Chapter 4: A Friend in Need
- Collectibles: 6
- Secrets Areas: 4
Thieving Challenges: As usual, we should meet the conditions for the remaining undetected thieving challenge. The game will not give you credit for it unless you are able to do so with a Ghost style of play. I am going to be playing with predator style to get the ten kills or knockouts so I won't get credit for it. I also met the conditions for the picking eight pockets thieving challenge but, because this requires opportunistic play, did not get credit for it. The game stated in my player stats that I had completed picking the eight pockets but I only got credit for one thieving challenge--the ten kills or knockouts challenge. As we've said before, we'll get the preponderance of the 25 thieving challenges we need for the achievement from the client missions. The last thieving challenge is the usual lift all loot. Unless you are a compulsive collector, the lift all loot thieving challenge is more trouble than it's worth.
After starting the chapter, proceed along the linear route as before. Just before you use the first grappling patch shoot a rope arrow into the anchor to your left. Use the rope to slide down. Turn left and go into the area with two benches just right of the stairs. The chime will sound indicating you have discovered a (35/73) Secret Area--the first of four in the chapter.
Save! Look under the right bench and pick up the (Serendi Stone Circles 4/7) Lapis Lazuli Circle collectible--the first of six in chapter 4.
Go back up the rope and use the grappling patch to climb up. Continue as we did before. Shoot the ladder pulley with a blunt arrow and climb up. This time, however, do not continue to climb up to the secret passage. Instead, go down to your left and look back towards the balcony. There is a crossbow guard on the balcony. As soon as he turns his back to you, pick his pocket and knock him out. While you're up here, you can safely knock our a dog in a cage below you. Make sure know one nears. Both the guard and the dog will count as knockouts you need for your thieving challenge. Apparently, you cannot get the pickpocket thieving challenge on a first playthrough but I mention it in case you decide to replay the chapter.
Vault the balustrade on the other side--the west side. You will see some some wooden planks a few steps away. You can optionally shoot a rope arrow in an anchor that you see above you. You have to swoop and jump to land on the greenhouse rooftop. It is not difficult but may be tricky the first time. If you fall down, you can then climb up the optional rope. Alternatively, you can save just before you jump and revert to that save. Needless to say, unless you are confident of your ability to make the jump on the first go, you will make sure the area below is clear of enemies.
Once on the greenhouse roof, drop down. There is a crank. Turn it. You can now press a brick on the wall. Use focus if you can't immediately find it. Pressing the brick rotates a wall. Step into the recess to discover a (36/73) Secret Area. Save!
Note: When you drop down into the garden, you can go directly to the greenhouse and pick the three tumbler lock on the door. You miss out on the opportunity for knockouts and a picked pocket. Moreover, because there are quite a few guards in the garden, this approach is not without its own risks. It does have the advantages of being more direct and not requiring a tricky jump.
Go down the ladder in the secret area. At the bottom, disable the trap by pressing the interact button on the metal control panel. Make a left when you can. Going straight leads to a dead end. Note a button on the wall to your right. Use the peephole to its right to ensure the way is clear. Pressing the button rotates the wall and pushes you into a cellar. Taking out the cook counts for a knockout or kill. If you waited till the cook left, he will return.
Disable the metal control panel on a pillar in the cellar. This is not a trap but gives you access to an elevator. The elevator is a great shortcut. However, it bypasses two collectibles that we'll need so we can't use it yet.
Go up the stairs to the Dining Room. Wait for the guard who is patrolling to appear. Knock him out. Cross the hall careful not to disturb the bird and enter the study that has another caged bird. The birds can be knocked out with choke areas. If you have plenty, as I did, go ahead and take care of them. There is a button on a corner of the desk. Use focus if you have trouble finding it.
Pressing the button reveals a safe on the far wall. Pick the three tumbler lock on the safe and pick up the blast arrow and the second collectible of six in the chapter, the (Unique Loot 5/9) Morendrum Medal.
Go up the stairs and take the right hand branch. Continue south through a door, take a left, and continue going up some stairs. You'll hear a guard banging on a locked door. Take him out. Remove the painting on the wall behind where the guard was standing. This is the third of six collectibles in the chapter, the (The Court of Montonessi 08/12) The Abundance of Emptiness.
Return to the cellar press the button on the wall with the rotating panel. Go right and press the button on the left wall to call the elevator. Enter the elevator and press the up button. Exit the elevator and press another button to enter Eastwick's Grand House - The Study. We are now back on track with out previous playthrough. In fact, the elevator that we used is the same one that was behind the bookcase's secret passage.
We're going to solve the building puzzle as before escaping the study and ending up in - Dayport Carlysle Court. This time, you may want to stop by the merchant. In addition to replenishing your standard items, he has Blast Arrows and Sawtooth Arrows. Blast Arrows are very effective against the Chapter 7 boss if you choose to fight instead of sneaking by. It takes three, though, so save them for that encounter.
Continue on. When you drop down to the Keep - Pipeline ensure that you make a save. In the previous playthrough, I made mention of a secret area where there is some common loot of equal value. This secret area is missable. If you do not execute precisely, the walkway leading to it collapses and you have to go around bypassing the secret area. You also have the choice of going back to the checkpoint save which is made right when you enter the keep. I think it's important that you use both save files here. There is a lot of noise. If you think but are not sure that you heard the special chime on entering the secret area, you can make a save to record finding the secret area and then reverting to the checkpoint save for an insurance trip.
After making your save, go forward and drop down to the walkway. You will be prompted to jump. Make sure you are crouching when you jump and target the left-most section of the walkway you will jump to. When you land, even though you were crouching when jumping, you will find yourself standing. Immediately crouch and proceed slowly but purposefully staying on the left hand side. Move left on to the next segment where there is some loot - a gear of little value. This is tricky so you may want to consult this video:
Listen carefully for the chime because it is hard to distinguish from other sounds even if you adjusted the sound levels in the option menu. You'll note in the above video that the secret area chime is barely discernable amongst the other sounds. If you are unsure whether or not you heard it, make a save and revert to the checkpoint save and make an insurance run. The hard to hear chime signifies that you have discovered a (37/73) Secret Area--the third of four in the chapter and, perhaps, the peskiest one in the game.
Save! Continue on through the hazards as before. The path is linear. There is common loot that you can ignore. The next collectible is in The Keep - Boiler Level. In fact, there are two in the same room. Before pressing the elevator button, go to the far end of the room to find a collectible just beyond the outstretched arm of a dying guard--the fourth of six collectibles in the chapter, the (Memories of the Dead 3/6) Soldier's Memory.
On the wall, just beyond the soldier is another collectible plaque. Press the interact button on it and use the wrench to remove the (City Heritage Plaques 12/16) The Keep plaque.
You can now press the elevator call button and continue with the chapter. When you get to The Keep - Safe Housing--the room with the great safe, before you start entering the combination, go to the right of the safe. It is best to find the final secret area of the chapter before you have to deal with the enemies that spawn once you begin entering the combination. Go up some stairs and continue to a back section. Crouch under a big pipe that is blocking the way. The chime signifies you have discovered the fourth and final (38/73) Secret Area of Chapter 4.
Save! Go back to where you entered and pull the lever to lower the safe. Press the buttons on either side and enter the first three digits of the combination. After the cut scene, go to the north part of the map to find the sixth and final collectible of the chapter, the (The Mortal Coils 4/6) Shale Snake Bracelet.
