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View Full Version : Thief IV - REALISM & SURREALISM / Anomolies, Glowing Mushrooms, etc


VIKTORIA
05-12-2009, 06:53 AM
Do you welcome the return of surrealism in Thief IV?
The strange, the unusual, the unknown, the deviation from the norm and the hidden beauty behind the fearful and grotesque etc?

Discuss... :cool:

Watcheratthegatesofdusk
05-12-2009, 07:00 AM
Of course, its an already established aspect of the series (I loved Garrets reactions to "Constantines" house in TDP ).

ivanboringregistrations
05-12-2009, 07:12 AM
of course! surrealism is a MUST!
i like constantine mansion and absolutely ingenious story twist with the eye!

guys do something like this, give us a hope =)
thanks!

UrUkUs
05-12-2009, 07:26 AM
sure, i loved "the sword" level design in T1 for example for it's surrealism, also like this lighting shroomz, that way was perfect to lit dark places.

Thievingtaffer
05-12-2009, 07:35 AM
Yea, the surrealism is what helped make the atmosphere of the first games so great. And you're right n UrUkUs, the Sword was a home-run of a mission.

Elukka
05-12-2009, 09:54 AM
Absolutely. Surrealism adds a lot to the atmosphere.
However, it's something to be used in moderation. As an example, I think the first game overused zombies and other "strange" things, resulting in their effect being diminished. Sometimes, you just want to rob that bank without zombies or wood monsters or glowy mushrooms being involved.

Pangalactic
05-12-2009, 10:00 AM
This topic is awesome...IMHO surrealism is really important to the Thief experience. Glowy mushrooms, the strange fusion of magic and technology, the huge, dark City....And then there was this huge, uncharted, endless forest surrounding the city on all sides that's full of monsters, pagans, gods... The mystery surrounding everything in the game, the fact you would never really uncover close to all of the City's secrets... The atmosphere was such a huge part of playing Thief!

VIKTORIA
05-12-2009, 10:40 AM
This topic is awesome...IMHO surrealism is really important to the Thief experience. Glowy mushrooms, the strange fusion of magic and technology, the huge, dark City....And then there was this huge, uncharted, endless forest surrounding the city on all sides that's full of monsters, pagans, gods... The mystery surrounding everything in the game, the fact you would never really uncover close to all of the City's secrets... The atmosphere was such a huge part of playing Thief!

*Sigh* I'm in a trance. :cool:

Feel free (everyone) to post up any surreal images in this thread.
Some luminous mushrooms would be good for starters... :D

Tr1ckst3r
05-12-2009, 11:24 AM
Yes this is a must for me. Constantines was a perfect example of surrealism, especially with that wierd giggling near the spiral tunnel and the peculiar music. Also liked things like the detail in the paintings on the walls and the stained glass window effects etc throughout the games.

BoldEnglishman
05-12-2009, 12:48 PM
Surrealism is part of the world that Thief takes place in. You can never have too much surrealism!

xXFl4meXx
05-12-2009, 01:02 PM
*Sigh* I'm in a trance. :cool:

Feel free (everyone) to post up any surreal images in this thread.
Some luminous mushrooms would be good for starters... :D

Did someone say shrooms? lol..

http://img24.imageshack.us/img24/6693/glowymushroom.jpg (http://img24.imageshack.us/my.php?image=glowymushroom.jpg)

& on topic, yes definitely, without surrealism thief loses its mysterious nature, and its atmosphere..

Subjective Effect
05-12-2009, 01:07 PM
Surrealism is all but essential. T1 and 2 had wonderful surrealism, especially T1. FREAKY!

Oh how we loved it.

TDS fugged it all up.

Danie1
05-12-2009, 01:07 PM
Everyone seems to be referenceing Constantine's Mansion for surrealism, but I don't forget Bonehoard. It's my favortie with its twisting caverns, huge climbing areas, rooms with puzzles, and of course irrate residents.

