Thief: The Dark Project Arrows: Every Arrow Explained
Updated:
Learn how Thief: The Dark Project arrows work, including water, moss, rope and gas arrows, with practical uses from the official game manual.
The Seven Arrow Types at a Glance
Thief: The Dark Project arrows do more than damage enemies. The original game manual describes seven arrow types: some create darkness or quieter routes, while others provide access, distraction or a way to fight. This guide explains what the manual says about each one, so you can choose a tool for the obstacle in front of you.
Before using Thief: The Dark Project arrows, remember these three points:
- Broadheads are conventional arrows; the other types have specialized effects.
- Selecting an arrow makes it the bow's current ammunition until you switch weapons or run out.
- The manual describes the original game. Check the relevant version's controls and item availability when playing Thief Gold or the announced remaster.
| Arrow | Main use described by the manual |
|---|---|
| Broadhead | Conventional combat ammunition |
| Water | Extinguish torches or wash away bloodstains |
| Fire | Cause an explosion and ignite flammable objects |
| Moss | Create softer, quieter ground for footsteps |
| Gas | Release a small cloud that can knock targets unconscious |
| Rope | Leave a climbable rope in suitable material |
| Noisemaker | Draw attention away from a desired route |
The table is a quick reference, not a promise that every arrow is available in every mission. The manual says broadheads are provided in all missions, while other types can be found or purchased. Review your inventory and your mission objectives before relying on a particular tool.
Water and Moss: Managing Light and Sound
Water and moss are two of the most useful Thief: The Dark Project arrows for a player trying to stay unnoticed. Water arrows primarily put out torches. The resulting darkness gives Garrett more shadows in which to hide, although the visibility gem and a guard's position still matter when you move. The manual also says water arrows can wash away bloodstains, which could otherwise be noticed.
A water arrow has another specialized use against undead: combine water arrows with Holy Water to create Holy Arrows. According to the manual, this effect lasts 30 seconds before the arrows revert to ordinary water arrows. That is a temporary option, so check your equipment and timing rather than assuming every water arrow is permanently effective against undead.
Moss arrows solve a different problem. When one hits a surface, it produces a patch of moss; the manual says the patch can also create smaller patches nearby. Walking on moss makes almost no noise. If a guarded route crosses a hard floor, covering the area you intend to walk across can make a quieter approach possible. It does not turn the area dark, so continue to consider light as well as sound.
| Obstacle | Arrow to consider | What to check |
|---|---|---|
| A burning torch illuminates a route | Water | Whether the light source is a torch you can extinguish |
| A bloodstain may draw attention | Water | Whether you can safely reach or aim at the stain |
| A noisy hard floor lies ahead | Moss | Whether the moss covers the area you plan to cross |
| An undead enemy blocks the way | Water with Holy Water | The temporary Holy Water effect and your available supplies |
These Thief: The Dark Project arrows examples use the manual's stated effects; encounters and objectives vary. Creating a shadow or a quieter patch helps with one part of a plan, but it does not replace watching the surroundings.
Rope and Noisemaker: Access and Distraction
Rope and noisemaker arrows change how you approach a space. Among Thief: The Dark Project arrows, rope arrows are the mobility tool: the official game manual says they work when fired into wooden or earthen material. Once embedded, a rope extends downward from the impact point and can be climbed like a ladder. Look for a suitable surface before firing, and consider where the hanging rope will lead.
Noisemaker arrows instead produce an odd sound after impact. The manual presents them as a distraction that can draw guards away from a place you want to reach. It also warns that someone who finds the source will probably become suspicious. The sound therefore creates an opportunity rather than making guards permanently unaware: plan your movement around the distraction and keep a retreat in mind.
| Arrow | Suitable target or effect | Limitation from the manual |
|---|---|---|
| Rope | Wood or earthen material; creates a hanging rope | Other materials are not listed as valid surfaces |
| Noisemaker | Makes noise after impact | A guard who discovers its source may become suspicious |
Neither of these Thief: The Dark Project arrows needs a crystal. The manual says rope and noisemaker arrows can be found or purchased. That distinction matters when you review a loadout: availability is tied to the supplies offered for the mission rather than a guaranteed stock in every level.
Broadheads, Fire and Gas: Choosing an Approach
The remaining Thief: The Dark Project arrows have more direct effects. Broadheads are conventional arrows and are supplied in all missions according to the manual. They are the straightforward choice when you need a standard projectile, but remember that the game encourages a thief's caution rather than a frontal fight against multiple opponents.
Fire arrows travel in a flat trajectory until impact, then explode, damage things nearby and burn flammable objects. The manual also says they can relight extinguished torches. They are powerful and can create a distraction, but the manual explicitly warns that they are not very stealthy. Avoid assuming that a fire arrow is interchangeable with a water arrow when your goal is to make an area darker.
Gas arrows create a small knockout cloud that affects humans and some creatures. The manual describes them as expensive and generally difficult to find, so a shot deserves thought. It also warns that firing into a nearby surface can catch Garrett in the cloud and damage him. A clear line of fire and enough distance matter for avoiding that mistake.
| Default key | Arrow selected |
|---|---|
| 3 | Broadhead |
| 4 | Water |
| 5 | Fire |
| 6 | Moss |
| 7 | Gas |
| 8 | Rope |
| 9 | Noisemaker |
These default hotkeys select Thief: The Dark Project arrows in the original manual. Your current configuration may differ, especially if you have changed bindings or are using another release. Use the in-game control settings to check the keys that actually apply to your setup.
Frequently Asked Questions
These answers summarize the original manual's description of Thief: The Dark Project arrows. For mission-specific restrictions, check the current objectives and inventory in your own game.
How many arrow types are in the original game?
The manual lists seven: broadhead, water, fire, moss, gas, rope and noisemaker. Each has a different purpose, from conventional combat to extinguishing light, quieting footsteps, climbing or distraction.
Which arrow puts out torches?
Water arrows are primarily used to extinguish torches. The manual also describes using them to wash away bloodstains and, with Holy Water, to create a temporary weapon against undead.
Where can rope arrows be used?
The manual says rope arrows can be fired successfully into wooden or earthen materials. An embedded arrow extends a rope downward, and that rope can be climbed like a ladder.
Are gas arrows safe to fire at close range?
The manual warns that a gas arrow fired into a nearby surface can catch Garrett in its cloud and damage him. It also describes gas arrows as expensive and generally hard to find, so avoid wasting them.