Pickpocket thieving challenge: If you have been playing opportunistically and have picked at least one pocket and want the thieving challenge, pick the pockets of the searching guards. It's a little bit of a challenge because they are moving more quickly than normal. However, their roots are well defined and you can pick your spots. Save frequently and revert to a save if you get caught. In addition to manual saves, there are cabinets that you can use to make checkpoint saves. Finally, if you have the first dexterity focus upgrade, you can use focus and pick multiple pockets at a time. When you pick the pockets of the guard with three purses while using focus (and assuming that you have the first dexterity focus upgrade), you will get credit for three picked pockets with one action. The focus upgrade is nice but not essential. The three purse guard is by himself. He makes frequent stops so it's not that difficult to pickpocket him three times. There is a pair of guards that stays on the east side where one guard has two purses and the other one purse. There is a pair of guards that looks around on the west side before patrolling a bit west to east where one of the guards has a single purse and the other has no purse. There is a final guard near the safe by himself with no purse. Note that you must be playing opportunistically to get credit for the pickpocket thieving challenge. If you have been doing a lot of knockouts (as I did) you are playing as a predator. So, even though I picked 8 pockets, I did not get credit for the thieving challenge.
Once you have discovered the final secret area, picked up the last collectible, and satisfied any other objectives you might have had; complete the chapter. When you finish off the chapter, you end up at the Clock Tower Hideout. After a cut scene, you receive the objective to go to the Siren's Rest Tavern. First, though, stop by the merchant at the Crippled Burrick. The merchants now sell the coveted sawtooth and blast arrows in limited quantities. So, it is of benefit to stop by as many merchants as you can.
The City after Chapter 4
Caution: After Chapter 4, the shady merchant has more trinkets to sell. Predators might find the Blackwing Feathers appealing. It increases the damage inflicted by broadhead and sawtooth arrows. Any shot, not just a headshot, will be fatal to most enemies. This means that, once you have acquired this trinket, you can no longer shoot someone and then approach the critically wounded enemy to do a combat takedown stealthily. This is how we did the combat takedown challenge for the Carnivalesque client job. There is an upcoming thieving challenge that requires you to, similarly, do a certain number of combat takedowns while another thieving challenge requires you to remain undetected. Once arrows become lethal so they kill rather than wound enemies, you forfeit the ability to be able to easily perform combat takedowns undetected. So, if you are interested in the Blackwing Feathers trinket, consider the impact it might have on the 25 thieving challenges you need for an achievement.
Go to the Siren's Rest Tavern. In addition to the window that leads to where we did the "Watch your Step" side mission, you can start out by using the Watch Council Office window. That's the window we used in the previous playthrough and is located just before we drop down to the Crippled Burrick. You enter the Watch Council Office on the second floor, go downstairs, and exit the window on the first floor. Like the "Watch your Step" window, you enter Baron's Way South where there are no guards and you can cross the street safely. Note that to be extra safe, you can use the elevated walkways and sneak up on the crossbow guard in the watch tower. After taking him out, drop down behind the watch tower, open the grate, and see the merchant on the other side of the shaft to pick up a couple more saw tooth arrows and a blast arrow. Exit through the other vent. Now, having circumvented the guards, continue on to the Siren's Rest Tavern. You should know the way quite well by now.
Talk to Basso. After a cut scene talk to him again and pick up four new side missions. Talk to the merchant and pick up his saw tooth and blaster arrows. Finally, go upstairs and talk to Vittori to get another Client Job.
Leave the Siren's Rest. You may note the light on a boat. This is the Chapter 5 start that we'll ignore for now. Press the view button and track Shark Bait. The objective marker is just north of the Siren's Rest Tavern. Head in that direction. Climb up the rope close to where we got the Carlysle's Mill City Plaque. At the objective marker, a level above you, you'll see a window with the telltale blue glow seeping from under it. This is in a building with a sign saying "Eddy Levack MONEY LENDER" above the door. There is a rope near the window. Use it to climb up to the wooden ledge.
Open the window and enter. Pick up an item of common loot from a short staircase to the right--this is required for the side job. Crouch. There is a trap but it you will avoid it if you remain crouched. Do not go to the safe until you have disarmed the trap. Loot the items behind the bars. Open the cabinet on the far side of the room. Smash the red vase with your blackjack. Press the button that is revealed once the vase is broken. This opens a panel to another room. Go there and disarm the trap with the Wirecutter by pressing the interact button on the metal control panel. Loot the items in that room.
Now that the trap is disarmed, pick the four tumbler lock on the safe. Open it and remove the pocket watch. Assuming that you have completely looted the place, the pocket watch is the last item you need to complete the side job:
Basso’s Jobs 13 of 25: Shark Bait
Leave the apartment through the window. Once you get the city map, press the view button and select Objectives. Track Fit for a Queen east of your current position and a little north. Head towards the objective marker. Note: A fast way there is to shoot the pulley holding up a hanging crate. When the crate falls, you can use a swoop jump combination to jump the gap behind where the hanging crate was. You might recall that this is the technique we used to get on the greenhouse roof in chapter 3.
Once you jump across the gap, all you have to do is head east and open the unlocked door of the apartment. It goes without saying that there are guards in the area that either have to be avoided or dealt with. Once inside, go to the window, look out and up. Shoot a rope arrow into the anchor. Grab the rope and turn around. Slide down and hop off into Lucy's apartment. Pick up the note on the bed.
The objective marker moves to a position west of your current position. It's inside a window on an upper level. Enter the window and pick up Comfort's Necklace to complete the side job:
Basso’s Jobs 14 of 25: Fit for a Queen
Exit through the window. Once you have the city map press up and choose Objectives. Track Casing the Cargo. The objective marker is northeast of you. Head there. The fastest way is to head east on the upper level and then enter the last window on the left. This is the window opposite a crate that you went around to get into secret area #29. Go through the window and pick the door of the apartment. When you exit, you are not far from the Fish Hawker's Market. Proceed in the direction of the objective marker. Drop down into the darkened area. When the coast is clear, climb up the rope you placed earlier.
Jump from the rope to the wooden walkway. From there, use a beam to cross to the other side. There is a window in front of you. Do not enter it, yet. First, turn right, then left, following the wooden walkway around the building. Once you reach the end, look down and wait for a guard to appear. As soon as he turns around and walks away, drop down, turn around, and look on the right side of the building. Disarm the trap with the Wirecutter by pressing the interact button on the metal panel. Go back to the rope and climb up. Use the walkway to get to the beam and cross it. Now, you can safely enter the window in front of you. When you enter, you will hear the chime telling you that you have discovered a (39/73) Secret Area.
Save! This is the watch office. Inspect the painting to the left of the safe and activate its trigger. It raises up to reveal a button. Pressing the button causes a section of the floor to slide. Pick up the document in the hiding place you have discovered to completed the side job:
Basso’s Jobs 15 of 25: Casing the Cargo
Pick up the common loot including the contents of the safe and leave the apartment. When you can get the city map, press the view button . Track Poor Protection. If you have been exploring on your own, disarming traps, and picking up loot; there is the possibility that you have completed the conditions of this mission before Basso had a chance to give it to you. If so, Basso will not have Poor Protection to give you and you will have received credit for completing the mission. Assuming, though, that you have been following along with this guide, proceed to the objective marker.
The easiest way you came is to go back the way you came in the canal that runs east and west. Stay to the right of the canal. You will be able to get on a roof and check out Glimmer Lane to make sure the way is safe. As you head towards the objective marker, you'll see a rather flat mattress underneath a hatch. Climb through the hatch into the Eelbiters Squat. Go up the stairs. Turn right at the top and climb out the window. Turn right and disable the trap with the Wirecutter by pressing the interact button on the metal control panel. Go back inside and loot the apartment ensuring that you get four piles of gold in the cabinet. This completes the side job:
Basso’s Jobs 16 of 25: Poor Protection
When you've cleaned out the Eelbiters Squat, return to where you disarmed the control panel. Press the view button and select Objectives. Track Go to the Collector's lodge. It's just across the street. First follow the wooden walkway to your right a short distance and then turn left crossing a beam across the street. Turn left and climb up to the higher level. Take a few steps and grab the rope. Hop over to the wooden ledge where you see the bright light. Press the interact button on the bright light and accept The Carnal Connoisseur client job. We want to get three of the four thieving challenges:
- Remain undetected
- No kills or knockouts
- One aerial takedown
- Collect all loot—27 items not counting three collectibles
No kills or knockouts and the aerial takedown are mutually exclusive. We'll do the more difficult no kills or knockouts. Taking out the four guards, naturally, makes the process of collecting all loot easier. There's an easy aerial takedown. The guide will point out where it is. So, if you prefer, by all means go for the aerial takedown thieving challenge if you prefer.
