Keeper of the Prophecies Ep 1-2
A KEEPER OF THE PROPHESIES - BOOK 1
===================================
Thief 2 fan mission campaign by frobber
Released Oct 19, 2002
===========================================
W A R N I N G
===========================================
VISUALLY-INDUCED SEIZURES ARE POSSIBLE!
DO NOT PLAY THIS FAN MISSION IF FLASHING
LIGHTS CAN TRIGGER YOU.
This is NOT a joke!
===========================================
==========================================================================
IMPORTANT: CLOSE ALL OTHER PROGRAMS AND PLAY ONLY ON A FRESH RE-BOOT
==========================================================================
EPISODE 1: HALLUCINATIONS -- First Released June 4, 2002.
EPISODE 2: THE INSURRECTION -- First Released Sept 29, 2002
=====================================
=====================================
He was corrupted without his knowing
for he failed to perceive his danger.
But his folly was meant to be
and his journey would be no accident.
--From the Last Book of Amahus
=====================================
=====================================
Supported Thief Features:
------------------------
Weather
Fog
EAX (environmental sound)
Minimum System Requirements:
---------------------------
500 Mhz CPU
TNT graphics card (or equiv)
128 MB RAM
Recommended System Requirements:
-------------------------------
1.0 Gig CPU or faster
GForce 2 graphics card (equiv or faster)
256 MB RAM
EAX compatible Sound Card (highly recommended)
CREDITS
=======
VOICE ACTORS
------------
SlyFoxx - Garrett, Franticius, Harroleous, Listus, Kevel
Lizanneh - Alisha, Little Girl
frobber - Keeper Orlet, Crastus, Nobleman 2, Solustice, Pontis, Cog, Karras
Saturnine - Vicar Feluxis, High Priest, Evil Mechanist
Komag - Keeper Calif
Broken Arts - Aida, Medifney
MsLedd - The Missies
The Thief - Timitus
Goober - Vocal Effects
DESIGN ELEMENTS
---------------
frobber - lead designer, writer, mapper
Shadowspawn - clocks, pocket watch, and other custom objects
Saturnine - CamVator intro concept (he invented this!)
SilentSleep - BlackOutBomb and CamVator consulting
Lizanneh - story editing
Thorin Oakenshield - AVI 'movie' animations
Thumper - custom script (cl.osm -- from Calendra's Legacy)
Schwaa - custom AI, objects, and textures
Daemonite - enhanced Thief 1 AI skins
MsLedd - custom AI skin (Alisha)
von.Eins - custom objects
Apache - Equipment carry-over from one mission to next.
Tomi - custom map base textures
Goober - lots of suggestions
TESTERS
-------
diana50322
Hawklette
Lizanneh
MsLedd
Nightwalker
Peter Smith
Shadowspawn
SilentSleep
SlyFoxx
Suttytx
Vanguard
MUSIC and OTHER AUDIO
---------------------
Dan Gibson: Rocky Mountain Suite - Winter Wolves
Kim Robertson: Wood, Fire & Gold - Anamchara (Reprise)
Westminster Clock Chimes of London, Midnight, Year 2000
Sampling from the motion picture BladeRunner - Music by Vangelis
Sampling from Conquest of Paradise 1492 - Music by Jon Anderson and Vangelis
Myst 1: Selenitic Gate - Music by Robyn Miller
System Shock 2: Level 11 ambience
Quake 2 - "Danger"
THX demo sound
PLAYING NOTES FOR HALLUCINATIONS
================================
"To-Be-Continued"
-----------------
HALLUCINATIONS is a "to-be-continued" mission. Due to DromEd limits I needed
to cut this part of the story in half. The end of this mission is a genuine
objective, but it is not the main objective you will hear about at the beginning.
The 'second half' is called 'THE INSURRECTION' and it is now ready to play.
In fact, these will become a "two-pack" pretty soon.
Clocks
------
This is a timed mission. The clocks really do keep time. And if you run out
of time, the mission will 'fail.' On NORMAL you will have just over two
hours (which should be plenty of time). On HARD, you'll have 95 minutes,
and on EXPERT, just 65 minutes. The clock, however, stops running when you
review the map or open a scroll to read (in scroll-mode) -- so there is
no time penalty when examining the longer books and scrolls.
Reloading During Conversations
------------------------------
There are a number of fairly lengthy conversations (in fact, there is a
briefing mission that is one giant conversation). And if you reload
during any conversation (or even check your map), I can't promise anything
will make much sense once you return to the mission.
