typical robbery, set in an Inn. The player may save progress at any point, and must do so manually from time to time, since the game never autosaves.[4]
The Xbox version has considerably more tactile controls since it uses a game controller instead of an all purpose keyboard. Within the lock-picking minigame, a rumble effect can be felt based on the relation between the lock picks and tumblers. Moving the left analog stick gently makes Garrett creep, and forcefully makes him run.
Design[]
Visuals[]
Deadly Shadows may be considered the defining game of the Thief series, being the most refined and technically advanced. It has received almost universally positive reviews, with its greatly improved graphics and lighting, music and sound effects, gameplay and level design.
Its realistic and immersive 3D graphics and visual effects, along with motion-captured, lip-synched character animation, improve significantly on the earlier Thief games. Fully 3D animated interfaces span the game, even when not in missions.
New to this Thief game, the player has the option to play the game in first-person or third-person perspectives, or switch back and forth during gameplay as convenient. The third-person viewpoint makes the game easier to play, considering Garrett and nearby guards fit easily into view. The narrowed vision first-perspective alternatively makes for more immersive gameplay and would probably be preferred by players of the earlier Thief games.
Storyline[]
- Main article: Storyline#Thief: Deadly Shadows
It features a compelling storyline which explores "the City" and interiors of various notable and beautiful constructions, such as the Keeper Compound, the Sunken Citadel, St. Edgar's Church, the Shalebridge Cradle and the Wieldstrom Museum, all locations within the City.
The characters and guards within the game are from varied Factions within the Thief universe, the Keepers, Hammerites, Pagans and Kurshok. Heavily fantasy-themed creatures like ghosts and robots were dropped, in favor of human characters, human undead (zombies) and humanoid beasts.
Like the previous Thief games, the storyline primarily revolves around a major incident, which is the final and dramatic activation of the Final Glyph. This is the most powerful magical object to ever be revealed in the Thief series. Also unique to this game is the antagonist, the Hag and her minions.
Missions, Briefings and Cutscenes[]
- Checking Inn, Cashing out - trailer · briefing · debriefing
- End of the Bloodline - cutscene · briefing · debriefing
- Into the Pagan Sanctuary - Day 1 or 2 - briefing · cutscene · debriefing
- St. Edgar's Eve - Day 1 or 2 - briefing · cutscene · debriefing
- Keeper Library - Day 3 - cutscene
- Docks - briefing
- Abysmal Gale
- House of the Widow Moira - Day 3 or 4 - briefing · debriefing
- The Sunken Citadel - Day 3 or 4 - briefing · debriefing
- Killing Time - Day 5 - cutscene · briefing · debriefing
- Old Quarter - Day 6 - cutscene · briefing · cutscene
- Fort Ironwood
- Of Brethren... And Betrayers - briefing · cutscene · debriefing
- Robbing the Cradle - briefing · debriefing · cutscene · Day 8 - cutscene
- Still Life with Blackjack - briefing · debriefing · cutscene - Day 9 - final cutscene
Summary[]
Plot[]
- Please see: Storyline#Thief: Deadly Shadows
Characters[]
- For information on recurring characters, please see: Thief: The Dark Project#Characters
- Garrett: Protagonist and master thief, Garrett received extensive training from the ancient sect known as the Keepers before rebelling against their secretive and hierarchical nature and leaving the order. Garrett's vision is augmented by a piece of Mechanist technology, a mechanical eye given to him by the Hammerites after his natural eye was plucked out by Constantine the Trickster (The Woodsie Lord of the Pagans) and his consort Viktoria. The mechanical eye incorporates a zoom lens. A large scar runs down one side of his face, the result of Viktoria plucking out one of his eyes in Thief: The Dark Project. Garrett has attained a fearsome reputation through his prodigious skills and his habit of becoming involved in the epic events portrayed in the Thief series. He remains silent throughout the game apart from his lines during cutscenes, and comments he makes under his breath. At the end of Thief: Deadly Shadows, Garrett catches hold of a small child trying to pick his pocket, and their conversation is almost identical to that between Artemus and child Garrett, as seen in the first game.
