Garrett (Original)

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|-|Thief: The Dark Project= 
|-|Thief II: The Metal Age=
|-|Thief: Deadly Shadows=
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==Summary==
Cynical and unenthusiastic about helping those in need, Garrett draws on his talents to lift from the wealthy solely for his own gain. To him, everyone is a potential victim who can help line his pockets and fuel the underground economy of the City. He’s a legend among his own kind, a reluctant anti-hero who wants nothing more than to be left alone to carry out his trade. But instead, his actions seem to always draw him into greater conflicts.
Drawn into the folds of the secret organization of the Keepers at a young age, Garrett was trained to be one of them, but rejected their teachings and methods of reclusive meddling with the balance of the world, and went on to use those skills to become the master thief that he is. And yet, Garrett appears often in the Keeper's prophecies, and he finds himself playing a key role in protecting the world over and over again.
==Powers and Stats==
Tier: , higher with Mines and Fire Arrows
Name: Garrett
Origin: Thief
Gender: Male
Age: Unknown
Classification: Thief, The One True Keeper, known as the "Sneak Thief" by the time of the reboot
Powers and Abilities:
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|-|Inherent=
Superhuman Physical Characteristics, Weapon Mastery (Has been trained in wielding both bows and swords,Thief: The Dark Project (1998) - A Keeper's Training and is proficient enough to stand up to full armored and armed trained opponents with just a dagger, though he is very wary of confrontations, especially against multiple opponents.Thief: The Dark Project (1998) - Lord Bafford's Manor Accurately hit an unaware guard in the neck with an arrowThief: The Dark Project (1998) - Intro), Enhanced Senses (Even as a starving child, Garrett could clearly notice a Keeper, who everyone else could not see), Stealth Mastery (Can hide through shadows so well that he becomes nearly invisibleThief II: The Metal Age (2000) - Manual and even trained or wary eyes cannot see him as he passes right in front of them, as well as walk on most surfaces without making any perceptible noise. Can sneak past Pagan Beasts, who are capable of tracking by smell,Thief: The Dark Project (1998)Thief: Deadly Shadows (2004) as well as Keeper Assassins who are capable of sensing entities.Thief: Deadly Shadows (2004) - Strategy Guide Can vanish from right in front of people in the middle of a conversation in a well-lit environment,Thief: Deadly Shadows (2004) - Day 6 or disappear from the sight of those who wish to kill him with the smallest distraction.Thief: Deadly Shadows (2004) - Day 9 He is alsoThief: Deadly Shadows (2004) - Pavelock Prison a very skilled pickpocket), Preparation (Almost always manages to use his net of connections to obtainThief: The Dark Project (1998) - Break from Cragscleft Prison a map of the place he is planning to rob ahead of time,Thief Gold (1999) - Thieves' Guild sometimes resorting to drawing his own via external observationThief: The Dark Project (1998) - The Sword or using outdated maps if obtaining a more reliable one proves impossible.Thief: The Dark Project (1998) - The Haunted Cathedral To sneak inside a Hammer Temple, he disguised himself as a Hammerite Novice and entered it undercover with the aid of a letter of introduction to the Order.Thief: The Dark Project (1998) - Undercover Infiltrated a location that would later host something he needed to steal to find a secret passage, so that he would know where to find it upon infiltrating it again later the same dayThief II: The Metal Age (2000) - Casing The Joint), Pressure Points (By striking unaware foes with his Blackjack, Garrett can knock them out immediately for long periods of time and seemingly without serious repercussions, even when attacking armored foes [though heavy helmets will stop this] or inhuman ones such as large bug-men or the dinosaur-like Burricks), limited Telepathy (Capable of "hearing" the telepathic chatter of Keeper Enforcers, who speak this way among themselves to not be heard, though he seemingly can't communicate thought it himself), Acrobatics (Can silently and swiftly "mantle" on top of ledges and walk tightropesThief II: The Metal Age (2000) - Life of the Party), Resistance to Mind Manipulation (Unaffected by the tempting aura of the Maw of ChaosThief: The Dark Project (1998) - Into the Maw of Chaos), Fragrance and Disease Manipulation (Can wade, swim and dive through sewers without any ill effects), Poison Manipulation (Unaffected by proximity to lavaThief: The Dark Project (1998) - The Lost City and the gas it would give off), Sleep Manipulation (While Gas Arrows instantly knock out enemies, they only slightly damage Garrett, who is otherwise unaffected), Light Manipulation and Sound Manipulation (Flash Grenades stun enemies completely for several seconds upon usage, while Garrett, even if he looks directly as the blast, is only mildly bothered)