As much as I have been able to test, saving and reloading during conversations
should not prevent you from finishing, no matter how disjointed the AI acting
becomes -- it just might look or sound odd for a minute or two.
"Rushing" the mission
---------------------
After having played once, there is a good chance that you may not want to
hear all the conversations again. I understand this, and if you do run away
before the AI finish talking, nothing terrible will happen.
However, some objectives may get skipped, and at least one "New Objective"
may trigger long after you have left the area. Also, there are a few cases
where Garrett may not say things or listen to things at the most sensible times.
Ways to Crash the Mission (as in crashing the game or your computer)
--------------------------------------------------------------------
Hallucinations includes a very complicated set of terrain and I have spent months
trying to simplify the polycounts and prevent overloading disasters.
I understand, however, that some people are quite imaginative when it comes to
breaking through barriers or climbing higher than I would like. So if you plan to
struggle your way to someplace which is obviously off-limits, I'd advise that you
first save your mission.
Here are places that I have blocked (so that you are properly forewarned)...
o Access to the roof of the big brick warehouse.
o Behind the Greek-Style structure above Westgate.
o Around the outside of the town clock tower.
o Beyond any ledge where you see a staple-shaped pipe
o Along the top edges of North Bridge.
o The town area behind the Megatfree's Mortuary (some players get back there anyhow!).
o The abilty to climb over the railing portion of Megatfree's balcony.
An Easter Egg or two in this new re-release of Hallucinations?
-------------------------------------------------------------
Yes, that is true -- THERE ARE TWO EASTER EGGS
(things that are cool, but not a sensible part of the mission).
Those who have played the original release will discover two things (maybe). First, the
eggs are no longer where they were. And second, there is no longer any clue inside the
mission itself. I could provide no clue IMO that would be neither too obscure for some
and simultaneously too obvious for others. My only clues are outside of the mission in
this text file a few paragraphs down from here.
One egg has a slightly more sensible result than before. Originally, I managed to create
a --boatload-- of confusion by returning the player to a spot which allowed exploration of
the unfinished cathedral. More than one player felt that accessing the cathedral was part
of this mission and that somehow this extremely odd method for reaching the cathedral area
was just a pleasant shortcut -- rather than what it was: a back-stage look at things to come.
Except by unplanned and extreme methods, the cathedral area in Hallucinations can no longer
be reached. The next mission has now been released -- The Insurrection. And this one has
the whole cathedral built out in final detail. So please no complaints that you can't get
in there anymore in Hallucinations. You get there in the next mission.
As to my clues now, they are only here inside this very text file -- both to keep this
from confusing people when in-game, and also as a way to reward those willing to slog
through all of this drivel.
Keep in mind that I am lousy at riddles -- both writing them and solving them ...
WE ARE ALL ABOUT PROGRESS, BUT YOU WILL NEVER SEE US MOVE.
WE MAY SEE THE MOON'S RISING, BUT NEVER SEE THE SUN'S SETTING.
A GHOST COMPLAINS FROM A PLACE EQUAL TO ONE OF US, AND ONE-QUARTER OF THE OTHER.
YOU MUST FIRST -PULL- FOR YOURSELF BEFORE YOU CAN EVER -PUSH- ON US.
Somebody will, no doubt, breeze through this like butter -- so I expect spoilers to become
available on the various Thief forums. I will not give anymore clues myself unless I have
somehow managed to confuse everyone!
Please do not complain about how these eggs are "Soooooo inconsistent" with the rest of
the story, because they are --not intended-- to be consistent. They are there as an extra
bit of fun for those who might like to attempt a wider range of playing styles than I had
planned for this story.
PLAYING NOTES FOR THE INSURRECTION
==================================
"To-Be-Continued"
-----------------
If you win this mission, there will be a "to be continued" screen at the end.
You have been warned! ;)
Background story
----------------
THE INSURRECTION is a continuation from HALLUCINATIONS (Episode 1) where
Garrett is trying to gain access to the cathedral because he is poisoned
and dying. He has been told by some Keepers that the solution to his problem
lies in accessing a certain Precursor Portal located somewhere inside the
Hammerite area which will lead him to a place where he can get some help.
This goal is not intended to be the end of the campaign, since accessing
the portal is only a gateway to the next mission -- ORACLE OF THE PROPHETS.