Turn right and climb out the window. Shoot a rope arrow in an anchor above you and to your left. Get as close to the rope as you can and use it to get to the roof on the other side. Climb in the window. You are in the Collector's Lodge. Turn out the light. Pick up one item of common loot and move to the next room. Snuff out the candle and pick up one item of common loot from the cabinet. A civilian will be talking in the next room. Wait for him to go downstairs and pick up two items of common loot from the room he was in.
Climb out through the window. Two guards are having a conversation. Wait for them to finish. One guard will leave and go into the cellar.
With very little effort, you can credit for all four thieving challenges. You don't need the fourth challenge especially if you have gotten between one to four extra thieving challenges from the optional Bank Heist client job. If you have 17 or more thieving challenges, you are in good shape to get the remaining 8 you need for the achievement. If you have less than 17, we're at a good place to make up some ground.
Optional play to get all four thieving challenges. You can do an aerial takedown on the guard who stayed behind, then follow where the other guard went. This is the cellar. Sneak behind the guard and take him out without him detecting you. Press the interact button on the painting and activate the two triggers to reveal a safe. When you enter the combination, a panel slides to reveal a hidden door. Go in. You'll find the mission item in a cabinet. Grab it and return the way you came, using the rope to jump across the yard. Enter the window and go to the bright light. You'll get credit for two thieving challenges--remaining undetected and one aerial takedown. You'll need to replay the mission to get the other two thieving challenges and for the other two collectibles (the mission item was one of the collectibles). You can't replay the mission until you return the mission item to Vittori. So, quickly go to the Siren's Rest and give Vittori the mission item. Then, return to Glimmer Lane and climb into the hatch in the Eelbiters Squat. Go up the stairs and out the window to head back to the Collector's Lodge and replay the mission. This time play it according to the guide. You will meet the conditions for three thieving challenges. Of course, you will only get credit for two since you had previously been credited with remain undetected. So, in this manner, you will get credit for all four thieving challenges in the mission. Of course, you can do this in reverse. You can follow the guide and get credit for three thieving challenges. After returning the mission item, you can go back to Glimmer Lane and replay the mission to get credit for the fourth thieving challenge. It's a very quick mission as long as you are not interested in common loot and collectibles not associated with the mission.
Returning to our no kills or knockouts play, turn right on the wooden walkway and another right at the corner. There's a poppy on the walkway. Drop down into the alley below. Turn right and pick up the only item of common loot in the alley. This is the only reason we went to the alley. Return to where you dropped down. Use the grappling patch to climb up. Wait for the civilian who had been upstairs earlier to make his appearance outside. Go back inside and down the stairs. Pick up two items of loot before going through the door near the stairs and picking up another two items of common loot. Look through the keyhole of the closed door into the room in the northeast part of the lodge. Note where the guard is. Open the door and scoot back to where the curious guard will not see you.
The guard is not that curious and will soon return to where you saw him and will not close the door. Shoot a blunt arrow at the light switch to the right of the other door into that room. Make sure you are crouching. Enter the room and get an item of loot from the cabinet. It's now dark there and the guard will not notice. Turn around so your back is to the cabinet. Go forward a little so that the table and chair is between you and the guard. Hiding behind the chair, you can pick up an item of common loot from the table. Now, toss a throwable into the northwest room that you were just in. When the guard goes to investigate, pick up the last item of loot in the room--a candlestick near the window. To the right of the candlestick is a collectible painting, the The Court of Montonessi 09/12) What is There Cannot Be Seen.
Quickly return to your hiding place behind the chair before the guard comes back. You can replenish your throwable from the table. Go back into the northwest room and, from there, into the hall where you came downstairs. Look east. You should see a guard standing outside. To your left is a piece of furniture with an item of common loot. From that piece of furniture, edge to your right so that you can see the light switch to the left of the door leading outside. The guard should no longer be in your line of sight.
Shoot the light switch with a blunt arrow. Because the section of hallway near the outside door has now been darkened, you can swoop forward past the open door of the room with the guard and look under the stairs without the guard seeing you. Collect one item of common loot. If you've been following along, you should have 14 items of common loot and one collectible.
Swoop past the open door again going back the way you came. Go upstairs and out the window. From a dark spot on the wooden ledge, use water arrows to extinguish the two torches across from you. Neither the guard nor the civilian should care.
There are four flower pots in a row. Position yourself just left of the leftmost flower pot in this row. You should be above the guard and just behind him looking down at a dark spot. Drop down there carefully. Hug the fence to your right staying in the darkness. When you reach the corner, turn left continuing to hug the wall to your right until you reach the cellar stairs. Remembering that a guard went down there, exercise caution. Stay in the darkness until you spot him and can walk behind him. Pick up two items of common loot while you learn his pattern. Then, position yourself near the painting and shoot a blunt arrow at the light switch.
The guard will go turn on the light. You have very little time to activate the two switches. If you can't immediately get them, note where the trigger points are and disengage and move to a point of concealment. There is a barrel in the center of the room that is good for cat and mouse games. Again, when you get the chance, position yourself near the painting and shoot the light switch. Try again to activate the two switches.
Once you activate the two switches revealing the safe, return to your hiding place and wait for another opportunity to shoot the light. This time, when you shoot the light, you want to input the combination--8 - 1 - 2. I recommend doing it in two stages. Input 1 - 2 on the center and right hand dials. Then, after returning to your hiding place and shooting the light switch again, press the interact button on the safe. You'll be on the left hand dial. Set it to 8 completing the 8 - 1 - 2 combo. A panel slides back to reveal a door. Open it immediately. Quickly, swoop into the room and close the door behind you entering the Collector's Vault.
You are now safe from the guard and can pick up seven items of common loot at your leisure. The mission item is in the cabinet. It is (Client Loot 7/8) The Octopuss.
Press the brick under a mounted bear's head. This opens up a hatch. Go down the ladder. Pick up the 27th and final item of common loot. Open the chest to obtain the third and final collectible in the mission, (Whiteridge's Duty 4/6) The Virtuous Lady.
Go back up the stairs. The return trip is a little tricky. First, you have to get out of the cellar. Then, when you do so, you'll find the other guards and civilians have started to move. One way is to look through the keyhole and, timing your exit just right, swoop past the guard and up the stairs. Once in the yard, there is a little bit of a commotion. You'll end up with two guards in the house and one in the yard. You have to sneak by all of them to get to the exit.
I prefer to open the door when the guard is in the far corner. Instead of trying to go past him, I withdraw into the shadows of the Collector's Vault. The guard will be suspicious but will soon give up the search. This is his trigger to go upstairs. Now, you have all the guards in front of you. You can go up the stairs and slip by the one guard patrolling the yard--the civilian has gone inside. Once inside, hide under the stairs where you found some loot on a barrel. One guard is patrolling in a counter-clockwise direction. Wait for him to go past you and into the door across from you. Follow him. He will go from the northeast room to the northwest room and back into the hall heading east. This is your opportunity to swoop across the hall and go upstairs. Exit through the window you used to come in. Grab the rope and jump to the roof on the other side. Enter the window and proceed to the exit point.
