Thievery UT/Equipment

Thievery is a free mod for Unreal Tournament (1999) released by Black Cat Games. Thievery aimed to bring the gameplay and style of Thief: The Dark Project and Thief II: The Metal Age to an Unreal Tournament based multi-player and single-player format.

Gameplay
Although designed for multiplayer, Thievery can be played solo (which is often useful for new players to learn the game). There are two multiplayer gamestyles - Thieves vs Guards (most commonly played) and Thiefmatch.

Thieves vs Guards pits a human thief team against a human and AI guard team. Generally the thieves objective is to steal a certain amount of loot and then escape with it, however notable exceptions are the maps Aquatone, Folly, Gerome, Korman, SkeltstonHead, and Theatre (which require item/s and loot). Human guards can make the AI guards follow them or place them in desired locations to e.g. camp pieces of loot or set a trap for thieves.

Thievery is more forgiving of higher pings than most first-person shooter games.

Differences with Thief series
The AI guards are slightly smarter and can be commanded by the guard team's human players. The Thieves vs Guards gamestyle is faster and more challenging than the Thief games because human guards are not predictable as AI guards are.

Obtaining and installing Thievery
Thievery requires that Unreal Tournament (1999) be installed and patched to at least version 436. The 436 patch may be downloaded for free from many websites, including Beyond Unreal, Planet Unreal and 3D Gamers.

Thievery UT itself can be downloaded for free via Black Cat Games's Thievery page.

Additional maps can be downloaded from Brody's Custom Centre.

Blackcat Games runs a Teamspeak Server for its members, join "blackcats.homeip.net" within Teamspeak and locate the Thievery Channels contained within.

Equipment
Thieves and guards have access to different types of equipment.

Thief weapons

 * Blackjack: The thieves most powerful weapon. A single blow to the back of the head of an unsuspecting guard will knock him out cold. If the guard is wearing a helmet, be sure to use a heavy hit (hold the attack button down for a few seconds before releasing) or you will have to hit them 3 times to knock them out.
 * Sword: Difficult to use for most thieves but a very effective method of dm'ing in the hands of a few good players. Tapping the attack button will do a quick swipe, holding the button down for a short time before letting go will do a heavy overhead smash. The sword will slow a thief down slightly when he is wielding it. A heavy hit on an unalert guard will likely kill him (note, human players are always alert).
 * Broadhead arrow: A standard damaging arrow. Shooting a guard in the back will do more damage than the front. Hitting an unalert guard in the back with one of these will kill him.
 * Water arrow: This arrow holds a small amount of water at the tip which splashes over the target. Use it to extinguish torches to give yourself more shadow to hide in. It will also put out tag bolts, flare arrows and flares. Splashing a Whistler trap with water will disable it. You can also use water arrows to wash away tell-tale blood splats.
 * Vine arrow: The vine arrow will stick into a wooden surface and will drop a rope down, letting you climb up. You can pull the vine out of the surface to retrieve it after use, or if an unwanted person is following you up the rope.
 * Moss arrow: Aiming the moss arrow at a surface will cause it to detonate and grow small patches of moss. These will quieten any footsteps and neutralise caltrops.
 * Decoy arrow: When this arrow hits a surface, it create an immaterial thief hologram. Can be used to distract AI guards (or newb human guards).
 * Crack arrow: This arrow is coated in a potent poison that will blur the target's vision and make them spin about dizzy. Useful to put a guard temporarily out of action while you escape or grab the loot.
 * Explosive arrow: For thiefmatch only. Similar to the guard's firebolt.
 * Flare arrow: For thiefmatch only. The arrow will ignite on impact, similar to a guard's tag bolt, providing an illuminating flame for 15 seconds.