GmanPro
05-12-2009, 01:09 PM
I wasn't really a fan of those crazy missions. I just got lost all the time. Which is why I loved Thief 2 so much. They got away from the crazy maze missions and monsters, and focused on the epic mansion missions.

xXFl4meXx
05-12-2009, 01:14 PM
Hmmm, personally trail of blood seemed like the most surreal mission to me, especially how the seasons changed, I believe there were 4 seasons? Blah cant remember, its been around 9 years since I played Thief II.. I tried playing it again, but it didn't want to work for some reason.. blah.

StalinsGhost
05-12-2009, 01:15 PM
Utterly essential. I could not imagine a Thief game without the super-natural.

Pangalactic
05-12-2009, 04:22 PM
Remember the mechanist cathedral in 'Eavesdropping' in TMA? On the grounds there was a little graveyard off to the side, and when you got close to it you could hear the otherworldly whisperings of the dead....so cool...

In 'Life of the Party' the greenhouse, the necromancer's tower, and the lab where the astronomer was making a rocket to the moon, other weird stuff like that.

The fact that there's an entire section in the middle of the oldest part of the City that is walled off and nobody dares enter because it's haunted...and then there's the Cradle.

The Haunt roaming the catacombs underneath the Truart estate's chapel that you could hear from the altar...

That little mechanist shrine hidden behind the boxes in the mansion of the first TMA mission.

I guess the stuff I've brought up isn't so much surreal as it is anomalous...whatever it is I thought it was just really cool.

tokamak
05-12-2009, 08:41 PM
I remember one bridge in TMA in the forest where there were these floating sprites, just like in the cutscenes. No one really explains what they are, but they were cool, and the lighting effect they produced was cool.

Nate
05-12-2009, 09:00 PM
They are willow the wisps.

Herr_Garrett
05-12-2009, 09:48 PM
They are willow the wisps.

Will o' whisps or will o' wisps. Actually, the sound they produced was present in DS - in the Pagan area in the Docks, you could hear nigh that tree.

Surrealism is crucial. Essential. Vital. Amond many things, that made Thief Thief. This is something everyone meddling in the Thiefverse must consider.

huzi73
05-13-2009, 01:29 AM
Bring back.ALL creatures from T1-T2,especially burricks,zombies,and haunts(which are voted gamespots scariest enemies of all time.How can you ignore that!?)all those who dont want to see the return of the undead are saying so because they are scared *****less by the undead.Do NOT bring back the keeper enforcers!

DJ Riff
05-13-2009, 02:15 AM
Just remember that Thiefverse is not the Earth. Please don't name months. If you really need to, then name them by Zodiac signs, not Roman emperors. Don't name days of week — we don't even know how many days are there in a Thiefverse week (personally I believe that 11*30+1*35 days year and 5 days in a week fit much better in Thiefverse).

Flashart
05-13-2009, 02:47 AM
I think there's several different aspects here.
Natural surrealism, 'shrooms, beasties etc.
Created surrealism, Contantines, is the best example
Magical surrealism, like the "time travel" in The Cradle.

All are important, it's just the quantities that need careful management.
A little "Natural" scattered throughout, maybe 2 "Created" levels
And perhaps a single level of "Magical".
Less is definitely more.

VIKTORIA
05-13-2009, 07:26 AM
^
Yes, some very good points made there.

tender19
05-13-2009, 11:22 PM
I loved that tunnel in Constantine's manor, where you could end up in outer space, that was awesome.

Alex50
05-14-2009, 01:17 AM
Surrealism is necessary in separate missions / places, there where the Chaos operates. It is possession pagans, and undead (undead - display of Chaos. About it is spoken in Tdp, Tma and Tds)
Well if there will be a city, as in Tds. And the city will vary constantly from that who prevails Hammers or Pagans. If prevail Hammers, there are more machines, the illumination, gadget of tracking. If it Pagans, is more than trees, wandering fairy and atmosphere of irreality. Like park in rich quarter from Tds.