Keepers[]
- First Keeper Orland: The elected leader of a secretive faction of guardians known as the Keepers, who quietly watch over the City and attempt to maintain a near-equilibrium of power in the City. Orland held a lifelong distrust of Garrett, believing him to be too unpredictable, and retained negative feelings toward him after he left their order.
- Keeper Artemus: 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 was sent to find Garrett and inform him about two lost artifacts, the Jacknall's Paw and the Builder's Chalice. Near the end of the game, however, he is murdered by The Hag, who steals his skin and wears it as a disguise. Though Garrett doesn't show it, he seems to like Keeper Artemus more than any other Keeper.
- Interpreter Caduca: An old woman in the Keeper organization in charge of reading and interpreting the Glyph Prophecies. She is murdered by the Hag in Deadly Shadows.
- Translator Gamall: Caduca's assistant, an eerie pale and emotionless girl who translates Caduca's interpretations into English. As the Translator, Gamall will succeed Caduca as interpreter when Caduca is no longer able to fulfill her duties. The word Gamall is close to "gammal", a word meaning "old" in the North Germanic languages, which was reused by J.R.R. Tolkien. Gamall turns out to be a guise of the Hag, and is actually the body of Lauryl, who was killed and skinned by the Hag almost a decade before the Final Glyph incident.
Hammerites[]
- Inspector Drept: A Hammerite bent on tracing and finding the Hag due to his childhood experience. When he was a young child, he lived in the Shalebridge Cradle, an orphanage and insane asylum. One day he was playing hide-and-seek in the attic with his friend Lauryl. During the game while Lauryl was searching for the hidden Drept, the Hag appeared and killed her. Drept was frozen with fear and could do nothing. Afterward he informed the Cradle staff that it was done by a hag and not an insane patient, although no one believed him. When he grew up he joined the Hammerites and began searching for the Hag. His working desk in St. Edgar's Church has a small monument plaque hanging on the wall above in memorial of Lauryl.
- High Priest Greidus: A high priest that resides in St. Edgar's Church.
Pagans[]
- Dyan: A Pagan Shaman that is possibly the current head of the Pagans. She has prophetic visages and gives Garrett the pagan blessing bow upgrade. She resides in the South Quarter Pagan Sanctuary or in the Auldale Pagan Sanctuary and has a magical amulet that can control plant growth.
- Larkspur: A Pagan that works closely with Dyan.
Citizens[]
- Robert Moira: The captain of the ship Abysmal Gale and resident of a mansion on an island not far from the City. A battered Abysmal Gale docked in the City one day as a ghost ship, devoid of crew and occupied by Zombies. The City Watch quarantined the ship and dispatched at least two people to investigate, including one named Reggie, but they did not return.[5] Moira's log indicates that he had found a strange golden slab in a cave and brought it back to his mansion. According to a sailor's log, Moira had begun acting strangely, forsaking food and furiously searching for an unknown item. The crew had decided to mutiny at one point. It is assumed that Moira and his crew were either killed or transformed into zombies.
- Edwina Moira: The wife of captain Moira. She sits in a room facing the sea, murmuring, and seems to have lost her mind, probably due to the shock from hearing of her husband's death.
- Lord Julian: A nobleman who has sworn revenge over his cousin, Lord Ember, who resides in Rutherford Castle. He has vowed to find the Bloodline Opal, but in the End of the Bloodline mission Garrett beats him to it and the opal is sold on the Black Market.
- Warden Stout: The City Watch warden of Precinct 12, Pavelock Prison.
- Lauryl: Originally an orphan who resided in the Shalebridge Cradle, as did the eventual Inspector Drept, but was killed and skinned by the Hag. Her body was buried in a secret room in the catacombs in Fort Ironwood with a spell marked on the tomb. Since her death her ghost haunted the attic in the now-abandoned Cradle. During the events of Thief: Deadly Shadows, Garrett liberates her spirit.