You should have all but the aerial takedown thieving challenge. This is where I got an achievement for 25 thieving challenges.
Note: I had four extra thieving challenges from the optional Bank Heist mission. Missing the aerial takedown thieving challenge from this mission, I had 15 thieving challenges from the four regular client jobs. I had six thieving challenges from the chapter missions--two thieving challenges from Chapter 1, one from Chapter 2, two from Chapter 3 (aerial takedowns and all loot), and one from Chapter 4. If this client job leaves you with 20, you're in fine shape to get the achievement. If you have fewer than 20, I recommend that, sometime after returning The Octopuss to Vittori, that you replay this mission and get the aerial takedown thieving challenge. You can do it very quickly. Proceed directly to the window overlooking the two guards talking. As soon as one leaves to go into the cellar and before the civilian shows up, do the aerial takedown. You can then take out the guard in the cellar. Use the safe to get into the vault and take the mission item. Return directly to the mission start point. It does not matter if you are seen if you already have the remain undetected challenge. You can do this at any time. In fact, it might be better to wait till after Chapter 5 since the Chapter 5 start point is right next to where Vittori is.
If you have used your throwable without picking up another in the client job--a distinct possibility--make sure to replace it. Although there are no imminent occasions that will require one, prudent game play dictates to always have one in your possession. Go to the Siren's Rest Tavern. Stock up with the Shady Merchant. Talk to Vittori. This will conclude the client job:
Client Jobs 4 of 6: The Carnal Connoisseur
Exit the Siren's Rest and step over to the boat with the bright light above it. Press the interact button on the bright light and agree to start Chapter 5.
Chapter 5: The Forsaken
- Collectibles: 6
- Secrets Areas: 5
'Uncommon' common loot: Five gold pocket portraits--earn an achievement by picking up all five
Thieving Challenges: As usual, we should meet the conditions for the remaining undetected thieving challenge. The game will not give you credit for it unless you are able to do so with a Ghost style of play. It is a little easier, perhaps, to play as an opportunist. If you play as an opportunist, you will earn a thieving challenge by taking no damage. If you play as a predator, you can earn a challenge for twelve kills or knockouts. If you recall, the enemies do not appear until late in the chapter. The freaks cannot be killed with headshots unless you purchase a bow strength upgrade. So, this challenge is more work than it would appear at first glance. However, if you want to play aggressively, it's very doable. Just make sure to gear up before starting the mission. So, pick and choose the thieving challenge based on the play style you want to employ. You can only earn one of the three. The last thieving challenge is the usual lift all loot. There are 106 items of common loot. So, the lifting all loot thieving challenge is more trouble than it's worth. Thieving challenges are only of interest if you do not have the 25 required for the achievement. At the risk of sounding like a broken record, we rely primarily on the client jobs for these. Not counting the four in the optional DLC Bank Heist DLC, there are 21 challenges available in the six client jobs we have to do for the achievement though one of those 21 can only be earned on a replay of The Carnal Connoisseur job we just did. So, we only need four thieving challenges from the chapters and none if we have the DLC. If we're missing client job thieving challenges, it is far easier to replay a client job than it is to get the chapter 5 thieving challenge that requires us to go after 106 pieces of common loot.
We took a lot of shortcuts last time we played this chapter. We'll have to spend a little more time on it this time around to find the collectibles/secret areas and to unlock an achievement. Begin as before. After climbing the grappling patch into the asylum grounds, instead of heading right as you did then, go left. Remove the (City Heritage Plaques 13/16) Moira Asylum from the north corner of the building.
Note: You'll recall that there are no enemies in the first part of the chapter. So, you can conduct your initial activities without opposition.
Enter the asylum and, unlike before, go up to the Men's Ward. You'll recall you have to go to the right of the asylum and all the way back in order to trigger access to the asylum. The Men's Ward is the south wing. Look at the sign above the revolving door if you need to double check you are in the right place. After entering the revolving door, to gain further access, turn a crank in an office to the right. Remember to use focus if the way appears unclear.
You can now head southeast and enter another revolving door. Take your first right and climb up onto a cabinet on your left. This is the type of cabinet you can use for checkpoint saves. From the cabinet climb to a high ledge look to your right and pick up the (1/5) Gold Pocket Portrait inside a small window.
Turn around. You'll see a prompt to jump. Jumping takes you to a similar ledge on the other side. Turn left and pick up another (2/5) Gold Pocket Portrait in a window similar to the one where you found the last pocket portrait.
Continue to the end and drop down. Turn left and go to the end of the hall ending up in a small room in the bottom (southern) corner of the asylum. Pick the cabinet's lock. When you grab the loot inside (a vase), you hear a strange voice say, "What was hidden must be uncovered, no?" Close the cabinet and reopen it. There is now a syringe in the cabinet where the vase was. Pick it up. You will hear the chime telling you that you have discovered a (40/73) Secret Area.
Save! Turn around. Go back a few steps and take your first right. Take the second door on the right. (The first door is boarded shut). Crawl through a hole into the next room. There is a mission key on the floor of this room. Do not pick it up. We do not want to trigger a mission event. Instead, look at the ledge above the door. The door is blocked from the inside as well as boarded up from the outside. You can use the stuff blocking the door to climb up to the ledge and pick up the (3/5) Gold Pocket Portrait.
Drop down and ignore the mission key. This is required to gain conventional access to the women's ward. We don't need it because we'll sneak in as we did the last time. Picking the key up triggers a mission event that creates a spectral antagonist and increases our risk. So, we will let the key remain where it is.
Crawl out through the hole and exit the door to the room. Turn right and take another right at the T junction at the end of the corridor. Immediately look left at the empty picture frame on the wall. Make sure you see this empty picture frame.
Having made note of the empty frame, turn around and go back in the corridor. Pick the three tumbler lock on the first door to your left. Enter the room. There is a peephole in the left wall. Look through it and you will see an intact picture. Return to where you saw the empty picture frame. There is now a painting in it. Remove it to obtain a collectible, the (The Court of Montonessi 10/12) The Repulsion of Civility.
As you remove the painting, you'll hear a chime telling you that you have discovered a (41/73) Secret Area.
Save! Turn left and go down the hall to exit the men's ward through the revolving doors you used to come in. Go to the other side and enter the women's ward. As soon as you enter the revolving door, shoot a rope arrow into the anchor at the top of the elevator shaft. Slide down the rope. Go through the opening and drop down into a (42/73) Secret Area.
Save! Climb up on the desk in front of you and to your left. Turn around and climb up on the furniture to get close to some pipes. There are two items on the pipes. The one on the right is the (Flowers Eternal 5/6) Rose Brooch.
The item to the left is another of the (4/5) Gold Pocket Portraits we'll need for an achievement.
Use the stairs to go back up climbing over the debris. When you reach the first landing, turn left and crawl through the hole in the bars to the left. Go through the bookcases on the right. Remove the grate and enter the vent. As soon as you enter the vent, turn around and pick up the (5/5) Gold Pocket Portrait.
This will unlock an achievement:
Turn back around and continue through the vent. You are in the shower room where you snuck through during the last playthrough. Pick the three tumbler lock on the shower room door. Proceed as you did before through the dining room and up the steps. On the second floor, as you did in the previous playthrough, climb the cart and up further until you can drop into the room with the cut scene.
After that, go through the well-lit room and pick up the document that triggers the objective - "Move to the Treatment Center wing." Proceed in the same manner as before to the Treatment Center Wing. Continue on as in the previous playthrough to trigger the cut scene in Room 3F. You'll recall that you first need to turn on the power and then activate the switch to open the doors. Just before you turn right at the corner to head northwest in the direction of the generator room, look to your left to identify Room 3E - Operating Room. The door is locked now and we'll wait till after the Room 3F cut scene. (If you still need to disarm traps for the achievement, climb up on the cabinet in the room with the door switch.) After you turn on the generator and unlock the doors, you can use the vent to get from Room 3G to 3F. Pick up the syringe to initiate the cut scene.
