

Use for them, since they are most effective on the guards (and thereĪren't too many levels with nothing but guards). These don't really come in handy until T2's mission 15 "Sabotage At Soulforge," when they are vital to finishing the mission.Īrrows: These arrows appear to be useless, but they come in Only): Attaches to any wooden or metal grated surface. Especially useful for finding those last bits of loot. Don't forget to use them to climb down from high places as well.

A well placed fire arrow will also take out a camera in T2, though they don't seem to work against the turrets. One fire arrow to the mid-section of a zombie will put it down for good. An alerted AI may succumb to two fire arrows, but will fall to one if unaware of your presence. Fire arrows: Use to relight torches, or for offense, though the rules for AI awareness apply here as well.When used in conjunction with holy water, these are lethal against the undead. In T2, use water arrows to disable robots by shooting them into the boilers in the robots back. Also use these to douse fireplaces in which you will often find loot, weapons, or hidden doors. Water arrows: Put out torches to create more shadowed areas for sneaking.They are cheaper than noisemaker arrows, and are just as effective in TDP and TG. Also useīroad heads to distract AI's by firing them across rooms into noisy surfaces. Once an AI is alerted it can take up to 15 shots to kill him/her, depending on their hit points at a raised awareness level. One shot can usually kill an AI if he/she is unalerted (discussed in the AI section). Broad heads: These are an offensive arrow, most effective when the AI is unaware of your presence.Be aware of carpeted areas and surrounding AI's when picking up potential "junk." Sometimes you can drop an object more quietly by using the "R" key (release) instead of the "use" key on the mouse, but often it makes no difference. This is difficult in T2 since much of the loot is disguised as "junk" from TDP and TG. It's best not to pick up anything noisy that can't be dropped on carpet or another quiet surface. Some wooden doors are able to be broken open with Garrett's sword, or knocked down with wooden crates if necessary. Lock picks also work on chests, crates, prison locks, and safes. Some doors take longer to pick than others, and may require you to switch picks several times. When the lock is finally picked, you will hear a distinct sound indicating this. Switch picks if the door is still locked. Make sure you are close to the door and it is in "use" mode (highlighted), then "use" the lock pick- making sure to hold down the "use" key until the doorknob stops moving. Some take the square toothed pick first, others the triangle toothed. Some doors will open only by way of Garrett's lock picks. Make sure you are aligned with the rope, and that it doesn't hang too close to a wall or torch, which could be blocking your jump to the rope. The ropes are a bit buggy in Thief at times, though this seems to be better in TG and T2. jumping across a narrow street from one rooftop to the other), you should jump, release the jump key while airborne, and press it again when you are near enough to 'grab' the next surface- make sure to hold down the mantle key once you have made contact, just as you would if mantling from the ground. If you are attempting to jump and mantle (i.e. Also, make sure that when mantling, you are holding down the "jump/mantle" key until the mantle is completed, rather than hitting it quickly and releasing it as you would when attempting a jump. First, make sure you are mantling at an "open" space on the wall and not too close to a wall on either side.

Some walls are too high for Garrett to mantle. TABLE OF CONTENTS (click a topic to jump to that section) AI = Artificial Intelligence (bad guys).The Keepers' Chapel - Frequently Asked