Antagonists[]
- The Hag: A mythical serial killer who purportedly stalks the night, slaying victims and stealing their skin. Even the Pagans, who deal regularly with monstrous creatures, regard her as an abomination. The Hag appears to be the bogeyman of the Thief world and is featured in a variety of children's rhymes and night-time tales. However, few believe she actually exists except Garrett and a Hammerite inspector named Drept, who actually encountered her as a child and survived. According to Drept, the Hag "wears death upon her as a cloak. Some who meet her doth vanish. Others perished with bloody work upon their bodies." There are hints spoken of creatures made of stone. The tale of a Hag, a bent old woman, who is ever old but grows no older.
Human Enemies[]
- Peasants: These normal unarmed townspeople cannot fight, but they are quick to alert the nearest City Watch guards if they catch Garrett intruding or get attacked by him. Peasants can be mugged by brandishing a weapon in front of them.
- Thugs: Similar to the peasants, but with weapons and can fight. Thugs will not attack Garrett unless he attacks first. If Garrett murders a thug when guards are nearby, all thugs in the area will assume that a guard was the assailant and will began attacking guards in the general vicinity.
- Armed Guards: They come in many varieties (City Watch, Hammerite, Pagan, Keeper, etc.) and for most part will attack Garrett on sight.
- Priests/Shamans/Elders: These wand-wielding spellcasters can cause Garrett significant damage if their offensive spells connects. Offensive spells are also effective against zombies. If he's quick enough, Garrett can intercept spells they cast on their allies to gain the benefits for himself. When relieved of their wands all spellscasters are only capable of running for help.
Undead Enemies[]
- Zombies: The living corpses of residents of the City who have passed away. They will attack anyone on sight, whether it be Garrett, or an innocent citizen. Zombies cannot be killed by being stabbed with the dagger or shot with arrows; they will collapse and fall into a coma-like state, and after several seconds, will rise again in pursuit of Garrett. Fire arrows are the weapon of choice for killing zombies, and vials of holy water are also highly effective. Flash bombs are an effective way to stun or kill a zombie, or group of zombies if unaware; throwing several flash bombs can also kill a zombie that is aware.
- Hammer Haunts: The 'undead' of members of the Order of the Hammer, Hammer haunts behave much like a typical zombie, and wield large hammers just as normal Hammerites do. Unlike zombies, Hammer haunts can be killed with arrows, or with the dagger. Flash bombs and vials of holy water also have the same effect on Haunts as do zombies.
- Puppets: The undead patients from when the Cradle was a psychiatric hospital. They behave much like other types of haunts and zombies, and can be killed similarly as well. The Puppets are also known as Asylum haunts. The Puppets can often be found patrolling the Cradle wearing round, metal cages over their heads and hands. Like zombies and Hammer haunts, Puppets are very easily killed with fire arrows, vials of holy water, and flash bombs.
- Shades: The "ghosts" of the Shalebridge Cradle's past, shades were the Cradle's doctors and nurses when the building was a psychiatric hospital, and also when it was an orphanage. They patrol the entire Cradle in the Cradle's 'memory' (where Garrett finds himself once he enters the past), but can be taken down easier than the Asylum haunts. The first time Garrett enters the Cradle's memory, he takes on the appearance of one of the patients. If the Shades spot him, they will pursue Garrett, until they "catch" him, and Garrett will be sent back to the present time. When Garrett later enters the memory as himself, they behave similarly to armed guards, and once they find Garrett, they will attempt to kill him, just as a common guard might. Can be killed as typical undead.
Other Enemies[]
- Treants: These tree beasts are only seen in the Into the Pagan Sanctuary mission. They are extremely tough but are vulnerable to fire. They can also be back stabbed with the dagger.