Corvin25
05-14-2009, 04:39 AM
As long as you don't go overboard with it, I'd love to see some more "surreal" levels. They'd have to be few and far between though. After all, even the most amazing things tend to lose their edge if you're exposed to them constantly. Constantine's mansion, the Maw's reverse-gravity water, etc. Those were very cool, mostly because we weren't expecting to see such things.

samcoarse
05-18-2009, 07:50 AM
The big question..

Do you think it's time Thief gave up the apemen/zombie/bipedalist animal and focused more on the deception of man? Do you think it's time to get the series back to some grassroots thieving?

For me personally running into an apeman in T2 after surreptitiously enduring art galleries, mansions and police stations really did break immersion. It left me wondering what a career thief was actually doing there. I can appreciate the storyline escorting you through but it could of turned down a more, real alley way.

Personally I wouldn't mind if we went back in time with T4, to a time when the undead were still comfortable 6 feet under and no animal had evolution forced on them by wild imaginations. Where the cynicism of Garret was beginning to bloom. Perhaps he (or alternate main character) can just be tentatively starting out in the thief trade, trying his luck as a wretched street thief in busy low security market places. Undoubtedly he will inevitably become embroiled in some storyline that, hopefully he comes across and follows through as a professional alone.

I think we enjoyed the detached outlook of Garret (especially in T2) doing things for his own benefit and as the game progressed motives leveled out as to why he was participating in missions. In T3 he became less of a Thief and more of a Hero, with an epic ending to boot. I'd prefer if he heard about a scenario (in which he could profit) and if there was an extra item needed by someone he could oblige and sell/give it to them or just sell it independently for profit. The storyline could be as detached as the main character is to it but still they hear about and inevitably react to each other, after all it's taking place in the same city. In the end what do you care..Your just a thief?

Basically more thieving specifics, more hardline thief orientated missions, less avoiding eye contact of lizardmen. I'm sure true diehards will disagree and understand I don't mean eliminate the thrill of the fear, just make it more..real. Creeping through a sweaty bar to the safe, find out the money is being ushered to the gambler owner that moment, knock out the runner on the way, or rob the owner? Hear about a funeral of an eminent figure from a borough of the city, find out it's being held at one of the cities biggest chapels, it's going to be filled with mourners..so many empty homes..!

A Pure Thief experience is all I'm after..Thoughts?

KuBiLaY17
05-18-2009, 07:54 AM
i think those creatures are a part of the thief universe, it cant be made undone. its part of the history of the city, the game itself and the storyline.

Corvin25
05-18-2009, 07:55 AM
Magic hasn't suddenly vanished from the world since Thief 3 ended.... only Glyph Magic. It would take a tremendous amount of retconning and compromise or convoluted explanations if it was a purely human campaign.

THe whole idea behind Garrett is that he's not just a master thief for people alone. He can steal from anyone, man or beast or god. So no, I don't think removing all fantasy elements would help the series at all, rather the opposite.

TeoRocker
05-18-2009, 08:06 AM
Meh, one of the main reasons I love the Thief games is that Fantasy element.

Espion
05-18-2009, 08:09 AM
No, I think the bizarre and magical needs to stay firmly in the games. It's intrinsic to the Thief universe and if you took it out then it wouldn't be Thief anymore. Why call it Thief 4 if it's not going to be a Thief game?

Belboz
05-18-2009, 08:18 AM
its only keeper glyphs that have been removed, and if the game is set before thief 3, then those glyphs are still there. The olde magic the magic that created the world thats not connected to keeper glyphs would still be there, and keeper glyphs the magic was basically prophecy magic and not the type of magic that would be used to control and make magical creatures.

DarthEnder
05-18-2009, 08:49 AM
Love the fantasy. It's what allows them to add things that are LIKE modern security systems to their steampunk setting.

DoomyDoomyDoomDoom
05-18-2009, 10:14 AM
I'll admit, I prefer the missions with regular people over the ones with robots, zombies, and monsters. There are exceptions though.

All those freaky things are part of the game and shouldn't be taken out, but I would like to see more regular thieving missions where I go to some dudes house/manor/castle.