|-|Game-Specific ▾=
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Attack Potency: Wall level (Can destroy wooden crates in a few strikes and large crystals in just one.Thief II: The Metal Age (2000) - Trail of Blood Comparable to his durability), higher with Mines and Fire Arrows (Can blast apart enemies capable of threatening Garrett, including large golems)
Speed: Peak Human (Capable of fighting all kinds of Pagan beasts, likely including whatever sort killed Sheriff Truart, which was described as moving unlike any man.Thief II: The Metal Age (2000) - Blackmail Can fight Keeper Enforcers, whose bodies have been magically augmented for combatThief: Deadly Shadows (2004)), Subsonic attack speed with bow (Wields a wooden longbow)
Lifting Strength: Class 10 (Can lift and throw a large boulder. Can push a gigantic metal gear, though it is already on the brink of falling.Thief: Deadly Shadows (2004) - Pagan Sanctuary Often carries around large amounts of gold and other loot, with characters remarking on the strength this would require)
Striking Strength: Wall level
Durability: Wall level (Can survive the explosions of his own fire arrows as well as those of bombs shot by Mechanist technology)
Stamina: Likely Superhuman. Carried an unconscious Basso the Boxman through a long underwater passage. Capable of swimming through the flooded areas of the Tower of Water, which the Hand Brotherhood thought to be impassable to those lacking the ability to breathe underwater.Thief Gold (1999) - The Mage Towers Escaped from Constantine's mansion after having his eye torn out, fainting, and awakening an unknown amount of time later, without having received any medical attention.Thief: The Dark Project (1998) - Escape! Canonically undergoes over a dozen separate missions in 9 days in Thief: Deadly Shadows.
Range: Standard Melee Range to Extended Melee Range with weaponry, Tens of Meters with thrown items and arrows
Standard Equipment: Garrett modifies his loadout depending on what he will face, usually carrying almost anything that might be relevant, but forgoing to bring more niche equipment such as Holy Water if the situation does not seem to warrant it. Generally, he can be expected to bring almost all available combat and utility weapons and items.
*Thief: The Dark Project/Thief Gold
**Sword: A large broadsword. Handy in a fight, but too large to be wielded in the shadows without being noticed. Replaced by a smaller dagger in Deadly Shadows.
***Constantine's Sword: A black sword stolen from the Trickster, who then formally gifted it to Garrett to help him complete his job. A mysterious power prevents foes from noticing it has been drawn, even when ready to strike. Ditched for the standard sword after the first game for unknown reasons.
**Blackjack: A small but indispensable bludgeoning weapon wrapped in leather. Too small and light for direct combat, it finds its true strength in its potential for stealth takedowns. By striking unaware foes with his Blackjack, Garrett can knock them out immediately for long periods of time and seemingly without serious repercussions, even when attacking armored foes [though heavy helmets will stop this] or inhuman ones such as large bug-men or the dinosaur-like Burricks.
**Bow: A longbow that Garrett is very proficient with. He carries a variety of trick arrows.
***Broadhead Arrow: Standard, sharp arrows. Garrett typically carries dozens of them.
***Water Arrow: A bolt with a water crystal arrowhead, the Water Arrow inflicts no damage to enemies (Unless they are made of fire, in which case it is quite lethal), and is usually used to snuff out torches and other sources of fire to create a darker environment for Garrett to sneak through. Can also be utilized to clean up blood.