Reloading during conversations
------------------------------
Some AI are a bit long-winded, and if you happen to save during their speeches,
things may not seem quite right when you reload the mission. There is nothing
much I can do about this.
Lockpicks and landmines
-----------------------
It would be handy to learn (or remember) that lockpicks can be used to
disarm proximity mines.
Using bodies for a weight
-------------------------
Unconscious and dead bodies can be used to toggle a floor switch, but we have
discovered that once the mission has been saved and re-loaded, the bodies no
longer will be holding the switch in place. (I've since made the switches latch,
but this is still worth knowing for all missions ... not just here).
Audio notes
-----------
An EAX environmental sound card is not required, but it is highly
recommended due to cool effects inside the cathedral. It is perhaps
the only place I have ever heard where the longest echo setting possible
actually sounds exactly right. If you have ever been to a real cathedral
or stone building of this size, you will understand what I mean.
About the cathedral
-------------------
The terrain is loosely based on a detailed study of Cathedral de Chartres in
France including interior and exterior dimensions that are within a few percent of
the real cathedral. Stain glass windows and exterior "roses" are also from Chartres.
Much of the exterior doors, windows, and stone texture is from a humble Catholic
church located in Hopkinton, Massachusetts.
Clocks and Megatfree's Watch
----------------------------
This is a timed mission. The clocks really keep time. And if you run out
of time, the mission will 'fail.' On NORMAL you will have almost two
hours (which should be plenty of time). On HARD, you'll have 80 minutes,
and on EXPERT, just 65 minutes. The clock, however, stops running when you
review the map or open a scroll to read (in scroll-mode).
Ways to Crash the Mission (as in crashing the game or your computer)
--------------------------------------------------------------------
So far, I know of only a few areas that might cause a game crash:
1. The upper (green portion) roof of the cathedral near the gable ends.
Without a speed potion (or some fancy trick) you can't get up there anyhow,
but somebody is bound to try.
2. Jumping through the ice and looking back up at the cathedral. This is probably
okay -- but in theory it might be a problem. At any rate, if you jump through
the ice, Garrett will die anyway due to the current which sweeps him away and the
freezing water.
3. Scouting orbs have a wider field of view than the normal screen, and in some
places this was causing screen complexity crashes -- so they have been removed.
Speed potions were removed because this would allow access to all sorts of
evil locations (with respect to screen complexity).
A way for Garrett to die (unplanned or expected)
-----------------------------------------------
Seems Mr. SlyFoxx (and I) have gotten into the habit of clearing out the opposition
by dumping knocked-out Mechanists out through the balcony openings onto the main floor
below.
But wouldn't you know that leaning out through such a narrow space while holding
a body will confuse the dickens out the Thief engine. Most likely (if anything
happens), Garrett will get launched out into the space above the main sanctuary,
which is not healthy at all!
No way to fix this other than putting a warning here.
GENERAL INFORMATION
===================
Game: Thief 2: The Metal Age
Mission Title: A Keeper of the Prophecies
Filename: KotP_Book1_v1b.zip -- miss19.mis, miss20.mis, miss21.mis
Difficulty Settings: Yes
Equipment store: No
Map / automap: Map
New objects: Yes
New textures: Yes
New sounds: Yes
Multi language support: No (only English)
Briefing : Movies and CamVator briefing mission
Build time: 18 months, 1000+ hours
COPYRIGHT
=========
All original content of this fan mission is copyright (c) 2002 by frobber,
a.k.a., Ken Ramsley.
Distribution of this fan mission campaign is allowed so long as it is free of
charge and the zip file is kept intact and unmodified. Re-distribution of an altered
version of this mission including changes to any supporting files is not permitted.
An unaltered version of this fan mission campaign may be included in a CD-release
mission-pack without my prior consultation provided that this CD is sold for the
cost of production and shipping only, or is a freebie given away in some form
such as a gaming magazine mission pack promo.
DISCLAIMERS
===========
Any resemblance in the real world to events or people found in this fan
mission are entirely unintended, purely coincidental, and a complete
figment of your imagination.
This fan mission is not made nor supported by Looking Glass Studios (RIP),
Eidos Interactive, or Ion Storm of Austin, TX.