Caranfin
05-18-2009, 12:21 PM
All those creatures are an important part of the Thief universe, and I would not have them removed. Apart from that, the zombies for example also offer an interesting variety to just being up against human guards all the time. There's the psychological effect of having to sneak around the undead, as well as the fact that you can't kill them without flasbombs or holy water if you screw up.

WVI
05-18-2009, 12:43 PM
I'll admit, I prefer the missions with regular people over the ones with robots, zombies, and monsters. There are exceptions though.

All those freaky things are part of the game and shouldn't be taken out, but I would like to see more regular thieving missions where I go to some dudes house/manor/castle.

This. For me, the most enjoyable missions were the ones that made me actually feel like a thief. Like the Overlook Mansion; that was a GREAT mission.

huzi73
05-18-2009, 01:49 PM
Err...Bring back the zombies and craymen,that was some wicked crap right there...Taking out creatures from thief,is like removing adam from bioshock,its what defines the game!But I wholeheartedly feel lord bafford needs to be robbed again.

LightWarriorK
05-18-2009, 07:01 PM
I think that my favorite bit of surrealism has to be the streetlights, and by extention the fact that electricity seems to be transmitted throughout the city without wires. I know that it wasn't true electricity but magic, but you still had devices using the power as if it were, so the diffierence is negligible.

It was the first sense I had, from the very first mission at Lord Bafford's manor in TDP, that the setting wasn't in medieval Europe or the like, and that something was definately off.

Personally, I'd love for them to perfect those notions in Thief 4 and expand upon them in a way that really makes ALL the tech (magitech?) throughout the city stand out in a way that is at once both medieval and yet completely beyond our comprehension.

Pangalactic
05-18-2009, 07:52 PM
I wonder if one of the original Thief devs was a Tesla buff because a lot of the electric technology in the Thiefverse seems like Tesla gone wild....But then again seeing as most mansions in T1 and T2 had their own power stations, the city must run on DC power...which was an Edison thing. So if Edison and Tesla had a baby, and that baby was a wizard, he was the one who designed the City's power grid.

DarknessFalls
05-18-2009, 08:08 PM
I love the surrealism of Thief. Magical electricity, glowing mushrooms, floating orbs of light in the pagan world, the lore, the spirits/ghosts, glowing crystals, etc. But a true balance is definitely critical. I mostly played and play Thief 2. Never played TDS again after beating it. Thief 1 was a little to haunt heavy for me. The balance between realism and surreal in Thief 2 is nice for me. There might've been a 'little' too many beasties and such for my taste, but in retrospect, it's all part of the wonder of Thief 2... and makes me think of how 'big' that game really seems. It's almost like playing a few different games in one game somehow... yet those games are all tied together into one. Even the "real" levels sometimes had 'subtle' elements of surrealness... whether it be a classic painting with a magical orb in it, or glowing mushrooms in a dark, dank corridor, or?

I'm not a big fan of the zombies; they don't do much for me.

I loved the times where an occasional harmless ghost popped up and startled me to tell me their personal story and then faded away. Those ghosts weren't over-done. If anything, I wish they happened in a few more places throughout Thief 2. (Ghosts don't always have to be mean, chasing you and throwing skulls at you.)

Hearing the build up of the ghostly sounds of the library in Thief 2 as I walked down a secret corridor behind a wall was one of my favorite memories of Thief 2. Was amazed that this game had so much detail as to create all these hard to find and well-built secret areas, as well as feeling the imminent danger of what was behind the corridor's exit door.

The haunts with dangling chain sounds were pretty scary, imo, mainly from their sounds -- so don't screw up their sounds.

But like others say, in moderation is nice -- not too overdone. I personally probably can't get too sick of the glowing shrooms and crystals, and other such decorations, though.

I hope you take the time to make Thief 4 a HUGE game. Large levels, while fully delving into everything wonderful that makes the Thief universe what it is. I'd hate for it to be a game you crank through in 15 or 20 hours leaving you with a sense that the levels were just thrown together to appease the fan community by taking you from a mansion, to a small pagan area, to a small cavern, to a castle, etc. For some reason, when I think of Thief 2, it feels like I've been there. Somehow I got absorbed into each of these worlds... and I think it's because LGS spent the time to take you on a 'journey' into each rather than just scratching the surface of them.

