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THIEF 2 (JEWEL CASE)
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 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 very 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, Hammerite separatists who abandoned their original leadership after the Order's disastrous run-in with the Trickster. The Mechanists are just as fanatical as their Hammerite cousins, but far more technologically innovative. Their advanced technology has altered the very landscape of the city, and they've won favor with the local nobility by handing out plenty of high-tech toys. The city's criminal element isn't as lucky: the Mechanists have also been supplying the Sheriff with sophisticated security devices, like mechanical beasts specifically created to hunt and kill, security cameras, and turrets that shoot deadly cannon balls. Directly opposed to the Mechanists are the Pagans, the last remnants of the Trickster's forces. With their forces depleted and their infrastructure weakened, the Pagans act as saboteurs and guerillas, spreading their anti-technological message by performing daring hit-and-run raids against the Mechanists. 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 couldn't be bothered 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 they may be. Features: System Requirements:
On Jun-05-08 at 03:48:27 PDT, seller added the following information:
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