Note: Opening the doors causes enemies to appear. So, from here on, we will have to cope with enemy opposition.
After the cut scene in 3F, swoop into the room to the right--Room 3E that we made note of earlier. Open the safe wall that is to your left on entering--combination 7 - 3 - 1. There is an enemy that paths into the room. A safe approach is to use the check save cabinet on the far side of the room. When you're inside the cabinet, you can see the door. When the enemy leaves, exit the cabinet and enter the combination but do not open the safe. Return to the cabinet. Wait for the enemy to appear and leave again. Alternatively, you can just hide in the northeast corner of the room. This corner is dark and it is where the vent to the adjoining room is located. Clear out the contents of the safe that contains the (Serendi Stone Circles 5/7) Ivory Circle, some arrows, and some common loot. Close the safe. If left open, the safe will arouse the enemies' suspicions.
Use the vent in the northeast corner of the room to go to the next room. From there, use the vent to go to the room with the mechanical chair. There is a secret area in this room that we need to discover before we use the passage under the chair. The secret area is discovered by picking up a magnifying glass from the top of the cage that is going up and down. You may have to press the button if the cage is in the up position. The magnifying glass is at the front of the cage. So, you'll have to deal with the enemy operating the chair. If you're playing as a predator, you can simply take out the enemy. If, however, you are going for an opportunistic or ghost playthrough; you can use a throwable to distract just after the enemy presses the button to lower the chair, turn off the light, pick up the magnifying glass, and swoop back to the dark corner. I like to stand just to the left of the chair in the corner where you exit the vent. I ensure the front left frame blocks the enemy's line of sight. I shoot the light switch with a blunt arrow darkening the room. The enemy will be distracted and move to the light switch. You then go to the chair. If it is in the up position, you have time to press the button and lower it. Pick up the magnifying glass from the top of the lowered chair. Return to the dark corner. Whichever way you do it, picking up the magnifying glass will sound the chime telling you that you have discovered a (43/73) Secret Area.
Save! Climb down behind the hydraulic chair. When it goes up, open the grate and slip into the vent. Proceed as in the previous playthrough. When you drop down behind the desk in Old Prison - Reformation, instead of heading slightly left towards the stairs, turn right into a passage to the far right. Turn left in this passage and head to the far end. You will see an urn. Making sure that there are no freaks visible, break the urn and pick up the (Memories of the Dead 4/6) Child's Memory.
Return to the spot where you dropped down from behind the desk. Look in the southwest direction and locate a hanging rope. Shoot a rope into the anchor just to the left of this rope. Climb up to your left. Grab the rope. Climb up and hop to the second rope. Jump off into the fifth and final (44/73) Secret Area of the chapter.
Save! Pick up the collectible from the floor of the cage to your left. This is the sixth and final collectible of the chapter, the (Unique Loot 6/9) Mechanical Eye.
Turn around and go back. When you reach the wall turn right. You are now back on the path that you took in the previous playthrough. Go up the stairs. At the landing drop down behind the freaks and complete the chapter. You end up in the Clock Tower Hideout and, hopefully, have gotten a thieving achievement if you still need one for the achievement. Exit the Clock Tower hideout. The cut scene signifies that the City is going to be a little more intense. Many of the benign civilians have been replaced by hostile Gravens.
The City after Chapter 5
If you used up your throwable in chapter 5 pick one up at your earliest convenience to ensure you're prepared. Go to the Crippled Burrick. See the shady merchant to restock. Then check with Basso who has returned to the Crippled Burrick. Accept his five new side jobs. When you leave the tavern using the other door--the one on the far side of the merchant when you came in. Press the view button . Select objectives and track Check, Mate.
Go to the objective marker, climbing up some crates to get to a window with the blue glow at the bottom. Go downstairs and take Archie Maxwell out. Pick the three tumbler lock on the door and go downstairs. Remove the grate and enter the vent. Remove the grate on the other side and enter a small room. With your back to the great, shoot two switches in the beams above you with blunt arrows. Go forward, turn around so your back is to the wooden door and shoot another two similar switches in the beams above the grate. They are difficult to spot but you can use focus if you need it. Note that the targeting reticle will lock on to the switches if you aim in the right direction regardless of whether you see them or not.
When you shoot the four switches, a hatch opens up in the floor. Shoot a rope into the anchor above the hatch. It is too far to drop straight down. Grab the rope and slide down. The chime sounds telling you that you have discovered a (45/73) Secret Area.
Save! Loot this underground chamber including the The Mortal Coils 5/6) Harlequin Bracelet.
Go back up the rope and back through the vent. Enter the wooden door. Be mindful of the traps. Climb up on the shelving to your right. Press the interact button on the metal panel to use the Wirecutter and disable the traps. With the traps disabled, open the safe in the corner--combination 7 - 7 - 6. Pick up the chess piece to complete this side job:
Basso’s Jobs 17 of 25: Check, Mate
Exit Archie Maxwell's Apartment. Press the view button and select Objectives. Track Long Drop Full Stop. Go to the objective marker. You'll go through the Crippled Burrick so you might as well restock.
At the objective marker, you need to get to the upper levels. You can shoot the pulley on a ladder to lower it. It is on the other side of the street at a corner that says, "Luncheons Dinners Teas." Climb up, turn around and cross over the street on a beam in the direction of the objective marker. Turn right on the wooden walkway and turn the corner. Look back in the direction of the ladder and you should see a control panel. The ladder and beam is not the only way to get to the control panel. You can climb some crates and make your way directly to it. When you get to the control panel, press the interactive button and use the Wirecutters. Hacking the control panel extends the wooden walkway.
Go on the extended walkway, turn right, and shoot a rope arrow into the anchor above you. Grab the rope and climb up a bit. Jump across to the other side. Open a window with the blue glow seeping out the bottom. Enter the Hangman's Apartment. Inspect the bookcase on the other side of the room. Activate a trigger. Turn left and enter the hidden room opened by the bookcase switch. The telltale chime indicates you have discovered a (46/73) Secret Area.
Save! Loot this area. Picking up the pen completes the side job:
Basso’s Jobs 18 of 25: Long Drop Full Stop
Exit the apartment. Use the rope to drop down to the street. Press the view button and select Objectives. "Track Eyes on the Prize." Continue north and climb up. Enter the window to your right that leads to where we did Watch Your Step in Baron's Way South. We could have used the transfer point in the southeast corner of the map but this way is a little less risky. Head to the southeast entrance into South Quarter. If you go by the merchant in the secret area you can use the other vent to slip past the enemies. Once in South Quarter, head south on Glimmer Lane in the direction of the objective marker.
Thieving Challenges: If you do not have 25 thieving challenges for the achievement, press the view button and choose player progression. Under player progression, choose statistics. With the right bumper button, tab over one screen to overall statistics. At the top left it will say XX/YY challenges signifying that you completed XX of the maximum YY challenges available to this point in the game. If you continue to press the right bumper you will go through the stats for each chapter and each client job. You can see which you have done. When you look at the client jobs, you can see which thieving challenges, if any, you left undone. If XX is less than 18, you are right by the entrance to The Carnal Connoisseur and can pick up the second of the two mutually exclusive challenges. This guide played with no kills or knockouts leaving the aerial takedown challenge on the table. The Carnal Connoisseur section above described how to quickly pop in, perform the aerial takedown, and get the Octopuss. So, if you're in need of a thieving challenge you can get an extra one in just a couple of minutes. To help you decide, the fifth client job that we will do in this trip to the city will give you up to four thieving challenges in a playthrough. Chapter 6 will give you one fairly easy thieving challenge for each style of playthrough--one for ghost, one for opportunist, or one for predator. The sixth and final client job which is available after Chapter 6 has only one thieving challenge for collecting 23 items of common loot and two collectibles. There are thieving challenges in Chapters 7 and 8 but it's better not to have to rely on them. After we do the last client job after Chapter 6 and before Chapter 7, if you need additional challenges for the achievement, you can replay client jobs to get any you missed or, as a last resort, chapters. The client jobs contain 21 thieving challenges so, hopefully, you have collected at least four in the 6 chapters you would have played to that point and would not need to replay a chapter.