WVI
05-18-2009, 08:58 PM
Surrealism is all but essential. T1 and 2 had wonderful surrealism, especially T1. FREAKY!

Oh how we loved it.

TDS fugged it all up.

*spits nonexistent drink*

Did you never make it to the Cradle?

Thieffanman
05-18-2009, 09:35 PM
*spits nonexistent drink*

Did you never make it to the Cradle?


Second that. TDS had a *good* amount of surrealism in its own right: escaping the Cradle, The Abyssmal Gale mission (ghostly smoke on a ship filled with undead), the giant plant creatures haunting the sewers with the pagans . . .and there was more. :)

I'm one of the few TDS fans here on the list; I'll put my two cents in that TDS had the right balance of supernatural occurrences and plain-old, 'take the other guy's stuff' missions.

--Thieffanman

Neb
05-18-2009, 11:24 PM
*spits nonexistent drink*

Did you never make it to the Cradle?

It wasn't really particularly surreal in comparison to The Dark Project.

Think surreal in the sense of an insane mansion (practically a labyrinth, complete with optical illusions), giant trees, upside-down streams of water, ancient lights that turn on when you're nearby, along with general stylistic anachronism. That kind of thing.

DoomyDoomyDoomDoom
05-19-2009, 07:22 AM
Thief 4 should include a mission where you rob Lord M.C. Escher's mad castle.

Fiddlesticks
05-22-2009, 07:07 AM
I think all this steampunk environment and the surrealism in the game was one big positive feature which made the Thief series so unique, which seperated it from the mainstream. With setting a world into a steampunk/surrealistic environment, you have so much more possibilities. A slowfall potion would not be possible in a normal metal age and would not come accross as believable, but in a steampunk metal age it's entirely possible, because it's fiction. Garret lives in a different strange world, but this world is what makes Thief so unique for me. It has this certain feeling, if you soak up the athmosphere while playing.

Constantines Manor for instance was one of my favorite levels, it was really really random, but it worked very good and most important it was VERY unpredictable.

Psychomorph
05-22-2009, 01:15 PM
Surrealism for sure. Like many people here said, Constantines Manor was a great idea, the upper level with the freaky design, plants and mushrooms in the bathrooms and the swarms of flies in a creepy room (the sound alone was creepy), all that was highly entertaining.

Beeing a big fan of the original Alien movie, I love surrealism appearing under very realistic looking circumstances, which makes the effect even more intense (you know, contrast intensifies things).

Zephyr
05-22-2009, 02:28 PM
I think Thief wouldn't be the same without all those strange creatures, dark pagan tunnels filled with glowing mushrooms and strange plants and the mysterious haunted places. In my opinion that surrealistic magical feeling combined with the steampunk technology, dark city streets and ominous mansions makes the basis of Thief atmosphere. It was very unique, different from many other games, especially those related with fantasy. Thief managed to create a world of its own, it was first of its genre. Fantasy in Thief is very well planned and made to fit into the story.
Hopefully they manage to create the same unique feeling in Thief4. It was something really wonderful, which left a mark on me for a long time. Hopefully Burricks make a comeback :D.

Petike the Taffer
05-23-2009, 10:55 AM
Created surrealism

The Mechanists fit this one as well. Honestly, the industrial nightmarishness of their designs reminded me somewhat of the works of H. R. Giger. Creepy and eerie...