- Stone Gargoyles: These ordinary stone statues were granted life by The Hag to search for Garrett and kill him. Like Treants, they are amazingly strong, but can be defeated with heavy firepower or by the blackjack once Garrett has acquired the Glyph of Unbinding.
- Keeper Enforcer: Unnaturally strong and agile assassins, they communicate telepathically and hurl victim-seeking glyph-enhanced blades at their enemies. These glyph-altered beings are hard to kill once provoked, but can be fairly easily taken down when caught unawares.
Weapons[]
Garrett has a wide array of weapons to assist him in his thievery, Melee, Ranged, Magical and Explosive.
These are always present with Garrett, usable in every mission and City location.
- Blackjack: A simple club for knocking opponents unconscious, Garrett can only use the blackjack to knock out an opponent if their back is turned and they are unaware of his presence. It is the stealthiest way to incapacitate an enemy, though it does not work on all enemies (such as undead) and it does very little damage in combat.
- Dagger: Garret's basic hand-to-hand combat weapon. In previous Thief games, Garrett wields a sword, but it has been replaced with a small dagger in Deadly Shadows. When an enemy is unaware of his presence, Garrett can stab them in the back, killing them instantly, though it is not very stealthy, as backstabbing creates a lot of noise and can easily attract attention.
These have to be bought at Black Market shops, found throughout the City, and can sometimes be found within the levels.
- Broadhead Arrow: The "standard" arrow in Garrett's arsenal, which can take down unaware human enemies with one hit to the head or torso. This arrow can be retrieved if it gets stuck in wood. Garrett can carry a maximum of 30 Broadhead Arrows.
- Water Arrow: Tipped with a water crystal, they cause no damage to enemies, but can put out torches, chandeliers, candles and other flaming light sources. They have no effect on electrical lighting or enclosed lanterns, but can be used to wash away blood stains and grow moss arrow products. In the Museum these arrows can be used to tamper with the electrical shields around the Heart and the Crown or Cat Statuette. Garrett can carry a maximum of 25 Water Arrows.
- Moss Arrow: These arrows are tipped with a moss crystal, and when fired on any horizontal surface, will instantly cause a growth of moss to form, creating a small area for Garrett to walk across that will muffle the sound of his footsteps, making him harder to detect by enemies. An enemy will begin to choke and gag when a moss arrow is shot at their face. This lasts for several seconds, and does not affect enemies such as undead creatures. If enchanted, these arrows can also be used to strike Pagan Cornerstones. Water arrows can be fired at moss to make it spread further. Garrett can carry a maximum of 20 Moss Arrows.
- Fire Arrow: This arrow is tipped with an explosive crystal, and will explode upon impact. It does a considerable amount of damage to enemies, and it can also be used to light torches and other light sources that use fire. The Fire Arrow creates a bright light when it is nocked and produces sound when in flight which causes enemies in the vicinity to see and/or hear the player. Unlike in Thief 2: The Metal Age the Fire Arrow flies like a regular one. Garrett can carry a maximum of 15 Fire Arrows.
- Gas Arrow: This arrow is tipped with a crystal filled with a noxious gas, and when fired, will easily knock an opponent unconscious, whether aware of Garrett's presence or not. The Gas Arrow can also be used to douse torches and other light sources that use fire. Regardless of which area of the body the player shoots at, an enemy will usually be knocked out instantly. Garrett can carry a maximum of 5 Gas Arrows.
- Noisemaker Arrow: When fired, these arrows emit a loud, strange sound, similar to the sound of firecrackers, and will draw attention from any opponent that is near enough to hear it. Enemies will be distracted by the sound for a short period of time as they go to investigate it. It takes a short while for a Noisemaker Arrow to become silent after it is fired, and during this time Garrett can retrieve it. Garrett can carry a maximum of 5 Noisemaker Arrows.
