Enemies and their reaction to events in the area | Hints Thief Guide
Last update: 11 May 2016
In general, enemies can be divided into two groups, i.e. the ones that patrol certain areas and the ones that stay put in one area, either totally motionlessly, or, e.g. walking among tables . Of course, you will have the most problems with the first group, especially when it comes to guards equipped with torches or lanterns, who are capable of lighting the immediate area around them. Each time you enter a new location for the first time, it is worthwhile to spend a dozen of seconds to learn the routes of the enemy units, so as to prevent running into an opponent, during the exploration, and ending up cornered.
Unless the alarm has not been triggered earlier (this may happen in connection with the storyline and not only as a result of your missteps) the guards will not be alerted, by default. This may quickly change, however, and the obvious reason for that is Garrett's being spotted or heard. There are several level to the guards' alertness - at the lower levels, they can change their routes and at the higher ones the y comb through the area thoroughly and they are even of taking a peek into wardrobes. In such a situation, it is best to walk away from that area and wait silently until everything is back to normal.
What is interesting, the enemies may also be alarmed by the results of your actions. Therefore, I recommend that you attach care to the door that you open, by closing them behind you after you walk into a new location. Apart from that, you need to remember that the enemies may turn lights back on, thanks to the switches on the walls.
The birds that are kept in cages, as well as dogs, are a separate category. You start bumping into these starting with the second chapter of the game. Not only can the animals attack you directly, but also alarm the nearby enemies to your presence. Therefore, it is best to walk around the cages, at a long distance, or move next to them very slowly (similar precautions as in the case of walking on broken glass).