SUPPORT
=======
Address support questions to the Editor's Guild section of the Thief
Underground Forums http://dynamic3.gamespy.com/~thief/ultimatebb.cgi or send
email to frobber@edanet.com
===================================
Thief 2 fan mission campaign by frobber
Released Oct 19, 2002
===========================================
W A R N I N G
===========================================
VISUALLY-INDUCED SEIZURES ARE POSSIBLE!
DO NOT PLAY THIS FAN MISSION IF FLASHING
LIGHTS CAN TRIGGER YOU.
This is NOT a joke!
===========================================
==========================================================================
IMPORTANT: CLOSE ALL OTHER PROGRAMS AND PLAY ONLY ON A FRESH RE-BOOT
==========================================================================
EPISODE 1: HALLUCINATIONS -- First Released June 4, 2002.
EPISODE 2: THE INSURRECTION -- First Released Sept 29, 2002
=====================================
=====================================
He was corrupted without his knowing
for he failed to perceive his danger.
But his folly was meant to be
and his journey would be no accident.
--From the Last Book of Amahus
=====================================
=====================================
Supported Thief Features:
------------------------
Weather
Fog
EAX (environmental sound)
Minimum System Requirements:
---------------------------
500 Mhz CPU
TNT graphics card (or equiv)
128 MB RAM
Recommended System Requirements:
-------------------------------
1.0 Gig CPU or faster
GForce 2 graphics card (equiv or faster)
256 MB RAM
EAX compatible Sound Card (highly recommended)
CREDITS
=======
VOICE ACTORS
------------
SlyFoxx - Garrett, Franticius, Harroleous, Listus, Kevel
Lizanneh - Alisha, Little Girl
frobber - Keeper Orlet, Crastus, Nobleman 2, Solustice, Pontis, Cog, Karras
Saturnine - Vicar Feluxis, High Priest, Evil Mechanist
Komag - Keeper Calif
Broken Arts - Aida, Medifney
MsLedd - The Missies
The Thief - Timitus
Goober - Vocal Effects
DESIGN ELEMENTS
---------------
frobber - lead designer, writer, mapper
Shadowspawn - clocks, pocket watch, and other custom objects
Saturnine - CamVator intro concept (he invented this!)
SilentSleep - BlackOutBomb and CamVator consulting
Lizanneh - story editing
Thorin Oakenshield - AVI 'movie' animations
Thumper - custom script (cl.osm -- from Calendra's Legacy)
Schwaa - custom AI, objects, and textures
Daemonite - enhanced Thief 1 AI skins
MsLedd - custom AI skin (Alisha)
von.Eins - custom objects
Apache - Equipment carry-over from one mission to next.
Tomi - custom map base textures
Goober - lots of suggestions
TESTERS
-------
diana50322
Hawklette
Lizanneh
MsLedd
Nightwalker
Peter Smith
Shadowspawn
SilentSleep
SlyFoxx
Suttytx
Vanguard
MUSIC and OTHER AUDIO
---------------------
Dan Gibson: Rocky Mountain Suite - Winter Wolves
Kim Robertson: Wood, Fire & Gold - Anamchara (Reprise)
Westminster Clock Chimes of London, Midnight, Year 2000
Sampling from the motion picture BladeRunner - Music by Vangelis
Sampling from Conquest of Paradise 1492 - Music by Jon Anderson and Vangelis
Myst 1: Selenitic Gate - Music by Robyn Miller
System Shock 2: Level 11 ambience
Quake 2 - "Danger"
THX demo sound
PLAYING NOTES FOR HALLUCINATIONS
================================
"To-Be-Continued"
-----------------
HALLUCINATIONS is a "to-be-continued" mission. Due to DromEd limits I needed
to cut this part of the story in half. The end of this mission is a genuine
objective, but it is not the main objective you will hear about at the beginning.
The 'second half' is called 'THE INSURRECTION' and it is now ready to play.
In fact, these will become a "two-pack" pretty soon.
Clocks
------
This is a timed mission. The clocks really do keep time. And if you run out
of time, the mission will 'fail.' On NORMAL you will have just over two
hours (which should be plenty of time). On HARD, you'll have 95 minutes,
and on EXPERT, just 65 minutes. The clock, however, stops running when you
review the map or open a scroll to read (in scroll-mode) -- so there is
no time penalty when examining the longer books and scrolls.
Reloading During Conversations
------------------------------
There are a number of fairly lengthy conversations (in fact, there is a
briefing mission that is one giant conversation). And if you reload
during any conversation (or even check your map), I can't promise anything
will make much sense once you return to the mission.
