The Clocktower
Beneath the great bell's shadow, a thief proves his worth in silence.
The Clocktower is an early mission in Thief (1998), the stealth-action video game developed by Looking Glass Studios. Set in the dark-fantasy city of Kain's Keep, it tasks Garrett—your silent, robed protagonist—with infiltrating the city's great bell-tower and extracting a specific item on behalf of the Guild of Assassins. As one of the first contracts Garrett undertakes, the mission establishes the core loop of the series: navigate the city at night, avoid or silently dispatch guards, and retrieve the target without raising an alarm.
- Game
- Thief (1998)
- Developer
- Looking Glass Studios
- Protagonist
- Garrett
- Setting
- Dark-fantasy city (Kain's Keep)
- Genre
- Stealth action-adventure
- Publisher
- Eidos Interactive
Lore & Background
The Clocktower rises above the rooftops of Kain's Keep like a needle of dark stone, its single great bell tolling the hours for a city that never truly sleeps. It is a civic landmark, a watchtower, and a vault rolled into one: the upper chambers house not only the mechanism that drives the bell but also valuables entrusted to the city's keepers. Guards rotate through its corridors, and the tower's height makes it a natural vantage point for sentries scanning the streets below.
For Garrett, the Clocktower is both a proving ground and a statement. The Guild of Assassins uses early contracts to gauge a new operative's skill, discretion, and nerve. Succeeding here—stealing the target item while leaving no trace—earns Garrett a place in the Guild's ledger and opens the door to larger, more dangerous work. Failing, or worse, being seen, means a bounty on his head in a city where the law and the Guild both hunt thieves.
The tower's architecture reinforces the game's core tension: narrow catwalks, exposed beams, and the constant threat of a guard's lantern sweeping across a corridor. Every footstep on the wooden floors, every clink of dropped coin, can echo up through the stone and draw a blade.
In Their Own Story
The rain has just stopped. Garrett crouches on a slate rooftop, the city's gas-lamps smearing orange halos in the wet air. Above him the Clocktower looms, its bell dark and still, and somewhere in its belly a guard is pouring a cup of ale, unaware that the shadow on the parapet is not the wind. He checks his garrote, tucks a crossbow bolt into his belt, and lets himself drop three meters onto a lower ledge. The stone is cold through his gloves. Somewhere above, a lantern swings. He waits. It passes. He climbs.
Reader's Guide
Objective: Infiltrate the Clocktower, locate the target item, and extract it without being seen or heard. The Guild's contract is clear—leave no witnesses, no traces.
Key set-pieces: You begin on the city streets, using rooftops and alleyways to approach the tower's base. The tower's interior is a vertical puzzle of narrow stairwells, catwalks, and guard posts. Lanterns sweep corridors; guards patrol on shifting schedules. A single dropped coin or a footstep on a loose board can trigger a search.
Narrative beat: This is Garrett's introduction to the player. You learn the core verbs of the series—move in shadow, listen for boots, use the garrote for silent takedowns, and pick locks with a tension wrench. The mission ends with Garrett delivering the item and collecting his fee, establishing the transactional relationship between thief and Guild that will deepen over the rest of the campaign.
[SPOILER – later in the mission] The tower's upper chambers contain additional valuables and a guard captain whose presence raises the difficulty. Choosing to bypass him entirely is the intended 'ghost' path; engaging him tests your combat-adjacent stealth (a garrote kill is silent, a crossbow bolt is not).
Did You Know?
- Thief (1998) was developed by Looking Glass Studios, the same team behind System Shock, and is widely credited with popularizing the stealth-action genre.
- Garrett's signature silent-kill tool is the garrote—a length of wire used to strangle a guard without a sound.
- The game's missions take place at night, reinforcing the 'thief in the dark' fantasy that defines the series' identity.
- Looking Glass Studios also created the Thief II: The Metal Age and Thief III: Deadly Shadows sequels before the franchise changed hands.
More in Story & Campaigns
Elsewhere in the Thief universe
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