War Team


Gladius "Gladius - A great guy and an awesome player. Always courteous and friendly, Gladius is a deadly opponent..."
- Sneaky1Kenobi-=:ToB:=-

O riginally known as Tafferboy, Gladius was head-hunted by the Australian Thievery Guild (ATG) as a quiet and consistent performer despite the handicap of a dial-up connection. His acquisition lent a new aspect of minimum-force play to an otherwise Death-Match (DM) heavy outfit.
With the inception of Mockers and an upgrade to ADSL, Gladius' work ethic and strategic mind flourished. He became a confident objective snatcher, displaying an aptitude for last-life play and calm demeanour in pressure spots. Despite this, he was often overlooked as a thief due to his humility, gentle manner and sportsmanlike displays on public servers.

H is low competitive profile was overturned in a single day, when Gladius announced his arrival to the upper echelon of Thievery - storming to a shocking sword-thief DM win over ToD legends The Valentines in a brutal encounter on Korman. The match sealed the Tournament of Darkness III title for his team in an intense display of thieving versatility, and showed rival guilds that the Mockers had another top level thief asset.

D eveloper Mordengaard's 'Thievery Done Quick' competition opened Gladius' strategic insight to the community, with his submissions blitzing other competitors for official best times on Korman and Nostalgia to take the double crown. These unmatched runs spawned his follow-on video, 'Speed Theft', as well as a DM version, winning acclaim from appreciative Black Cat members for their ingenuity.

G ladius became an integral member of the Mocker war machine, establishing and distinguishing himself as chief tactician in a ruthless and controversial TurfWars III campaign.
His revolutionary battle plans and precise execution were at the forefront of Mocker success in the most competitive Thievery competition ever held. Strong personal performances added another feather to his already crowded cap - numbering among them a ToD crown and second finals berth - playing a vital role in a six match winning streak. Gladius anchored multiple rounds as the last line of guarding defence, and clutched two impossible last-second thief wins to retain key maps, securing his place in history as the TWIII Player of the Tournament.


Grimmy "Certainly our ToD VI campaign would have ended very differently without Grimmy stabilising an otherwise erratic team"
- .:m.rodent:.

G rimmy began her Thievery life as a novelty twice over - a woman in an online game, and one capable of matching the men in public play. Tomcats Thievery Guild quickly seized on the opportunity to publicize their new lineup by recruiting her.
As the upstart guild's ranks swelled, the Thievery world took notice of the cream of their lineup - among those players, Grimmy was most noticeable. However, opportunities for competitive play were few and far between for their star thief. Guild matches had waned in the aftermath of the TurfWars debacle, and it seemed Grimmy would have to be content to prove her worth in the rough and tumble of open servers.

I t was to remain that way until Biohazard's Tournaments of Darkness became the pre-eminent fixture of Thievery, returning the highest levels of competition to the spotlight. Grimmy made her debut in ToD V under the banner of Team Agnar, an all-star Polish side. Her performance shone even alongside veteran ducky, and helped propel the team to two semi-final appearances in the same tournament - an incredible run, considering their misfortune of drawing the eventual winners in two key upper bracket rounds.

T ournament of Darkness VI proved it was no fluke; Grimmy was selected as first draft pick by legendary captain Rodent in the famed Reavers side. The nod shocked many in the community, particularly Bandit's team, who had expected her to be available.
The Polska side bolstered their confidence early by sending the Reavers to the lower bracket, but would inevitably rue losing Grimmy to their rivals. The Reavers rallied around Grimmy, fighting their way back into contention in one of the toughest ToD fields ever. Ultimately, they would vanquish their Polish arch-enemies on the way to a finals appearance and second place finish.

G rimmy's steadfast ability in tournament play continued over to the Thievery Monthly Tournament series spinoff, consistently placing her at the top of the scoreboard. Her selection to the Mockers as war team reserve marks the first recruitment in seven years, and a justified accolade for years of friendship and high level play.


Louie "Louie - An excellent thief, he entered the top player rankings seemingly overnight, all of a sudden there was this new player who could really rock the other team when he thieved..."
- Dragon~TuF~

H ailing from Sweden, Louie became the first European member of the Mockers when Rodent shrewdly recruited him as an up-and-comer. In a game renowned for its steep learning curve, it was unheard of for a newcomer to break into the top level without substantial playtime and real match experience. Thievery's best were stunned when Louie appeared unheralded from the shadows to become an almost overnight sensation. His sharp, abrasive attacking style surprised guards accustomed to distinct styles of thieving. His movement was clean and precise to the point where many felt as though he moved faster than the game should allow.

