Later in the game, you get lock-picks, which are used in a surprisingly innovative manner. If you don t release in time, you tire and lower it. Before each mission you have the option to buy many different arrows, potions, or even tips and hints regarding the coming mission from informants. The tips are often a waste of money, but some of the arrows are far too useful to pass up. Water arrows can clean up telltale bloodstains or put torches out and you can douse them with holy water for undead attackers.
Fire arrows can relight torches or smack enemies with extra fire damage.
Gas arrows pack a knockout gas punch, moss arrows render metal gratings quiet to your tread, and rope arrows allow you to climb or descend in grappling-hook fashion. It doesn t matter, because they work. The levels are well thought out, with multiple exit points, traps, secrets, and are set up mission style. One complaint is that the AI isn t as robust as I would ve liked, and becomes somewhat predictable. One of the only annoyances in setting up the game is adjusting the gamma level so you can see the shadows plainly, yet still see what the heck you are doing.