As for the amount of realism and surreealism : I always viewed Thief as a blend of 80 % real life grittiness and 20 % fantasy bizzarness. The overall visuals should be predominantly Late Gothic, sprinkled here and there with some blatantly Victorian elements (and of course, a believable mish-mash of both ;)). Personally, I disliked the overly Victorian vibe and visuals of Thief II, and they contributed to why I like it less than TDP and TDS. Hm, where were we... Realism and surrealism should be balanced, as any good Keeper would tell you... :D For instance, even subtle touches, like the comic-book-esque stylized skyline of the City in the background of the open-aired missions, add to the more surreal and film-noir feeling of Thief's setting. I think that even Batman or the hard-boiled characters of Sin City would sh** themselves after visiting the murky alleys and abandoned quarters of Garrett's home town... :D :cool:

So yeah : A nicely balanced stew would be the best. The City itself is a non-living protagonist of sorts, is very varied and full of paradoxes and contrasts - both majestic and scary, cosy and uncarring, drowning in riches as well as poverty, with admirably advanced industrial technology and primitive housing... A little world in intself. And that's why I love it... :cool:

Herr_Garrett
05-24-2009, 12:51 AM
Personally, I disliked the overly Victorian vibe and visuals of Thief II

MA, in my opinion, was closer to dieselpunk both in design and erchitecture than Victorian-steampunk (the fact that it ran on steam doesn't matter here). The innovations as well: plastic stuff, 99% airtight buildings/vehicles, guns, automatons, cameras and security systems. If anything, then MA did reflect and somehow sum up the achievements of a) in our world 30 or so years b) in Thiefverse, one year. Actually this, this very brief span of one year adds much to the surrealism as well.

What I love in Thief is the insanity. Constantine's mansion isn't surreal, it's insane. So inexplicable and so beyond us that it really is chronically mad. And the best are the corridors and doors that lead into the void. Yummy!
The insanity of Murus and the whole twisted, turned-inside-out pseudo-reality of the Walled of Section is another masterpiece, along with the Maw. The Maw! Water flowing upwards? Dimension doors? Chiming ice next to screaming, hissing lava? Give me that any time of the day.

MA didn't present much in the way of such surrealism, but much more on the level of philosophy and hardcore human insanity. The ghosts in the library, Karras's plot, the hateful existence of the Servants, the slaughter of the Pagans... Food for thought, to be sure, and extremely well executed.

DS, now had some very good points concerning surrealism and insanity, but sadly almost every one of them was executed poorly. Shalebridge Cradle was one of the greatest scares of my life, but with hindsight, it could have been much, much more scary (the fact that it still is undisputably the most frightening level in game industry tells much about the aforesaid industry...). The statues, the hideousness of Gamall, the mystery of the Enfocers - all good ideas, very badly done. Very badly. But still, the seed of it was in there.

This is the path EM has to follow.

Psychomorph
05-24-2009, 04:29 AM
The innovations as well: plastic stuff, 99% airtight buildings/vehicles, guns, automatons, cameras and security systems. If anything, then MA did reflect and somehow sum up the achievements of a) in our world 30 or so years b) in Thiefverse, one year.
This was never meant to be the normal state of things in Thief2, it was all Karras' inventions, he taught his order to handle and repair things, but he alone invented them. Without Karras T2's techincal standart wouldn't have been much different compared to T1.

What I love in Thief is the insanity. Constantine's mansion isn't surreal, it's insane. So inexplicable and so beyond us that it really is chronically mad.
I think the insanity is something that describes the Pagans. I always saw the pagans as beeing slightly mind sick, totally insane.

xXFl4meXx
05-24-2009, 08:15 PM
I think the insanity is something that describes the Pagans. I always saw the pagans as beeing slightly mind sick, totally insane.

If you think your sane, then you are insane :poke:

IDNeon
06-15-2009, 11:15 PM
Thief 1 certainly had glowing mushrooms, make sure to use them with great effect in this game too, very surreal and beautiful ;)

Hypevosa
06-15-2009, 11:34 PM
Yes, they were in TMA as well, and we need to bring them back!

jtr7
06-16-2009, 12:28 AM
'Shrooooooms aglowin'!





Not 'shroom-specific, but a cross-link:
http://forums.eidosgames.com/showthread.php?t=88571

kabatta
06-16-2009, 12:48 AM
Shroom tea is a winner.

DarthEnder
06-16-2009, 12:55 AM
Was it Metal Age where you could just shoot those mushrooms with a broadhead to destroy them, or is it only FM that let you do that?

jtr7
06-16-2009, 01:03 AM
Only in an FM, but in real life it wouldn't stop the glow.