- Flash Bomb: A type of bomb which, when thrown, will create a bright light that will temporarily blind any enemy in the immediate vicinity. Flash bombs are a highly effective tool for temporarily distracting an opponent, and can also be used to kill undead when several are used or 1 if undead are unaware. Garrett can carry a maximum of 20 Flash Bombs.
- Explosive Mine: A basic mine with a contact fuse, Explosive Mines are designed to explode when an enemy or Garrett comes into close contact with it. These can be retrieved. Garrett can carry a maximum of 5 Explosive Mines.
- Oil Flask: This glass bottle shatters upon impact, spilling a slippery oil, and unsuspecting enemies will slide across the floor upon stepping on it. They may slide off piers, down stairs, over railings, or over the edge the floor or ground, all of which will usually kill them. These can also be ignited with a Fire Arrow to create a wall of fire. Garrett can carry a maximum of 5 Oil Flasks.
- Holy Water Flask: These are much more effective than Fire Arrows at destroying the undead, but are utterly ineffective for anything else. Throwing it at the ground creates a pool which causes any undead that walks over it to turn to ash, as does scoring a direct hit on an undead opponent. The pool will disappear after several seconds. Garrett can carry a maximum of 5 Holy Water Flasks.
- Gas Bomb: the Gas Bomb is a small bomb that will explode into a cloud of noxious gas that will knock out an opponent who walks near the area where it is thrown. It has a wider radius than the gas arrow. Garrett can carry a maximum of 5 Gas Bombs.
Utilities[]
Items that help Garrett, but do no harm to enemies.
- Healing Potion: Drinking this potion will restore Garrett's health crystals instantly. Depending on the difficulty setting of the game, it may restore four to six of Garrett's health crystals. Garrett can carry a maximum of 10 Health Potions.
Abilities[]
During gameplay, Garrett can perform certain tasks regardless of his possessions, abilities gained along the way.
- Thievery: Some are necessary tools-of-the-trade like Lock Picks and the Light Gem, which lets the player know how visible Garrett is.
- Augmenting: Other abilities allow Garrett to perform super-human tasks like magnifying vision with his Mechanical Eye, or scaling sheer surfaces with the Climbing Gloves.
- Magical: Glyph abilities were also introduced, giving Garrett powers to do otherwise impossible things, like walking through walls using the secret Keeper Glyph passages, or, after acquiring the Glyph of Unbinding, to kill the hag's living statues.
Development[]
After Looking Glass Studios, the developer of the original two titles, went out of business in 2000, many former employees moved to Ion Storm. Here they began developing the long-anticipated third part of the series, Deadly Shadows. The same voice actor, Stephen Russell, was selected for the lead character, Garrett.
Unlike the original two titles, Deadly Shadows was developed simultaneously for Microsoft Windows and the Xbox. The game is powered by a heavily-modified and tweaked version of Unreal Engine 2.
It is the last ever game produced by Ion Storm before its demise in February 2005.
Reception[]
Like its predecessors, Thief: Deadly Shadows has received almost universally positive reviews, garnering a GameSpot rating of 8.3 with an 8.5 rating from selected notable critics[6] and the PC version has reached an average score of 8.6 on IGN. The game also won IGN's "Editor's Choice" award and "Game of the Month" award for May 2004.[7][8]
Most reviewers praised its artistry, exceptionally refined standard of lighting, graphical and level design, visual and sound effects, music, immersiveness, voice acting and extremely solid gameplay.[6][7][8]
Noteable Changes from previous Thief games[]
Some of the more prominent features and design aspects of the previous Thief installments were either significantly modified or removed entirely. Rope Arrows are replaced by climbing gloves which alter Garrett's ability to traverse vertical obstacles and navigate levels. Garrett can no longer swim, turning any pond more than a few feet in depth into an impassable barrier. Any mortal creature that enters deep water will simply fall to the bottom and instantly die. The blackjack is no longer able to knock out anyone who is alerted, and is only effective when striking from behind. This circumvents the popular flash bomb and blackjack attack that was a staple maneuver of previous thief games. Holy water can no longer be used to imbue water arrows with undead destroying power and is instead thrown to the ground like the oil flask. While this significantly reduces Garrett's ability to destroy the undead it is not a major obstacle since the undead do not usually appear in large numbers in Thief: Deadly Shadows. Garrett's metal eye now provides a night vision ability and Scouting Orbs are no longer available, perhaps indicating that the now disbanded Mechanist order were the only people who could manufacture them.