L ouie's exciting, counter-culture playstyle ensured a rapt audience of spectators whenever he thieved late in a round. He utilized the thief's toolkit and bag of tricks in a manner never seen before, stretching the traditional style of play to its very limits. Sharp execution, an almost preternatural instinct for avoiding trouble and incisive forays made his thieving abilities appear to revolve around a mystical ability only he could harness. His thieving style was born of a unique understanding of game elements that other players simply could not imitate.

A lthough Louie was perhaps more feared when attacking from the shadows, his guarding ability was never debated. The aim that made him famous in competitive gaming circles shone through despite the complexity of Thievery's crossbow; few guards could claim to be more dangerous at distance, no matter the conditions. His combined skill across both halves of the game won him several appearances in Hall of Fame threads on the Black Cat Forums.
The Swedish sensation was a key member of the Mockers' TurfWars campaigns, but it was the Tournaments of Darkness (ToD) where he really shone. His emergence as one half of 'The Valentines' saw consistent finals appearances and cemented his reputation as one of the top objective-snatchers in Thievery. Louie capped his stellar career with a well-earned victory in ToD VI, his fourth appearance in the grand finals. Several impressive personal efforts, including a ruby snatch on a four-man safe defence in the Korman rectory basement, earned him the title of 'Most Valuable Player' for the tournament.


Rodent "Rodent, credit where it's due - you are one of the best skilled DMers I know in-game... a true jack of trades whenever guarding or thieving"
- FixXxeR~TuF~

S hadow Rodent is a name as old as any in Thievery. From the very early days, his taste for violence and cunning approach frustrated guarding sides and tore them to shreds. However, the game evolved, and Rodent with it.
Harsher conditions for thieves led him onto the path of stealth and patience, and he became a talented objective thief. Unlike many who observed other players to learn, Rodent was a pioneer - finding new methods and techniques in a time when secrecy was jealously guarded. An innate ability to discover new hiding spots or ways of escape set him apart from the crowd, but his true talent lay in performing these manoeuvres in pressure situations - bewildering opponents and building his legend. Rodent began to blur the lines between play-styles with his erratic mix of dominant attack and subtle evasion, dazzling regulars accustomed to predictable opponents.

W hilst other players were respected for their individual aspects of stealth or deadliness, Rodent possessed the ability to attack an objective from any angle. He slipped into the tiniest of shadows as easily as he handled the blackjack and the thieves' sword against would-be adversaries. Yet what propelled him to another level over even talented thieves was his amazing agility. Empty-handed, Rodent could confound opponents and escape impossible situations. His masterful control of movement was beyond what most could hope to attempt, and combined with a cool head in the heat of the moment and a seemingly bottomless bag of thief tricks, Rodent became a player for any problem.
No other thief has possessed the amazing talent, consistency and complete game that Rodent has to this day; amongst a field of talented and experienced players, he truly is the best thief ever to play the game.

A lthough better known for his thieving exploits, Rodent brought an unorthodox yet immensely strong ability to the guarding side. His astounding agility in tandem with a preference for the sword surprised many thieves accustomed to easily outdistancing and evading the slower guard class - instead, finding themselves at the mercy of his lightning-fast blade.
His knowledge of hiding spots and attacking routes made him a constant thorn in the side of any thief team, navigating traditionally unsafe areas with his trademark 'shadow dance'. Rodent's combination of experience and instinct gave him an uncanny ability to uncover and destroy thieves, despite their use of equipment. His long-awaited entry to the Tournaments of Darkness (ToD) saw back to back five kill guarding rounds in his ToD IV debut, laying the platform for eventual victory; a follow-up crown in ToD V showed it was no accident, and his runner-up placing in ToD VI capped off a run to the finals in all of his appearances. These unheralded performances, along with lauded roles in both TurfWars, cemented Rodent's deserved place at the top of the game.


Shug "Shug - he's a leader of men. His skills as a guard and thief are a force to be revered and feared. His teamwork is top notch."
- Grank{CrkZ}

S hug was a late addition to the ATG roster, but his reputation was quickly built in heated debates on Thievery's messageboard, with a trademark take-no-prisoners approach in and out of the game. In spite of his inexperience, Shug quickly become co-leader of the team, and under his guidance the motley crew of Australian DeathMatchers began to transform into a feared team of all-star objective thieves and disciplined, effective guards.