Thief items

 * Health potion: The thief starts with 100 health points. When injured, drinking a health potion will restore 25 points.
 * Catfall potion: After drinking this, for a few seconds the thief can land safely and quietly on any surface. Can be used to make daring leaps off buildings.
 * Invisibility potion: This potion will grant you 10 seconds of invisibility. Note, clever guards can still track your footstep noises. You can carry a maximum of 2 of these.
 * Speed potion: Drinking this will make you run twice as fast for 10 seconds. This is useful for escaping when caught red handed, making a dash for an important item, or reaching the exit before the guards stop you.
 * Breathing potion: Fairly useless. When underwater and running out of air, drinking this will restore your lungs full of oxygen, allowing you to swim further underwater.
 * Flashbomb: The flashbomb is thrown at the ground in front of an enemy, it will detonate with a bright flash that will temporarily blind anyone who looks at it or is nearby. Thieves are less affected than guards. Try to aim the flashbomb in front of the target, as it will blind them for longer. Useful if guards are bunching up in an area, as it will blind them all.
 * Lockpicks: You can use these to unlock locked doors (select lockpicks in your inventory and hold down right click while selecting the door). Not all locks can be picked. You can also use the lockpicking tools to steal mines.
 * Flare: Fairly useless. This will burn and light up an area for 16 seconds. Can be used to explore the dark and dingy corners. If a torch has been put out, simply touch a burning flare against the sconce to relight it. Note, you cannot use your weapons while holding a flare. You can throw the flare to free your hands and pick it up again if necessary.

Guard weapons

 * Sword: The basic guard melee weapon. Tapping the attack button will do a quick swipe, holding the button down for a short time before letting go will do a heavy overhead smash. The sword is a light weapon for a strong guard and won't slow you down when you have it readied.
 * Mace: The guard's heavy melee weapon. The mace has two attacks like the sword, but is slower and does considerably more damage. Wielding a mace will slow the guard down, so is not so good for chases.
 * Standard bolt: A fast firing, damaging bolt.
 * Tag bolt: Upon hitting a surface, this bolt will light up with a blue flame, illuminating the surrounding area for 15 seconds. Good for pinpointing a thief that has hidden in the shadows. The bolt will stick into its target, so is useful for "tagging" a thief, stopping him from hiding in the shadows no matter where he runs.
 * Paralyse bolt: Shooting a thief with one of these will root him to the spot, ideal for smashing to bits with a heavy melee weapon.
 * Fire bolt: This fires a slow moving, burning, explosive projectile that also lights up the area as it travels. When it hits something, it explodes in a burst of flame, setting fire to anyone nearby. If you get caught on fire, you can dive underwater to put the flames out, or if you're feeling evil, you can run into a nearby enemy to set them on fire too. Note, do not fire this while running forwards as you will detonate the arrow on yourself.

Guard items

 * Helmet: This gives you better protection against the thieves' blackjack. Without a helmet, a single blow to the back of the head will knock you out. Wearing a helmet means you can take 3 normal hits, or 1 heavy hit.
 * Flare: Use the flare to light up an area to spot a troublesome hiding thief. If a torch has been put out, simply touch a burning flare against the sconce to relight it. Note, you cannot use your weapons while holding a flare. You can throw the flare to free your hands and pick it up again if necessary. The flare burns for 16 seconds.
 * Mine: An explosive device that detonates when touched. Put these around the target areas on the map to stop the thieves from reaching their objectives. You and your team-mates can set these off too, so be careful not to tread on them. Note, the AI guards do not set these off. The thieves can use their lockpicks to disable mines. You can carry a maximum of 2 mines.
 * Caltrops: A four spiked trap that hurts and paralyses a thief if he treads on it. Again, place these around key places, e.g. target items or the exit point. Guards can safely walk on these due to their thick metal boots, making these an ideal trap to place on well travelled corridors linking important places. The thieves can use their moss arrows to neutralise caltrops. You can carry a maximum of 6 caltrops.
 * Repair tool: These tools can be used by guards to repair broken Whistlers or the Supply Chest.
 * Whistler: This golden machine will light up and make a shrill whistle whenever a Thief gets near. They are sensitive to nearby motion, so if a thief moves slowly, he can get fairly close without triggering the trap. The thieves can disable whistlers with a water arrow. You can buy a maximum of 2 Whistlers.
 * Health potion: The guard starts with 125 health points. When injured, drinking a health potion will restore 25 points.
 * Speed potion: Drinking this will make you run twice as fast for 10 seconds, good for chasing thieves or to rush to guard the exit if the thieves have completed their objectives.