As much as I have been able to test, saving and reloading during conversations
should not prevent you from finishing, no matter how disjointed the AI acting
becomes -- it just might look or sound odd for a minute or two.
"Rushing" the mission
---------------------
After having played once, there is a good chance that you may not want to
hear all the conversations again. I understand this, and if you do run away
before the AI finish talking, nothing terrible will happen.
However, some objectives may get skipped, and at least one "New Objective"
may trigger long after you have left the area. Also, there are a few cases
where Garrett may not say things or listen to things at the most sensible times.
Ways to Crash the Mission (as in crashing the game or your computer)
--------------------------------------------------------------------
Hallucinations includes a very complicated set of terrain and I have spent months
trying to simplify the polycounts and prevent overloading disasters.
I understand, however, that some people are quite imaginative when it comes to
breaking through barriers or climbing higher than I would like. So if you plan to
struggle your way to someplace which is obviously off-limits, I'd advise that you
first save your mission.
Here are places that I have blocked (so that you are properly forewarned)...
o Access to the roof of the big brick warehouse.
o Behind the Greek-Style structure above Westgate.
o Around the outside of the town clock tower.
o Beyond any ledge where you see a staple-shaped pipe
o Along the top edges of North Bridge.
o The town area behind the Megatfree's Mortuary (some players get back there anyhow!).
o The abilty to climb over the railing portion of Megatfree's balcony.
An Easter Egg or two in this new re-release of Hallucinations?
-------------------------------------------------------------
Yes, that is true -- THERE ARE TWO EASTER EGGS
(things that are cool, but not a sensible part of the mission).
Those who have played the original release will discover two things (maybe). First, the
eggs are no longer where they were. And second, there is no longer any clue inside the
mission itself. I could provide no clue IMO that would be neither too obscure for some
and simultaneously too obvious for others. My only clues are outside of the mission in
this text file a few paragraphs down from here.
One egg has a slightly more sensible result than before. Originally, I managed to create
a --boatload-- of confusion by returning the player to a spot which allowed exploration of
the unfinished cathedral. More than one player felt that accessing the cathedral was part
of this mission and that somehow this extremely odd method for reaching the cathedral area
was just a pleasant shortcut -- rather than what it was: a back-stage look at things to come.
Except by unplanned and extreme methods, the cathedral area in Hallucinations can no longer
be reached. The next mission has now been released -- The Insurrection. And this one has
the whole cathedral built out in final detail. So please no complaints that you can't get
in there anymore in Hallucinations. You get there in the next mission.
As to my clues now, they are only here inside this very text file -- both to keep this
from confusing people when in-game, and also as a way to reward those willing to slog
through all of this drivel.
Keep in mind that I am lousy at riddles -- both writing them and solving them ...
WE ARE ALL ABOUT PROGRESS, BUT YOU WILL NEVER SEE US MOVE.
WE MAY SEE THE MOON'S RISING, BUT NEVER SEE THE SUN'S SETTING.
A GHOST COMPLAINS FROM A PLACE EQUAL TO ONE OF US, AND ONE-QUARTER OF THE OTHER.
YOU MUST FIRST -PULL- FOR YOURSELF BEFORE YOU CAN EVER -PUSH- ON US.
Somebody will, no doubt, breeze through this like butter -- so I expect spoilers to become
available on the various Thief forums. I will not give anymore clues myself unless I have
somehow managed to confuse everyone!
Please do not complain about how these eggs are "Soooooo inconsistent" with the rest of
the story, because they are --not intended-- to be consistent. They are there as an extra
bit of fun for those who might like to attempt a wider range of playing styles than I had
planned for this story.
PLAYING NOTES FOR THE INSURRECTION
==================================
"To-Be-Continued"
-----------------
If you win this mission, there will be a "to be continued" screen at the end.
You have been warned! ;)
Background story
----------------
THE INSURRECTION is a continuation from HALLUCINATIONS (Episode 1) where
Garrett is trying to gain access to the cathedral because he is poisoned
and dying. He has been told by some Keepers that the solution to his problem
lies in accessing a certain Precursor Portal located somewhere inside the
Hammerite area which will lead him to a place where he can get some help.
This goal is not intended to be the end of the campaign, since accessing
the portal is only a gateway to the next mission -- ORACLE OF THE PROPHETS.
