Thief 2: The Metal Age ���


Date of Release : Thursday, March 23, 2000
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"On the streets and rooftops of a darkened city, where magic and technology mingle and the forces of a corrupt sheriff lurk just beyond every shadow, it takes someone with a soft touch and even softer step to stay ahead of the law, and steal enough to survive. For an honest thief like Garrett, the choices are clear - profit or perish.
Welcome to Thief 2: The Metal Age, Looking Glass Studios' highly anticipated sequel to the hit "first-person sneaker" Thief: The Dark Project. Players once again occupy the weathered boots of Garrett -- master thief, expert in stealth, and unlikely victor over the mad nature god the Trickster. It's been over a year since the events portrayed in Thief: The Dark Project, and Garrett's life has returned to a kind of chaotic normalcy, marked by daring independent thieving runs and lucrative "jobs". But the cost of business has just gone up, and Garrett may end up paying with his life.
Enter Gorman Truart, newly elected sheriff and bane of the city's underworld. More than just an elected official sworn to uphold public office, Truart is a man with dark, unknown intentions. The poor and desolate are snatched from the streets, never seen nor heard from again. "Semi-legitimate" operations run by well-known wardens are raided and shut down. The increase of guard patrols has lulled the residents into a false sense of security, while corruption, graft, and treachery run rampant through the sheriff's organization. To a certain master thief, these events could probably be overlooked if not for one disturbing fact: Sheriff Gorman Truart wants Garrett dead, and will stop at nothing until he succeeds. It's your job to keep Garrett alive, and discover the reason for the sheriff's vendetta.
The action in Thief 2 is set against the intrigue and mystery of the well-established city, where several factions struggle to satisfy their own, often opposing, agendas. Foremost are the Mechanists, an offshoot of the Hammerites that came into being after the Order's nearly disastrous run-in with the Trickster. The Mechanists are just as fanatical as their Hammerite cousins, but far more technologically innovative. They've been supplying the Sheriff with high-tech toys, like mechanical beasts specifically created to hunt and kill. Directly opposed to the Mechanists are the Pagans, an underground movement with an anti-technological message and a quiet yet persistent presence in the city. Is their love of nature as innocent as it would seem, or are they somehow connected to the Trickster and his seemingly insane teachings? And then there are the Keepers, the enigmatic holders of knowledge who observe all of the city's events but never actively get involved. Instead, they continue to persuade Garrett to act on their behalf, as their warning rings in his ears: "Beware the Dawn of the Metal Age". As an ex-Keeper who abandoned the Order and its secluded, monastic lifestyle, Garrett wants nothing to do with prophecies or portents of evil. He's played the hero once, and wants nothing to do with his former associates' no matter how persistent -- or right -- they may be.."

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