Feel free to take out the crossbow guard at the end of Glimmer Lane. It's not necessary because you can easily slip by him. Enter the window with the blue glow at the objective marker. It is to the right of a sign that says, "Illyrian Traders."
There is a pressure plate that must be depressed to keep a door open on the far side of the room to the left of a dead body. Pick up the corpse and place it on the pressure plate. Hack the control panel to disable it. Pick the three tumbler lock on the door that was to your left when you came in the window. Enter and slide down a rope that is already there. Pick up a telescope from a drawer in a small table. This completes the side job:
Basso’s Jobs 19 of 25: Eyes on the Prize
Exit Illyrian Traders. Press the view button . Select Objectives and track The Path to Riches. Drop down, turn left, and make your way east to the objective marker in the northern part of the Fish Hawker's Market. If you want to be stealthy, remember that you can use the upper level routes.
Near the objective marker, you'll see a rope. Mindful of the dogs, climb up the crates, grab the rope, climb up, and jump off onto the ledge outside a window with the blue glow at the bottom. Open the window and enter South Quarter/Riverside - White Sail's Office. Shoot a rope arrow into an anchor. Climb up and jump off into a loft area. Pick up a document that is considered common loot. It is also the mission item and completes the side job:
Basso’s Jobs 20 of 25: The Path to Riches
Exit White Sail's after picking up the rest of the common loot. Head over to the Siren's Rest and accept Vittori's client job--Sideshow Attraction. Stock up with the shady merchant and leave the tavern. Press the view button , select Objectives, and track A Grave Matter. Head back to Stonemarket - Baron's Way South. Head north. The stealthiest route is to sneak behind the watch tower and continue north in the shadow taking care not to make the patrolling enemies curious.
Baron's Way South changes into Stonemarket - Market Street. As you proceed north, you'll see a cut scene in a section of the city that was not available before chapter 5. Stop and look up. You'll see a hatch. Shoot an arrow into the anchor and climb up. Be careful jumping off. There are pressure plates that booby trap the room. Look towards the door and jump off on the left side. Avoid the pressure plates (use focus if you want). Make your way to the door and disarm the traps by hacking the control panel.
Pick the five tumbler lock on the door. Enter the Watch Customs Office--the room with the objective marker. Pick the three tumbler lock on the cabinet on the left hand side. Pick up the urn to complete the side job:
Basso’s Jobs 21 of 25: A Grave Matter
Finish looting the office. Exit through the window on the opposite side of the room from where you picked up the urn. Walk left around the corner on the wooden landing. Jump across the street onto a wooden landing just outside an open second story window. Climb in the window onto a bed. You hear the chime telling you that you have discovered a (47/73) Secret Area.
Save! Loot the room with the bed. Exit through the window. Jump across the street retracing your steps into the Watch Customs Office. This time exit through the other window and drop down into a dark area. Climb up some crates and drop down into a small space with a poppy. The chime sounds telling you that you have discovered a (48/73) Secret Area.
Save! Climb back out and remove the grate. Go through the vent. Remove the grate on the other side to emerge into a small room with a checkpoint save cabinet in it. There's an enemy that goes back and forth. You can stealth by him if you want but it's much easier to take him out. To the left of where you came out the door of the small room is a big obelisk. On its front you can see a plaque. You are in the dark providing you have taken out the patrolling guard with the torch. So, you do not have to worry about the enemies to your west. Remove the plaque to obtain (City Heritage Plaques 14/16) Archibauld Northcrest's Obelisk.
There is a button behind the obelisk. Do not press it yet. With your back to the front of the obelisk head into the small room to your front right. There is a save cabinet to your left and a rope hanging down on your right. Grab the rope and slide down. Open the vent near the rope and go through it. The chime sounds when you exit signifying you have discovered a (49/73) Secret Area.
Save! Knock out a Graven in the next room with his back to you. Loot the desk he was looking at and return through the vent. Head south then east to find a merchant. The chime sounds telling you that you have discovered a (50/73) Secret Area.
Save! Conduct any business with the merchant that you might want. One of the upcoming thieving challenges is four combat kills so make sure you are stocked up. Also, make sure you have a throwable because another challenge requires distractions. Note, that arrows also make good distractions so stock up. After you finish your business, climb up back the rope. Go back to the room on the other side of the obelisk, through the vent and climb up through the window. Exit through the door, grab the rope, and slide down to market street.
Mindful of the enemies, climb up on the right hand side of the street and go through the "Watch your Step" window. You can use the window to the Watch Council Office but the other window saves you a few steps. Exit the window on the other side. Turn left. Climb over the railing and drop down to street level. Proceed a short distance and turn left into Kaitlin Court.
Note: If you inadvertently pressed the button on the Watch Station Plaza obelisk, before going to Kaitlin Court, quickly enter the Clock Tower hideout. We need to press the buttons on the obelisks in a certain sequence. Entering the hideout ensures the sequence is reset. Kaitlin Court needs to be the first in the sequence.
At Kaitlin Court, press the button on the obelisk. This starts a sequence. Do not go back into the Watch Tower hideout until the sequence is complete because doing so will reset the sequence. Go back through the 'Watch your Step' window. Go to Market Street and climb up the rope you placed earlier. Go through the door and climb out the window on the left. Go through the grate and press the button on the Watch Station Obelisk.
Turn around and retrace your steps through the 'Watch your Step' window. On the other side of the window, head south and then east to the Ulysses Northcrest Obelisk in Moorsditch. Press the button. Now, go to Ector's Emporium. Look at the glass case on the right hand side of the room. The interact button should appear on its contents as you approach. Press the interact button to pick up the collectible. At the same time, a chime will sound signifying you have discovered a secret area.
If, for some reason, the interact button does not appear on the case, it means something has interfered with the sequence. If this happens, reset by going to the Clock Tower Hideout and try again. You'll need to press the buttons on the obelisks in this sequence--Kaitlin Court, Watch Station Plaza, and Moorsditch. After you do so, go to Ector's Emporium and the interact button should appear on the glass case. Press it to obtain the (Unique Loot 7/9) Golden Keep and hear the chime telling you that you have discovered the (51/73) Secret Area.
Save! At this point, you can now use the Clock Tower hideout. We are going to be returning to the Watch Station Plaza so you may not want to reset. There's a 5 tumbler lock that you would have to pick again and the guard patrolling the obelisk area that would respawn. Return to Market Street. The Watch Council Office window is the closest access. Proceed as before, going north up Market Street and climbing up the rope. Pass over the pressure plates you disarmed, through the door, and out the left window. Crawl through the vent and go to the small room on the far side of the obelisk. Slide down the rope. Look to the east. Press the interact button on the bright light to start the Sideshow Attraction client job.