***Moss Arrow: A bolt with an earth crystal arrowhead. When shot on a surface, it will spread soft moss around it, allowing Garrett to run over that area without making any noise. When shot near someone's face, the moss will begin growing inside their mouths, temporarily choking them, though this isn't lethal.
***Fire Arrow: A bolt with a fire crystal arrowhead. On impact, the crystal explodes violently, inflicting serious damage. However, while powerful, the weapon isn't exactly subtle and will effectively immediately blow Garrett's cover.
***Gas Arrow: The rarest form of elemental arrowhead, associated with air. Releases a nonlethal gas that instantly knocks out those that inhale it on impact, making for a silent, non-lethal and immediate method of disposing of a distant threat.
***Noisemaker Arrow: An arrow with a built-in mechanism that causes a loud noise meant to act as a distraction. It does not have a proper arrowhead and cannot be utilized for combat, nor does it stick to walls, instead bouncing off, which allows Garrett to retrieve it, presumably after disposing of any nearby guards. In the first two games, the arrows begin making noise after impact, while in Deadly Shadows, the noise begins as soon as they're shot.
***Rope Arrow: An arrow with a rope tied to it: can be stuck to wooden surfaces to climb them. No longer available in Thief: Deadly Shadows.
**Flash Bomb: A small technological device that explodes into an incredibly bright flash, powerful enough to stun anyone looking at it directly for about ten seconds.
**Holy Water: Water consecrated to the Builder by Hammerites, its holy qualities hurt the undead, negating their regenerative powers. It can be utilized by temporarily empowering Garrett's Water Arrows with it, or just chucked directly at enemies. While Holy Water is not available in Thief II, Garrett seems to have a reliable source of it and is capable of acquiring it in both the first and third game. Its absence in Thief II is likely simply due to the almost complete lack of undead enemies in that game.
**Lock Picks: A set of lockpicks that can be used to break through almost any lock, with some time. Garrett's set of lockpicks change from a square-toothed lockpick and triangle-toothed lockpick in Thief I and II to a standard set of lockpicks in Deadly Shadows.
**Healing Potion: If drank, it will slowly and partially restore Garrett's health in the first 2 Thief games, while in Deadly Shadows, immediately restores some of his health.
**Speed Potion: If consumed, it greatly increases Garrett's horizontal speed for around 10 or so seconds. No longer available in Thief: Deadly Shadows.
**Breath Potion: When consumed, it refills Garrett's reserve of air while he's underwater, allowing for some extra seconds of diving. No longer available in Thief: Deadly Shadows.
**Mine: An explosive device that activates when one steps near it.
**Gas Mine: A non-lethal version of the Mine that releases the same gas as the Gas Arrow. No longer available in Thief: Deadly Shadows.
**Explosive/Sunburst Device: An extremely rare device that, when in contact with high temperatures, will create a large explosion of fire and fireballs. Garrett uses this in Thief I to escape from the Haunted Cathedral. No longer available in Thief: Deadly Shadows.
**Compass
*Thief II: The Metal Age
**Mechanical Eye: An eye built by Karras, a Hammerite who would later become the leader of the Mechanist order, to thank Garrett for his defeat of the Trickster, who had torn out his right eye. Capable of "zooming" in and out to allow Garrett to study far-away situations.
***Scouting Orb: A device that connects to Garrett's eye using 'aetheric vibrations' and allows him to see through it. No longer available in Thief: Deadly Shadows.
**Vine Arrow: An upgrade to the Rope Arrow, created by Viktoria for Garrett. Sticks to any sort of surface, instead of just wooden ones. No longer available in Thief: Deadly Shadows.