A lthough a capable thief in his own right, he was understandably outshone by three of the top thieves in the game - his teammates Gladius, Louie and Rodent. However, Shug's gift lay in providing the platform for his strike players to be truly effective. While other teams were hamstrung by the individual nature of playing the thief side, the Mockers were held together by Shug's in-game calling and calm direction of events. On the guarding side, Shug was known as one of the strongest players in the game whether camping or roaming. With his booming voice, extreme determination and smooth control of the game, he led teams in both public and competitive Thievery to victory. His versatility, guarding presence and trademark mace were respected by ghosters and DeathMatchers alike.

S hug's leadership quality was revealed to guild outsiders during Biohazard's popular Tournament of Darkness series. In ToD I, he spearheaded thief and guard rounds to defeat more favoured rivals CrouchingDork and Dragon on Theatre to claim the inaugural title for his team, ShanKa Shadows. The Tournament of Darkness became the premiere competitive Thievery event, holding six tournaments over a period of five years open to all-comers from the community. Over the course of ToD, Shug's teams claimed four overall victories, including two championship brackets where a single loss meant elimination from the tournament - a stunning accomplishment. He was also the first player to capture a ToD crown while three times over the legal driving blood alcohol limit, inspiring teammates with a multi-kill round against veterans The Valentines to tie the finals score. In the following deciding round, Shug's fiery pre-game speech sent in a blood-crazed thief duo who decisively DeathMatched the map to win back the ToD mantle for ShanKa Shadows.

A t the commencement of TurfWars III, the Mockers succumbed to a first-game DeathMatching at the hands of the Mutants. With questions hanging over their form, Shug's return to the side saw them claim an unprecedented six consecutive wins to catapult to the top of the leaderboard, including an inspirational last life victory over two Mutant DM thieves on claustrophobic Aquatone. With the Mockers eventually claiming the TurfWars III crown, Shug became the most successful competitive Thievery player of all time, with five trophies from eight major tournaments.


Ooze "Ooze had a phenomenal game in the first round on Korman, bagging 4 kills in a solid defense of the rectory"
- ToD III Match Thread

F ew players knew of Ooze before he shot to prominence as one half of The Valentines. Playing under 'Terryn', he was almost never seen in public servers. Opponents steamrolled in two-on-two confrontations with The Valentines often wondered if the name was an alias of a Thievery veteran, such was the level of play exhibited by Ooze.

O oze's extreme level of individual aim was fine-tuned during his Quake years, captaining the Swedish Team Death-Match side to ClanBase Cup victories. His good friend Louie introduced him to Thievery, and under the wing of a top thief he grew swiftly in knowledge and confidence. A relative unknown, Ooze was suddenly propelled into the speed and frenzy of the 2v2 world. The lower player numbers made for a more difficult guarding challenge, but Ooze's incredible aim and experience in handling pressure situations immediately made him more valuable than more experienced guards, despite very little time spent on Thievery.

T he Valentines' teamwork and proficiency in practice matches carried over to the Tournaments of Darkness. An incredible streak of finals appearances earned Ooze the respect he deserved for his guarding capabilities, including a monstrous four-kill round in the final of ToD III on Korman to take the early match lead against some of the best thieves in the game. Although ultimately he was never to claim a ToD crown, Ooze was rightfully acknowledged as one of the sharpest crossbow guards in competitive Thievery and produced incredible results for a player who was rarely seen in-game.


Yenzarill "Rodent and Yenzarill are dangerous if you get too close, especially Yenz."
- KewlAzMe

T he initial releases of Thievery were particularly conducive to 'DeathMatch' play, the practice of winning on the thief team by killing or incapacitating the guarding side. In early patches of the game, the combination of thief movement speed and blackjacking radius made it difficult to avoid the unpleasant fate of being knocked unconscious as a guard. Thieves took full advantage of this tactic, and the servers rang with the sound of heads being solidly thwacked. Yenzarill's name leapt to the top of the dangerous thieves list with his consistent ability to lay even quality guards out for the count.

A s the development team became wise to these common strategies, they intervened. The rampant circlestrafing began to ease as more skill was required to perform the manoeuvre. For Yenz, it was just another day at the office. He upped the ante, polishing his already formidable skills to become the top DeathMatcher in the game. Pioneering methods like bow pre-drawing to avoid detection, he was able to flatten any guard in brutal style. Unlike circlestrafing compatriot impulse, Yenz was capable of stepping off either foot for the knockout, making regular countermeasures almost useless.

W hen the Mockers stepped into competitive play in TurfWars I, Yenzarill's formidable in-game presence lifted the team to consecutive upset victories against more favoured guilds. His fearsome appetite for destruction was instrumental in these performances, securing him a personal record of undefeated appearances in competitive play.