Reloading during conversations
------------------------------
Some AI are a bit long-winded, and if you happen to save during their speeches,
things may not seem quite right when you reload the mission. There is nothing
much I can do about this.
Lockpicks and landmines
-----------------------
It would be handy to learn (or remember) that lockpicks can be used to
disarm proximity mines.
Using bodies for a weight
-------------------------
Unconscious and dead bodies can be used to toggle a floor switch, but we have
discovered that once the mission has been saved and re-loaded, the bodies no
longer will be holding the switch in place. (I've since made the switches latch,
but this is still worth knowing for all missions ... not just here).
Audio notes
-----------
An EAX environmental sound card is not required, but it is highly
recommended due to cool effects inside the cathedral. It is perhaps
the only place I have ever heard where the longest echo setting possible
actually sounds exactly right. If you have ever been to a real cathedral
or stone building of this size, you will understand what I mean.
About the cathedral
-------------------
The terrain is loosely based on a detailed study of Cathedral de Chartres in
France including interior and exterior dimensions that are within a few percent of
the real cathedral. Stain glass windows and exterior "roses" are also from Chartres.
Much of the exterior doors, windows, and stone texture is from a humble Catholic
church located in Hopkinton, Massachusetts.
Clocks and Megatfree's Watch
----------------------------
This is a timed mission. The clocks really keep time. And if you run out
of time, the mission will 'fail.' On NORMAL you will have almost two
hours (which should be plenty of time). On HARD, you'll have 80 minutes,
and on EXPERT, just 65 minutes. The clock, however, stops running when you
review the map or open a scroll to read (in scroll-mode).
Ways to Crash the Mission (as in crashing the game or your computer)
--------------------------------------------------------------------
So far, I know of only a few areas that might cause a game crash:
1. The upper (green portion) roof of the cathedral near the gable ends.
Without a speed potion (or some fancy trick) you can't get up there anyhow,
but somebody is bound to try.
2. Jumping through the ice and looking back up at the cathedral. This is probably
okay -- but in theory it might be a problem. At any rate, if you jump through
the ice, Garrett will die anyway due to the current which sweeps him away and the
freezing water.
3. Scouting orbs have a wider field of view than the normal screen, and in some
places this was causing screen complexity crashes -- so they have been removed.
Speed potions were removed because this would allow access to all sorts of
evil locations (with respect to screen complexity).
A way for Garrett to die (unplanned or expected)
-----------------------------------------------
Seems Mr. SlyFoxx (and I) have gotten into the habit of clearing out the opposition
by dumping knocked-out Mechanists out through the balcony openings onto the main floor
below.
But wouldn't you know that leaning out through such a narrow space while holding
a body will confuse the dickens out the Thief engine. Most likely (if anything
happens), Garrett will get launched out into the space above the main sanctuary,
which is not healthy at all!
No way to fix this other than putting a warning here.
GENERAL INFORMATION
===================
Game: Thief 2: The Metal Age
Mission Title: A Keeper of the Prophecies
Filename: KotP_Book1_v1b.zip -- miss19.mis, miss20.mis, miss21.mis
Difficulty Settings: Yes
Equipment store: No
Map / automap: Map
New objects: Yes
New textures: Yes
New sounds: Yes
Multi language support: No (only English)
Briefing : Movies and CamVator briefing mission
Build time: 18 months, 1000+ hours
COPYRIGHT
=========
All original content of this fan mission is copyright (c) 2002 by frobber,
a.k.a., Ken Ramsley.
Distribution of this fan mission campaign is allowed so long as it is free of
charge and the zip file is kept intact and unmodified. Re-distribution of an altered
version of this mission including changes to any supporting files is not permitted.
An unaltered version of this fan mission campaign may be included in a CD-release
mission-pack without my prior consultation provided that this CD is sold for the
cost of production and shipping only, or is a freebie given away in some form
such as a gaming magazine mission pack promo.
DISCLAIMERS
===========
Any resemblance in the real world to events or people found in this fan
mission are entirely unintended, purely coincidental, and a complete
figment of your imagination.
This fan mission is not made nor supported by Looking Glass Studios (RIP),
Eidos Interactive, or Ion Storm of Austin, TX.
SUPPORT
=======
Address support questions to the Editor's Guild section of the Thief
Underground Forums http://dynamic3.gamespy.com/~thief/ultimatebb.cgi or send
email to frobber@edanet.com
• Uploaded 18.10.2002 • Size 63.79 Mb