How you play depends on how many thieving challenges you have. You should get one in Chapter 6 regardless of play style. There is a fairly simple thieving challenge for each play style. There is one thieving challenge in the sixth and final client job--it's an all loot challenge for collecting 23 items of common loot and two collectibles. So, do some backwards planning to decide how many challenges you need to go for in order to get the 25 needed to unlock the achievement. If you fewer than 19 challenges, currently, the best option is to do some replay after we finish Chapter 6. These are the four challenges available in this client job and they can all be earned in one playthrough:
- Remain undetected
- Distract four threats
- Four combat takedowns
- Collect all loot—27 items not counting three collectibles
The distractions and the combat takedowns is why I suggested you stock up. If you already have the Legend in Leather achievement for doing 25 thieving challenges or you are only one or two away, you'll just want to do this mission quickly and it should be easy to do it undetected. If you need more than one thieving challenge from this client job choose which ones you want to do.
Note: There are two entrances to this client job. You most likely saw the bright light to the right of the obelisk. Each entrance deposits you in a different part of the job map.
Entering here allows you two quick distractions and two quick combat takedowns. Proceed until you get to a locked door. Pick it. Two Eelbiters are talking. Wait till they finish. One will move to the open door on your right. Shoot a blunt arrow to the right of the staircase to distract the nearer guard. When he goes to investigate the disturbance, shoot him in the leg and do a combat takedown. Then, shoot another blunt arrow to the other guard's right. Shoot him in the leg and perform a combat takedown.
Note: As stated earlier, if you have been gearing up and have increased the power of the bow with the Blackwing Feathers trinket, your bow shots will kill enemies rather than wound them. You will not be able to incapacitate an enemy with a leg shot because the bow is so powerful you will kill instantly. If this is the case, it means you probably have been playing as a predator and will be comfortable doing the combat takedowns as a melee encounter. You can choose between the undetected thieving challenge and the combat takedown challenge. If later, you need an additional thieving challenge for the achievement, you can quickly replay the client job.
Pick up one item of common loot and go up the stairs. Two Eelbiters will be talking. After their conversation, one enemy will start walking around a broken statue in the center part of the floor. As soon as he gets out of sight, toss a throwable in the corner to your front and right. The enemy may not notice a blunt arrow. When he investigates, shoot him in the leg and do a combat takedown. You are out of the other guard's line of sight, even if completes his path around the statue and you will not be detected. At your leisure, distract the Eeelbiter walking around the statue by shooting a blunt arrow. Then shoot him in the leg and perform the combat takedown. Geared up players may only be able to perform one combat takedown here but they should get both distractions. With the distraction challenge out of the way, it's a simple matter to pick and choose two of the remaining seven Eelbiters to complete the combat takedown thieving challenge.
Two thieving challenges are complete--four combat takedowns and distract four threats. Pick up the collectible at the top of the stairs and the two in and on the desk on the far side of the statue. Turn right and go into the recessed section on the right. Look to the right and remove the (City Heritage Plaques 15/16) Watch Station plaque.
Look through the keyhole of the southeast door. When you can sneak behind the enemy, take him out. If you still need a combat takedown, this lone Eelbiter is a good candidate. Pick up the five items of common loot. Pick the four tumbler lock on the chest to get (Whiteridge's Duty 5/6) The Porcelain Lady.
There are a couple of throwables if you need to restock. Go upstairs. Deal with the Eelbiters as you see fit. There is one Eelbiter trying to pick the lock of the west door. He is an ideal candidate for a combat takedown. If you still need one, leave him till the end. If you headshot the other guards in the room, he won't notice and you can do the combat takedown at your leisure.
Go into the west room. Take a key from the desk and an item of common loot off a shelf. There are a total of 9 items of common loot on this floor. Use focus if you have trouble finding them. The north room has a bird in it. A good tactic is to use a choke arrow on the bird and take out the guard at your leisure. This room has three of the 9 items of loot you will be picking up on this floor. Don't overlook the item in the outstretched arm of a corpse. Complete collect all loot--18 items of common loot and two collectibles.
Go downstairs. Open the southwest door with the key and enter the room. Check the keyholes of the closed doors. Open only the one that appears to be a bearded lady. Ysabella faints. Don't pick her up yet. Take care of two new threats that appear in the outer room without being detected. Headshots will accomplish this nicely. Carry Ysabella to where you started the mission. When you exit, completing the mission undetected, you will get credit for all four thieving challenges.
Press the view button and select objectives. Track Get to Northcrest Manor in Auldale. You see that, whereas you completed the mission, you need to return to Vittori to collect the reward in order to complete the client job. However, we'll wait till after chapter 6 since we are close to its entrance. Go to the merchant in the secret area just west of you and restock. We'll be starting Chapter 6 shortly and you'll want to fill up your inventory.
Continue west. When you reach a dead end, look up and to your right. Climb through the vent you see there. You emerge west of the guards that we snuck by on our previous playthrough heading to the Chapter 6 start. Head north and take your first left just before the Chapter 6 start. Open the window with the blue light. You enter a small fish shop. The chime sounds indicating this is a (52/73) Secret Area.
Save! Exit the shop and head north to the objective marker. Press the interact button on the bright light to start Chapter 6.
Chapter 6: A Man Apart
- Collectibles: 6
- Secrets Areas: 5
Thieving Challenges: As usual, we should meet the conditions for the remaining undetected thieving challenge. To repeat what we've said before, the game will not give you credit for it unless you are able to do so with a Ghost style of play. If you want to play as an opportunist, you can get a thieving challenge by disabling 5 traps. Playing as a predator is probably the easiest because you don't have to worry about being detected. If you play as a predator, you can get a thieving challenge for 10 kills or knockouts. If you haven't got the legend in leather achievement for 25 thieving challenges, you should be close. If you have already got the achievement, you can just concentrate on picking up the collectibles and discovering the secret areas without the distraction of a thieving challenge.
After starting the chapter, proceed to your left. There is a dog in a cage. If you're playing as a predator, knocking out the dog with a choke arrow or killing it with a broadhead arrow counts towards the thieving challenge. Go to the far pillar--the one closest to the waterfall. Climb up the grappling patch and jump across to the next one. Pick up the (The Pinned Castinets 3/6) Greater Ruststain from the bird's nest.
Mindful of the guard below, proceed to the stone passageway we used in our previous playthrough. Of course, if you are playing as a predator, you can kill or knock him out for another notch towards the thieving challenge. There's a big stone statue in front of the manner. We went by it the last time when we used the south stairs. Now, we need to investigate the front of the statue to get the City Heritage Plaque. There are four guards in the vicinity. Two are stationary near the top of the north stairs and two patrol near the top of the south stairs. If you are playing as a predator, they are of no concern other than to present you with a target rich environment. This is one reason why I said that the predator style was the easiest. If you are ghosting your way through, you want to sneak behind the guards using either staircase. Opportunists can make this a little easier by using a water arrow on the torch at the top of the south stairs.
Using the play style of your choice, make your way to the front of the statue. Remove the (City Heritage Plaques 16/16) Elias Northcrest Statue.
Getting all 16 of 16 city heritage plaques gives you your first complete collectible set. Doing so unlocks an achievement:
There is a room under the statue that can be accessed through doors next to both the north and south stairway. Go into the room and turn the crank. This shuts the water off. Go out the north door of this small room and go back through the stone passage to where you saw a waterfall earlier. Since you turned the water off, the waterfall is no longer there and you see a rectangular entrance. Go through it and look down. Although you do not have the drop prompt, you can safely drop down. Doing so lands you in the sewers or Northcrest Manor - Drainage. The telltale chime informs you that you have discovered a (53/73) Secret Area.
Save! Face east and pick the five tumbler lock. The path is linear until you reach the end where you can climb up and then drop down into the cellars. Go straight up a flight of stairs. If you were to turn left just before the stairs, you would find the crates that you squeezed through on your previous playthrough to reach this point. The door at the top of the stairs, as you might recall, is unlocked. It opens into a hall with pressure plate traps on the ground. You can avoid them or take a left and hack the control panel if you want to disable traps for the achievement or the opportunistic thieving challenge.
