hoodedonekeeper on 11/2/2002 at 04:29
hey! I didnt mean for you guys to stop...sorry if it sounded that way... :)
(just thought id point that out..it was getting insane!)
Diceman on 12/2/2002 at 01:30
I started a thread called "Thief Guards' Unusual Equipment," for all those special abilities that guards have, like the ability to open a locked door without using the key. Check it out!
masterthief3 on 11/3/2002 at 15:59
Quadritoth of Insubbordonation: This allows Garrett to send other thieves running to guards for help, despite the fact that their bad...
Lord_Duriel on 11/3/2002 at 17:44
Not only the never-get-wet clothing and cloak, but the never-get-smelly clothing and cloak. Garrett and run around in the sewers for HOURS, come out bone dry, and you never hear the guards say "My God!!! What is that horrible stench!?!?"
Sage on 5/7/2004 at 14:53
I'm amazed that no one picked up the following(they only apply to T3, some may be considered spoiler-ish):
-Garrett's siren-like luring firework arrows: no matter how often you use them, no one ever seems to work out that fireworks are a diversion tactic.
-Garrett's inherant, cronoton sensitive eyes which can sense temporal fixed doorways, in the form of misty doors (aka, load points) that when he passes through them, even if he has the entire company of guards in that section following him, they remain frozen in time, until he passes back to their side of the misty door.
-Garrett's dimensional barrier breaching ability: he can pass through temporal fixing doorways that no one else can pass through (and who also remain stuck until he returns) completely unaffected. Time also stands still while he chooses if he shall leave that area or not.
-Garrett's mental befuddling projection against other prisoners (this probably only works when set on easy): When Garrett unlocks a door for a prisoner (if you happen to be arrested), the prisoner will say something that expresses their confidence in the speed of their escape even though they can't walk around am open door that is in their way (when they are behind a door after it is open, they only walk straight).
-Garrett's temporal freezing of an individual foe and photonic alteration power: Even if you are being pursued by a legion of guards, the moment you enter the place where you meet the first keeper, the guards will not interrupt until after the meeting is done. And the lighting will resemble real shadows for the duration of this meeting.
For some UNFATHOMABLE REASON...Garrett cannot freeze opponents in this way unless he wishes to speak with a keeper. One could suggest that these are actually powers used by keepers, but that doesn't explain why the keeper doesn't just freeze Garrett when he finds Garrett has disappeared and says "Garrett? Garrett!?!"
-Garrett's projectional sensory ability: this allows him to see around corners (ie: being in 3rd person and angling the camera) but for some reason, it won't work if you are behind an open door or pillar...
DarthEnder on 6/7/2004 at 08:29
His "Universal translator" that allows him to understand the language of fishmen that haven't seen the surface for thousands of years, but to him, speak english plus a couple clicks.
Diceman on 9/7/2004 at 03:41
Quote:
-Garrett's siren-like luring firework arrows: no matter how often you use them, no one ever seems to work out that fireworks are a diversion tactic.
Maybe the guards are just a bit slow. They did eventually figure out that the old "woo-woo-woo knock-knock-knock" noisemakers were a diversionary tactic. Thus, the new noisemakers use fireworks. (Plus, the manufacturers have installed a self-destruct device, to ensure that thieves will have to buy their arrows more than once.)
By the time of Thief 5, guards will be used to fireworks. Therefore, the third generation of noisemakers will replay a recording of a belching contest between Benny (the drunken guard from the Sherriff's manor) and an equally drunken burrick. Any guard within hearing range will be laughing too hard to do his job.
Shadow on 9/7/2004 at 07:28
-Weather Resistant Clothing/Quiver: Prevents his clothing and quiver from catching fire, shrinking, smelling funny, becoming dirty, being torn, fading, or any other damage nomatter what you do.
[Carnage] on 9/7/2004 at 09:21
Invisible arrows, shooting an arrow right past a guard to hit a wall in the other end of the hallway. Instead of looking where the arrow came from he'll investigate noise.
Alice on 11/7/2004 at 19:17
Guys, this is hilarous! LOL :laff:
I've got to mention Garrett's "can't-touch-and-slash-everything-sword" - when the wall is JUST and ONLY a wall (that means no secrets and stuff behind), even if Garrett stays so close to it so his nose is practically flattened, he still, whilst drawing his sword and attacking the wall the sword, CAN'T TOUCH IT! It seems to be miles away!
Besides, in TMA, the beginning of "Framed" mission, Garrett can go to the bar that's near the garbage. There he steals the golden bottle of wine. Then he says "Aaaaaa..... my favourite year!" as if he drank it. Have you EVER heard him drinking the whole wine?! Or even... his gulping? Nope... How did he do it?
Magical Map - not only stops time, but highlights the area Garrett's currently in! And the crayons Garrett keeps walking around with... how else could he mark the places he was in? :rolleyes:
The guard's going right in front of Garrett, though his back is turned, then Garrett starts to walk, an intent of blackjacking the lad. The guard can't hear anything but his own steps. When Garrett runs it happens to work the same way! ^^ And the funniest is that whenever he bumps on the guard after running straight at him, the guard isn't able to feel another body pressed to him, he simply gives in to the thief's blackjacking.
Leaning left and right whilst standing in the bright room but in a shadowed place... Garrett's head obviously can't be seen by the guard coming his way. Even though the room is bright and shiny! ;)