NPCs

In Thief Simulator, NPCs aren’t just part of the scenery; they’re obstacles in the thief’s mission to make off with everyone’s valuables. Their eyes and ears are the real problem: If an NPC catches him doing a crime they’ll call the police, and if they hear him lurking where he’s not supposed to be, they’ll go and investigate.

## **Tenants**

In most cases, the tenants are the people living on the lot. They spend time in different rooms of their homes, including the front and back yards, making it important to learn their daily routines.

Tenants that are home during robberies will be able to hear the thief’s activity from nearby rooms and adjacent floors. Opening doors too quickly, breaking items, and walking around without crouching will all raise a tenant’s suspicions. When this happens, a white bar will appear on the edge of the screen indicating what direction the tenant is in. The bar will gradually change from white to red if the thief continues to make noise in their range.

Once the bar is fully red, a tenant will run to the thief’s location and investigate the sound. Players must hide or risk having the police called. In most cases when the thief is spotted, tenants will cower until the thief leaves the room, then run outside and call the police at a safe distance. In some houses, at least one tenant is armed and will make a citizen’s arrest if he finds the thief.

## **Security Guards**

Around Richie R. Street, several of the tenants have wised up and added 24-hour security detail to their homes. These guards are always on patrol and will watch different parts of the house for long periods of time. Like regular tenants, they can hear and react to the thief if he makes too much noise. In addition to calling the police, the security guards are armed and will make an arrest if they catch the thief on the property.

## **Pedestrians**

Leaving the property with his ill-gotten goods doesn’t mean the thief is completely in the clear. At all hours of the day, pedestrians can be found wandering the sidewalks and dirt pathways around their neighborhoods. If they catch the thief doing something illegal or suspicious, they will do the neighborly thing and call the police.

Suspicious and illegal activities that trigger the pedestrians:

* Sneaking around in a crouched position.
* Carrying large items (TVs, paintings, etc.).
* Blocking traffic along the sidewalk.
* Trespassing within their line of sight.
* Climbing fences.
* Hitting pedestrian ( car accident, throwing brick, crowbar )
* making noise ( drifting with car )

Surprisingly, climbing out of a dumpster or throwing things over a fence does not attract their attention. However, if the police have already been called and the thief is on the run, crossing a pedestrian’s line of sight will immediately tell the police where to find him. Any dumpster near the detection site will be searched if he tries to hide there.

Pedestrians have good vision and can see the thief inside of a house if he’s lurking in a well-lit room. Keep that in mind when using the flashlight near a window. The window shutters can prevent them from seeing anything at night.

On the plus side, pedestrians are slow to grab their phones when they see something wrong. They will initially stop and turn their heads towards the activity, giving the thief time to drop what he’s carrying or find a good hiding place. An audible sigh of relief is a sign that the NPC is moving along. **Note:** Dropping whatever large item the thief is carrying will immediately stop a pedestrian from considering his actions suspicious, and the item can be retrieved once the NPC has walked away.

The flow of pedestrian traffic can be very thick during the day, making it difficult to carry out some burglaries. Truly, the thief’s most opportune time for looting is during the night, when many tenants are asleep and very few pedestrians walk the streets.

As of patch 1.2, the Industrial St. is the only "neighborhood" without pedestrians. This is understandable, as it is an isolated collection of warehouses near the home of the Lombardis and there is very little sidewalk/pathway to walk on.

Also hitting a pedestrian with a crowbar,car, or brick gives you a game-over just to let you know.

## **Line of Sight**

NPCs won’t react to a quiet thief if they can’t see him. All NPCs have a cone-shaped line of sight that can be avoided by putting objects and/or distance between them and the thief. In Normal gameplay mode, the LOS of Pedestrians and Police officers can be seen on the minimap in the lower left corner of the screen. Tenants and Security Guards do not show up on the minimap at all.