**Flash Mine: The Flash Bomb version of a Mine. No longer available in Thief: Deadly Shadows.
**Invisibility Potion: A potion that allows Garrett to become completely invisible when consumed, for about ten seconds. While very useful, it does not mask Garrett's footsteps. No longer available in Thief: Deadly Shadows.
**Slow-fall Potion: A potion that allows Garrett to briefly fall gently when falling, allowing him to leap off tall building without being hurt or even making much of a sound. No longer available in Thief: Deadly Shadows.
**Frogbeast Egg: When thrown, hatches into a Frogbeast, a small Pagan creature that hops towards enemies and then explodes. No longer available in Thief: Deadly Shadows.
**Flare: A flare that temporarily produces light when used. Can be used to set some things on fire.
*Thief: Deadly Shadows
**Dagger: Replacing Garrett's sword, it's a less effective tool in combat due to its smaller size, but does not slow him down or make him easier to spot when drawn.
**Gas Bomb: When thrown, explodes into a cloud of knock-out gas that can quickly dispose of any breathing enemy.
**Oil Flask: Leaves a puddle of oil on the ground that running foes will slip and fall on. Can also be used to drench enemies in oil to then set ablaze with a Fire Arrow.
**Climbing Gloves: A set of gloves that lets Garrett climb on stone walls.
**Pagan Blessing: A blessing that allows Garrett to enchant Pagan Cornerstones with Moss Arrows, giving the Pagans more power.
**Hammer Blessing: A blessing that allows Garrett to destroy the otherwise invulnerable Rust Mites, large bugs that feed on Hammerite buildings' foundations.
**Keeper Door Glyph: Allows Garrett to see and open the various Keeper Doors hidden all around the City.
**Glyph of Unbinding: Allows Garrett to unwrite the glyphs that animate Gamall's stone statues by striking them with his blackjack.
Intelligence: Gifted. Garrett's skill as a thief is unparalleled across the entire City, and he has managed to gather quite the deserved reputation, having infiltrated many of the most heavily-guarded buildings and locations in it, and left with many of their riches. Not limited to conventional heists, he has braved through catacombs, lost cities, realms of chaos, prisons, haunted asylums, submarines and more, and has even been instrumental in saving the world no less than three times, all from menaces far beyond him in power.
Standard Tactics: Garrett's typical modus operandi is to be as stealthy as possible, without killing or knocking out any guards, instead going completely unnoticed, though he is willing to modify this strategy when needed. In particular, he seems to view killing as the mark of an amateur thief, and as such usually avoids it, though he is fully willing to kill when necessary, such as the villains of each game, as well as non-human creatures. By Thief: Deadly Shadows, the no-killing restriction is gone, though he will still refuse to harm non-combatants beyond knocking them out or injuring them.
Weaknesses: Relatively unimpressive in direct combat, compared to his prowess for stealth and infiltration. Garrett is extremely greedy, and a sufficiently lucrative offer may get him to attempt a job against the better of his judgement. He is also very prideful in his 'work' to the point that he will actively challenge himself to steal from dangerous but lucrative places. 
Feats
*Thief: The Dark Project
**Despite Garrett not finishing his training with the Keepers, he was thought by them to have unmatched abilities.
**Routinely robs well-guarded places, usually without leaving any trace beyond the theft of their valuables.
**Snuck into and out of the Hammerites' high-security Cragscleft Prison to free some associates.
**Braved through the Bonehoard, a massive complex of crypts infested by the undead and the aggressive dinosaur-like Burricks and riddled with complex, deadly traps.Thief: The Dark Project (1998) - Down in the Bonehoard
**Tracked two would-be assassins all the way back to their master Ramirez without being spotted, then robbed his place to make a point, and, if spotted [depending on the player's skill], snuck all the way back to his home without being noticed by his many guards.Thief: The Dark Project (1998) - Assassins
**After the Downwind Thieves' Guild stole a precious vase before he could, Garrett took advantage of a squabble between the two leaders to sneak into their hideout and steal it for himself, with some other valuable artifacts.