Hypevosa
06-16-2009, 04:12 AM
This discussion led me to write this parody (the thought process went shrooms-->shroomin-->burnin-->we be burnin by sean paul-->we be thievin)

Listen to this music while you read, and imagine it's his accent singing it as well:
http://www.youtube.com/watch?v=dkIzQIKleSk

We be thievin By Hypevosa (6/16/09 8:00AM)

Pickpocket the keys and we be thievin yo… (thievin yo)
Make sure no one sees then we be leavin yo… (leavin yo)
Take a look at the guards now dey be fumblin yo… (fumbling yo)
Now we on de roofs we get to take it slow… (take it slow)

So when you see the guard’s a gloatin don’t promote ‘im,
cause he ain’t caught me, ya know I smoked ‘im,
I’m da best thief in all de nation, and ain’t never seen incarceration,
It for me thievin support an’ for the rentin’
An’ the tools that I’m usin to make de thousan’ an’
Don’t got other occupations,
soon I’ll retire, gotta have patience…

Everynight, we be thievin, self-concealin only guards are left awake,
we be stealin, none believin in the massive ‘mount we make.
All dat gold and silver, diamonds, jewels off to the fence we take.
Realize it, lost all don’t deny it!

The goods these stores make, it’s amazin
Flashbombs for sure’ll keep they eyes ablazin,
Not de only in my occupation,
But de only one with Keeper education
So I know where to go, to make me not show,
When to move real quick and when to move slow,
Ace with de bow, hit anyt’in,
A torch from 50 yard wit’out strugglin
If eva I seen den I know I can take ‘im
Cause keeper trainin means master swordsman
But I don’ eva need ta fight,
Cause I use the shadows to keep outta sight
Always get all the gold and no one knows it,
Even find all the bits they think is secret
And, gone into da night, by rooftop in the moon light

Again, we be thievin, self-concealin only guards are left awake,
we be stealin, none believin in the massive ‘mount we make.
All dat gold and silver, diamonds, jewels off to the fence we take.
Realize it, lost all don’t deny it!

Pickpocket the keys and we be thievin yo… (thievin yo)
Make sure no one sees then we be leavin yo… (leavin yo)
Take a look at the guards now dey be fumblin yo… (fumbling yo)
Now we on de roofs we get to take it slow… (take it slow)

So when you see the guard’s a gloatin don’t promote ‘im,
cause he ain’t caught me, ya know I smoked ‘im,
I’m da best thief in all de nation, and ain’t never seen incarceration,
It for me thievin support an’ for the rentin’
An’ the tools that I’m usin to make de thousan’ an’
Don’t got other occupations,
soon I’ll retire, gotta have patience…

Everynight, we be thievin, self-concealin only guards are left awake,
we be stealin, none believin in the massive ‘mount we make.
All dat gold and silver, diamonds, jewels off to the fence we take.
Realize it, lost all don’t deny it!

Again, we be thievin, self-concealin only guards are left awake,
we be stealin, none believin in the massive ‘mount we make.
All dat gold and silver, diamonds, jewels off to the fence we take.
Realize it, lost all deny it!

Pickpocket the keys and we be thievin yo… (thievin yo)
Make sure no one sees then we be leavin yo… (leavin yo)
Take a look at the guards now dey be fumblin yo… (fumbling yo)
Now we on de roofs we get to take it slow… (take it slow)

Nothke
06-16-2009, 03:08 PM
http://en.wikipedia.org/wiki/Omphalotus_olearius

not looking like, but its bioluminscent. so its real

Nothke
06-16-2009, 03:12 PM
http://en.wikipedia.org/wiki/Foxfire_(bioluminescence)

this one was actually used for lighting in an early submarine. hm, reminds me of cetus amicus!

KaiserJohan
06-16-2009, 03:15 PM
Yes bring back those mushrooms

Nothke
06-16-2009, 03:24 PM
http://www.rincondelmisterio.com/wp-content/uploads/hongos5.jpg

a Foxfire, this is real. I would really like to have those