Another major difference is the presence of the misty loading screen barriers which divided The City and the levels into separate units that have to be loaded as Garret passes from one to another. The reason for this change is not entirely clear though it may have reflected performance limitations in the contemporary computers and game systems. The most noticeable consequence of this that the level and city areas are significantly smaller than those of the first two Thief Games and the small number of connecting passages limits the number of possible routes one can take and strategies that can be employed to complete a given task. This feature also conflicts with the large sprawling aspect of The City that was characterized by the previous games. All open areas are boxed in by an invisible 'ceiling' beyond which Garrett cannot climb and the layout of the buildings and position of ledges and roof overhangs often prevents the player from climbing to the top of a building. The City itself also has a different aesthetic mood, as the City's streets and offices feature very little of the steam-powered and electronic machinery so common to the recently concluded Metal Age. Such mechanisms, however, are still firmly a part of the Thief universe and feature prominently in Hammerite buildings as well as The Cradle.
Troubleshooting[]
Setting the mouse speed:
If you experience troubles moving Garrett too fast or too slow, you can change the values settings to modify the mouse speed. These settings are into the Thief - Deadly Shadows\System folder, in the DEFAULT.INI file:
[Engine.PlayerInput]
MouseSensitivity=50
50 is the default, so, if the mouse is too fast, you will have to decrease the number (27-30 is advisable).
Tips & Tricks[]
Widescreen patches for this game have been developed:
16:10 Massimiliano Goi's 16:10 widescreen patch
When the player dies, the games passes in third person, maybe to make the moment of death less shocking. If you want to feel a more realistic death, remaining in first person, open the file T3Camera.ini and change
CameraMode DeathCam
InheritsFrom FarThirdPerson
EndCameraMode
to
CameraMode DeathCam
InheritsFrom FirstPerson
EndCameraMode
See also[]
Demos
The Thief Universe
Within the game
Beyond the game
- Fan Missions
- GarrettLoader, Fan Mission Installer
- Thief DS Wallpaper, a downloadable 1024 × 768 wallpaper, with Garrett on a City rooftop, and the Thief Deadly Shadows logo.
External links[]
About the series
- Thief Series at Gaming Wikia
- Thief Series at Wikipedia
About the game
- Thief: Deadly Shadows at Wikipedia.
- Thief: Deadly Shadows at MobyGames.
References[]
- ↑ IGN - Thief: Deadly Shadows FAQ and Walkthrough by CyricZ
- ↑ Thief: Deadly Shadows Review, GameSpot
- ↑ Deadly Shadows Review, FiringSquad
- ↑ Reviews, Thief: Deadly Shadows, GameSpy
- ↑ TDS Loading Screen Quotes (T_docks3LoadingQuote0)
- ↑ 6.0 6.1 Official GameSpot summary/reviews. GameSpot. Retrieved 30-11-2008.
- ↑ 7.0 7.1 Official IGN summary/reviews. IGN. Retrieved 30-11-2008.
- ↑ 8.0 8.1 IGN: Game of the Month: May 2004. IGN. Retrieved 5-12-2008.
Availability[]
Currently available for purchase on GoG.
Also on Steam
May be able to also find it on eBay
It's available on Gamefly, for unlimited PC play, or for purchase. ( $17.99 USD )
Navigation | ||
---|---|---|
Games | Original | Thief: The Dark Project · Thief Gold · Thief II: The Metal Age · Thief: Deadly Shadows |
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 |