*quite literally blocks your path*
What the hell am I supposed to do here, /v/?
Many of the available options
Noisemaker is one
>>384520069
That thing doesn't block you at all. Are you just trying to meme? Don't make shitty threads, please.
>>384520069
Just run past him and close the door when leaving the room
Is this Life of the Party or Soulforge? I remember these little shits were on both levels. Thief 2 had many annoying design decisions. For example, in Life of the Party the door to Karras office is blocked by a guard and its impossible to ghost past him.
>>384520598
The pic is from Life of the Party. It's pretty dumb to say that an unghostable guard is an "annoying design decision" when the ghost rules are something the community just made up well after the game was released.
>>384521047
Ghosting is a pretty staple way of doing stealth games, Thief 1 was entirely ghostable. As Garrett often says, he's a thief, not a murderer, violence should be canonically avoided as much as possible. Yet Thief 2 constantly throws nearly unavoidable combat at you. First mission actually tasks you with knocking people out, at Soulforge you have to craft bombs and blow shit up, and people say Bonehoard was un-Thief.
>sneaking
>not broadheading every single npc in the level
you are given those arrows for a reason
hump 4 thi4f
>>384521487
For christ's sake ghosting was not a "staple" of anything back when Thief came out. Thief 1 may be beatable that way, but I doubt they even cared about something as simple as a no-knockout rule when designing it. It's certainly not the way the vast majority of players would play naturally.
Thief 2 has missions where no knockouts are enforced. In other missions, it's not. It's not a design flaw because that's not the way YOU want to play. Soulforge is a great final level precisely because it doesn't let players settle into the same comfortable routine they relied on the rest of the game.
Also, stop using "canonically" wrong.