Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same DARK engine that powered the original Thief, Thief II had an almost identical look and feel, with only minor graphical and programming improvements. The basic gameplay was also fundamentally similar to the original Thief, but many new elements had been added, including technological gadgets such as a remote eye camera. Other changes include an increase in the number of A.I. behaviors, and the addition of female guards and soldiers. Responding to criticisms of the original Thief, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than battling monsters. In fact, the player encounters almost none of the monsters from the original Thief except for burrick heads mounted as trophies in some of the mansions, and a few zombies and apparitions.

Description

I was awoken this evening by a light knock on the door and a letter from the Keepers. A Hammerite High Priest has taken ill and will soon meet his Builder. The Hammers are moving him to the Morgandy Parr, an old castle in the Burrel Mountains which is used to conduct burial cermonies. The Keepers have been tracking their movements and have discovered that they recently unearthed the Crayman Wand and are bringing it to the Morgandy Parr for study. The Keepers want to make sure the Hammers don't discover the Wand's power so they want me to go steal it for them. My good sense tells me to stay here in the city while the Hammers are away and pull off some small jobs, but the Hammers won't be travelling light. This could be a big haul and it will get the Keepers off my back for a while. Plus, one of my fences tells me that the Horn of Valiance lies within the Parr and merchants are lining up their offers for that bit of Hammerite lore. I'm not going to get a better opportunity to crack this

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