S adly, he was given few other chances to compete under the Mockers banner. Yenzarill passed away on the 19th of May, 2005. He will be remembered.



B east was an early recruit to ATG under Rodent, and as a decorated player of Unreal Tournament, brought a healthy DeathMatch skillset to the game. Although more immersed in UT dueling, Beast was called up to play during TurfWars I in a key confrontation against The Chosen Ones. A credible performance on the guarding side was a key factor in victory despite dramatic last minute lineup changes.

A  disagreement with Rodent saw Beast tender his resignation from the Mockers in 2004, although he kept in touch with Thievery and the guild to post impressive Tournament of Darkness results - including two victories, in ToD IV and VI. It was an impressive resume, and the envy of many, for a man whose play was at best infrequent to conquer more experienced opponents across two of the most fiercely contested tournaments in the game's history. Beast's experience in pressure situations and twitch ability offset the greater knowledge of veteran opponents.

D espite his separation from the Mockers, Beast went on to play with his former guildmates in a host of other games including Counter-Strike, Counter-Strike: Source, and Team Fortress 2. Beast also won acclaim in dueling game Warsow, becoming the number one player in Australia. He was considered an honourary member of the Mockers for years due to his key role in other team games, and was officially welcomed back into the fold in the 2010 Thievery Reformation.


G arlisk was a veteran player with ties to some of the oldest names in the game. The founder of MERC, he was known as a fiercely competent guard - particularly excelling with the crossbow. As an asset to any guarding side, his effectiveness against even the most brutal DeathMatchers was well documented. After a stint in the Rodent Liberation Front guards-only side, the team collapsed when founder Mad Gerbil left the game due to what he felt was excessive DeathMatching in Thievery.

P laying as 'Jester', Garlisk joined a public server some time after and found three newly-tagged Mockers online. Looking for new international recruits, Rodent decided to try his luck and asked Garlisk to join the team. To his surprise, Garlisk accepted almost immediately and a small trial was conducted out of formality on the spot. The shock recruitment represented a huge coup for the Mockers; as an experienced guard with a high profile, Garlisk attracted immedate publicity. Rated by some as the most skilled defender in Thievery, he literally wrote the book on the subject - his Big Book of Guarding, released during his time with the Mockers, was hailed as an essential read for any aspiring guard.

U ltimately, Garlisk was never able to play in any official matches due to work schedule and timezone conflicts. However, despite that, his appearance became a symbol of rising Mocker fortunes and made the Thievery world sit up and take notice of the team. Garlisk remained a firm friend of the guild even during another stint in the reborn RLF, before retiring as a distinguished member of the community.


F ridae was the Mockers first and only female member. A founder of the fun guild haunts, she honed her guarding style as a member of the infamous RLF. Recognizing the value of her patience and skill with tag bolts rather than the overused firebolts, the Mockers snatched her up after the collapse of the RLF war team. She accepted the offer quickly, surprising many who thought never to see Fridae play with a team painted as DeathMatchers. Although she never played an official match under the banner, she was a firm friend and proudly wore the tag in public servers. The unlikely partnership lasted until the reformation of the RLF, although Fridae retained her honourary membership (and a much better understanding of DM tactics).


A  keen gamer, drinker and practical joker, Joel was the AI coder for the Thievery team. Although never a serious player, Joel's absurd humour was a welcome addition to the team and his appearances were always greeted with extreme enthusiasm. Later contributions to the Mockers included multiple drunken public games of Counter-Strike with Shug. Assumed current location: the pub.


L unatic was swept up as an eleventh hour recruit during TurfWars III. As the competition became more intense, it was decided that another anti-DeathMatch guard was essential to cover upcoming games against The Mutants, known for their bow DM capabilities. Lunatic's raw aggression and sharp crossbow was deemed perfect for the job, with his lack of top level experience an acceptable risk in a team full of veterans. His inclusion was a surprise to most, but Lunatic performed above expectation, securing a round-turning double kill on Aquatone to justify his selection.


S hug may have been the in-game leader of the Mockers, but Monolith was truly the guild's heart and soul. As the most senior member of the team, his early influence calmed teenage hotheads and ensured a healthy environment for the guild to grow. Monolith's delight in the successes of the Mockers was obvious, and although he had little time to dedicate to the game himself, a spectator slot was usually set aside for him in TurfWar matches. Combining a fondness for red wine with ToD play may not have been a recipe for success - but it was consistent with his healthy sense of fun. Without Monolith's steady hand, the history of the Mockers would have been dramatically less enjoyable.