**Snuck into and through the Mage Towers, a compound populated by the Hand Brotherhood of mages, all of them wielding powerful elemental magic. To obtain the talisman they guarded, he needed to sneak through their four elemental towers, each presenting a unique and unusual challenge for outsiders.
**Found the Lost City, an ancient city buried by a cataclysm and sealed away by the Keepers.
**To sneak inside a Hammer Temple, he disguised himself as a Hammerite Novice and entered it undercover with the aid of a letter of introduction to the Order.
**Broke into and out of a Haunt-infested Cathedral, while completing several tasks to help a Hammerite ghost pass on so that he would give him access to an explosive to open the way out.Thief: The Dark Project (1998) - Return to the Cathedral
**Escaped from Constantine's mansion after having his eye torn out, and would not get a mechanical replacement until after the end of Thief 1.
**After allying himself with the Hammerites, Garrett ventured alone into the Maw of Chaos, braving through various mystical perils, to swap the Eye with a counterfeited one that would kill him right under his nose, as he finished his dark ritual that would bring the apocalypse upon the Earth.
*Thief II: The Metal Age
**Broke into the Shoalsgate City Watch Station to frame Lt. Hagan of a crime, without being spotted at all.Thief II: The Metal Age (2000) - Framed
**Snuck through much of the City while actively being hunted down by the City Watch all the way back to his home, only to find it overrun by the police, at which point he made his back through the City again to a secret hiding spot.Thief II: The Metal Age (2000) - Ambush!
**Infiltrated various Mechanist locations, despite them being all protected by security systems, cameras, turrets and combat robots.
**Stole a recording held in the most well-protected Vault in First City Bank & Trust, one of the wealthiest establishments in the City, appropriately humongous and well-guarded.Thief II: The Metal Age (2000) - First City Bank & Trust
**Shadowed Lt. Mosley through much of the city without ever being noticed, then did the same to a Pagan agent.Thief II: The Metal Age (2000) - Trace the Courier
**Snuck onto the Mechanist submarine "Cetus Amicus" so that it would bring him to the location of the Mechanist Brother Cavador, and kidnap him.Thief II: The Metal Age (2000) - Kidnap
**Infiltrated a location that would later host something he needed to steal to find a secret passage (without ever being spotted), so that he would know where to find it upon infiltrating it again later the same day.
*Thief: Deadly Shadows
**Garrett's fame as a master thief is such that by Deadly Shadows he even has imitators pretending to be him for the sake of being given jobs.
**Knows how to successfully hide a body and remove traces of a murder.
**If caught by the City Guard [optional, dependent on whether the player is ever defeated by them], Garrett will manage to escape the infamously brutal Pavelock Prison in a matter of minutes.
**Easily realized he was being followed by a fellow Keeper (who would also have received similar trainingThief: Deadly Shadows (2004) - Day 1).
**After being imprisoned by the Keepers, Garrett quickly escaped (though this was implied to be an intentional step of First Keeper Orland's plan) and managed to evade the superhuman Keeper Enforcers, despite their ability to sense him and camouflage themselves, eventually going back to the Keeper's Guild to find proof of his innocence.Thief: Deadly Shadows (2004) - Day 7
**Survived the infamous Shalebridge Cradle, a haunted asylum and orphanage infested by the reanimated corpses of its patients, warping back through time in the garb of one of its defenseless patients to help a young girl's ghost wipe all of the place's memories of her finally escape it and then doing so again and faking his suicide to leave.Thief: Deadly Shadows (2004) - Day 8
**Uncovered Gamall's centuries-long plans, then found and infiltrated her Lair to learn of her plans, robbed the Wieldstrom Museum of the Artifacts needed to counter it and finally placed them across the City, avoiding the many stone soldiers she had unleashed upon it, to unleash the Last of all Glyphs and deprive her of all her power.Thief: Deadly Shadows (2004) - Day 9
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Thieves
Category:Thief (Series)
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