|The starting area of Thief I, immediately immersing players in impressive medieval atmosphere, complete with echoing footsteps coming from the spiral stairways above...|
|A training area in the cathedral-like hall of the Keepers in Thief I, where the young thief learns to keep himself concealed in the shadows to avoid being seen...|
Thief: The Dark Project (now re-released and updated as "Thief: Gold")
Thief II: The Metal Age
Thief III: Deadly Shadows
At least the "Thief: Gold" edition of the first game has been declared to be a full zero kill run-enabled game by numerous sources, stating that no kills are required to win the entire game.
|A screenshot from Thief III, showing major graphical upgrades but similarly rich atmosphere...|
|This screenshot from Thief II: The Metal Age shows plenty of dark medieval macabre, but whether it can be completed as a zero kill run is something we'll have to find out ourselves in due course.|
|Another impressive screenshot from Thief III...|
|Thief Gold's Bafford Manor mission...|
"Normal" requires only getting into Cragscleft Prison and breaking your imprisoned associate Cutty out, without any impositions against killing. Ratcheting the difficulty up to "Hard," however, not only requires the player to escape the complex with looted Hammer Tenet religious treasures worth at least 500 gold coins, it also adds an entire new NPC's background story: Apparently Issyt the Beggar "borrowed your hand of glory"— and now the Thief wants this macabre occult item back again. (The "hand of glory" happens to be an actual historic and grisly item from English occult history, by the way, and one that would be of definite value to thieves, if its reputed powers worked the way the folklore suggested...)
|A guard in the musty undercellars of Bafford manor comes looking for Garrett with sword drawn, after hearing someone creeping in the shadows behind his post...|
In other situations, it's possible to be spotted by the guards, but flee to another part of the Manor and re-conceal one's self in the shadows without being slain— though the more the guards get riled up, the more difficult it becomes to loot the place without hassles, for obvious reasons. Guards in some missions also bang gongs or raise alarms that place all their compatriots on high alert, sometimes significantly change the objectives of the mission...
|Lord Bafford's library...|