THIEF III MISSION STRUCTURE: A PROPOSAL

 

 

This was written back when LGS went under.  A few of us were kicking round ideas for a story arc that could be made by the fans.  This is my contribution.  Please not that this is in no way linked or affiliated with the official Thief III, the Correspondance of Thieves at TTLG or the T2X expansion.  You have been warned.

 

 

Background: Several months have passed since Garrett dealt with the
Mechanists. They have now re-joined the Hammerites, who have grown in power.  Garrett is again an independent thief, still searching for the 'big one', a job that will allow him to retire

Mission 1-Antiques Fair: He breaks into 'Grimworth and de Perrin', and loots whatever he can find. Most of the loot is gone, but there is a note. Apparently there has recently been sold to Lord Rathton the Crystalline Gem, an antique stone of immense value.

Mission 2-Planning and Mapping: He wants to loot Lord Rathton's manor, but needs to find the plans to it first. He breaks into the guarded quarter of the City, TradeBridge, where the City's smaller businesses are. There, he finds the plans to the manor in the architects house, taking the opportunity to loot all the businesses along the way.

Mission 3-Break-In: He breaks into the manor, but finds that both Lord Rathton and the Crystalline Gem have been removed to his luxury home in the country, a place Garrett has never heard of.

Mission 4-Research at the Census Bureau: To find the location of the house, he breaks into the offices of the Census Bureau, and there he searches through the archives for the location of Lord Rathton's country manor.

Mission 5-Confrontation: Garrett breaks into the country mansion, only to find that the Hammerites have taken over there, the Gem is missing, and Lord Rathton dead. Apparently the Hammerites received an anonymous warning that Rathton was a Pagan. They have the letter in a safe at the new Hammerite
temple Garrett resolves to break into the temple to look at the note, in case the Keepers have given it to the Hammerites.

Mission 6-Breaking and Entering: Garrett breaks into the Hammerite temple to look at the note. At the safe, he finds it empty and the other door to the room swinging open He follows the figure, who is a Keeper, to a secret passage, and goes outdoors, where the scene fades to black.

Cutscene 1: Garrett has been knocked out by the Keepers. They explain that the time for the Balance is at an end ,and that the time has come to rid the world of both the Hammerites and the remnants of the Pagans. Garrett guesses that the Keepers manipulated the Hammerites into killing Rathton, to make Garrett hate the Hammerites and turn on them, destroying them. The Keepers decide to kill him, for he knows too much, and throw him, unarmed, into a sewer.

Mission 7-Shadow in the Night: The sewer is where the Pagans have taken refuge. Garret must sneak past them, with no weapons, to the exit to the street.

Mission 8-Searching: Garrett plans to use the Hammerites to kill the Keepers. First he needs to find the Keeper compound. To do this, he determines that the best way would be to search the offices of the city
newspaper for reports of areas with strange occurrences. Anyplace where there are many stories of men who seem to be able to vanish into the shadows is sure to be the location of the Compound

Mission 9-Mapping the Ground: Having found the district, Garrett scouts it out, to find the actual entrance to the Keeper Compound. He must search through the City district of TradeGate to find the entrance. Eventually he finds it, and is able to draw a map by observing the entrance from another building.

Mission 10-Sowing the Seed: After having drawn the map, Garrett must plant it on the Hammerites, in a way that they do not suspect. He must sneak in without being seen, and plant the map in the safe of the Master Forger. The same safe he stole from earlier. However, security has been beefed up, so the job is not as easy. When it is discovered, along with a forged note from the High Priest, the Hammerites will attack the Keeper Compound, sorting them out.

Cutscene 2: Garrett watches as the Keepers defeat the Hammerite attack, slaughtering them and forcing them into retreat. Garrett decides that stealth is the only way that he will be able to deal with the Keepers - using their own doctrine against them

Mission 11-Hammerite Armoury: Garrett breaks into the Hammerite Arsenal, to search for a sunburst device to plant in the central meeting hall of the Keepers. However, he finds that they are all at the building site of the new Hammerite Cathedral.

Mission 12-Praise the Builder: He breaks into the building site, and steals from them a sunburst device.

Mission 13-Repaying Old Debts: He wants to set up a timer, and so needs a mechanic 'friend', to whom he owes a favour. However, the friend is in the new Hammerite prison, and so must be rescued.

Mission 14-Return to the Cathedral: Garrett has rescued the man, but is then told that to make the device the friend will need a device that the mechanists had just developed before Garrett dealt with them. He has to go into the ruined mechanist cathedral of 'Eavesdropping' to recover the vital component, having to deal at the same time with Mechanist zombies and the undead.

Mission 15-The Final Conflict: Garrett must break into the Keeper Compound, and then plant and arm the sunburst device. He sneaks in, making his way through the halls. He even passes the training course. Finally, he plants the bomb, and then walks out and away.

Cutscene 3
: The bomb explodes, and the Keeper Compound is destroyed. Garrett walks away, satisfied with a job well done. The Keepers are gone. As his back turns, a shadows rises up from behind him. Is it a trick of the light...or is it a Keeper?