Last playthrough, we went to the end of the hall and took the main staircase. This time, take a right just before the end of the hall. You'll be in the kitchen. If you look through the keyhole of the closed unlocked door to the dining room, you'll see two guards. One of them starts to walk west while the other is stationary. When the walking guard returns, both guards walk off to the left. So, you can either take the guards out at the time of your choosing or wait for them to leave. We are going to go in the direction they walk off to--another example of why predator is the easiest play style for this chapter.
Leave the dining room by the southeast door. Turn right. There is a small closet just to your right where you can climb up and enter the room we're interested in. If you're playing as a predator, you can just shoot the two guards at the end of the hall and go into the room just past the closet. There is a bird in the room so, if you need to be stealthy, make sure you move cautiously without swooping. Open the safe in the southwest corner--combination 8 - 8 - 9--and pick up the (Serendi Stone Circles 6/7) Sapphire Circle.
There's a document that makes mention of a secret room. Go back to the Dining Room take a right into the kitchen and leave by the kitchen's other door taking a left onto the north staircase. This is for the stealthy players. Predators can make their way to the north staircase any way they see fit.
Take a left at the top of the north staircase and an immediate right before the corner to scramble up a climbable area. There are booby trapped pressure plates on the floor had we continued down the hall and around the corner.
Unscrew the grate and follow the pipes into the room. Unscrew another grate to the left of the big pipe you are using. Exit the room turning right on the high ledge. Press the interact button on the metal control panel to use the Wirecutter on it and disarm the traps. Drop down onto the disarmed pressure plates and turn right. Follow the hall turning right at the first corner and left at the second. Just before you get to a second set of pressure plates that were not disarmed, there is a round rug on the floor and an ornate panel to the left of it.
Press the interact button on the panel and activate the two trigger points. Make note of the trigger points because you'll need them later. The panel rotates thrusting Garrett into Northcrest Manor - Old Family Chapel. The chime sounds telling you that you have discovered a (54/73) Secret Area.
Save! Take note of the two golden lions facing away from each other. From the perspective of the entry point, go to the right hand lion. This is the one where you see no red when facing it from its front. Press the interact button so that you can rotate the different cylindrical sections of the lions body. You start at the top. Do not rotate the top section. Press once to go down to the next section. Press to rotate the cylindrical section once. Press once to go down to the next section--the second cylindrical section from the bottom. Press to rotate the cylindrical section. Press to go down to the bottom section. Press the twice to the right. The lion's eyes start glowing and its head will turn so that it is in profile and you are looking at the left side of its head.
Now, face the other lion's head. Press the interact button. Again, you start with the top cylindrical section. This pattern is easier to discern. Rotate the top section until you complete the red center circle of the flower at the top. Press to go to the next section. Rotate this section until you see the red mark at its bottom. Press to go to the next section. Rotate this section until you see the red mark at the top. Press to go to the next section. Rotate this final section so the red mark completes the circle in the center of the flower at the bottom. The lion's eyes will glow, its head will turn, and a glass cabinet will rise from the middle of the structure.
Go between the lions so their turned heads are facing you. Pick up the (Unique Loot 8/9) Heart of the Lion.
Leave the way you came by activating the triggers on the panel--the trigger points are the same that you used to come in. Turn right and take another right around the corner. When your reach the next corner, pick the four tumbler lock on the door in front of you and to your left--it is the northwest door to the library. Turn right and proceed south. Pick the four tumbler lock on the south door to the library. Go through it and turn left through an opening halfway down the hall. Continue in the same direction up some stairs. Turn left at the landing up another flight of stairs to another landing. Turn right. You are in front of an ornate door in Northcrest Manor - Waiting Hall. The door is unlocked. Enter it.
Turn right and climb up to the vent. As in the previous playthrough, go through this climbing section until your reach the elevator. Continuing as we did before, climb the outside of the elevator cage until you reach the top. Refer to the Chapter 6 section of page 4 if you need to refresh your memory.
After the cut scenes, you have to proceed to a point where you pick the lock on a door. How you get through the next section depends on your playstyle. If you are playing stealth or opportunistically, you can 'ghost' your way through as we did in the previous playthrough. Refer to the Chapter 6 section of page 4 of this guide if you need to refresh your memory. We will stay on course until we reach the dark (and safer) western section of Northcrest Mansion - Second Floor. If you are playing as a predator, you can take the first guard out as soon as you open the door and the second guard out as he enters from the east. Taking out these two considerably reduces the congestion and it is simple to pick off the remaining guards one by one.
Whether you sneak by or clear out the opposition, exit the central section through the west opening. Take a left at the corner and climb up on a save cabinet on your right and up further to a ledge above the save cabinet. Go straight along the ledge. Do not cross over the hall below but stay on the same side. There is an opening to your right. Go left--going right is a dead end but it has some common loot and a safe combination document. Take a right at the corner and an immediate left--going straight is a dead end with nothing. Drop down into a room. The chime sounds telling you that you have discovered the third of five (55/73) Secret Areas in the chapter.
Save! Climb back out using the bookcase. As soon as you exit the vent, drop down and turn right. If you are playing stealthy use the dark areas to your advantage. Most of this west section of the second floor is not well lit. If you are playing opportunistically, there are plenty of throwables you can use. If you are playing as a predator, go through and take out all the guards so they do not get in your way.
Proceed and turn left at the corner. Remove the painting on the left wall just past a doorway to obtain a collectible, (The Court of Montonessi 11/12) The Married Spinster.
Continue to follow the objective marker as you did in the previous playthrough. You have to go through a small opening left of a safe (combination 0 - 1 - 7) and drop down to Northcrest Manor - Ceremony Room. There will be a couple of enemies in this area. If you are a predator, you can take them out. If you are playing stealthily, this is a dark area and it is easy to evade the guards. Go to the east side halfway down (south), left of a poppy that you might need to pick up, and climb up some scaffolding. Turn to face north and climb up a broken section. Turn right. As you enter an enclave with an item of common loot--an urn--you will hear the chime telling you that you have discovered the fourth of five (56/73) Secret Areas in the chapter.
Save! Climb back down. And continue as you did in the previous playthrough, pressing the brick in the southwest corner. Follow the linear path in the new map--Northcrest Manor - The Baron's Laboratory until you reach the reactor. Do not pull the lever or manipulate the cranks yet. Instead, turn right and go all the way up the stairs. Shoot a rope arrow in the anchor above the drop where the stairs end. Grab the rope and slide partway down until you can jump off onto a platform. The chime sounds telling you that you have discovered the fifth and final (57/73) Secret Area of the chapter.
Save! Turn right and pick up the sixth and final collectible in the chapter, the (Memories of the Dead 5/6) Braggart's Memory.
Return to the Reactor via the rope. Pull the lever and complete the chapter as you did in the previous playthrough. Refer to the Chapter 6 section of page 4 of this guide if you need to refresh your memory.
The City after Chapter 6--Final City Interlude
After Chapter 6, Garrett finds himself back in his Clock Tower hideout. Go upstairs to trigger a cut scene and obtain the next story mission. This will be the last time that Garrett visits the City before concluding the story. The City is now completely accessible for the first time in the game. The city will reset after the story finishes. Enemies will be as they were after Chapter 1 but access will remain as it is now following the completion of Chapter 6. So, if you have overlooked something or just want to explore further, you will be able to do so.
Chapters 7 and 8, as you'll recall, play out back to back. Unlike the other chapters, there is no respite where Garrett can restock. So, you want to be fully stocked up and geared up for both chapters before you embark on Chapter 7.
First, go to the Crippled Burrick and obtain Basso's side jobs. There will be four new ones. Stock up with the merchant. This is the point where you want to have cumulative purchases of 40,000 gold to get the achievement if you haven't unlocked it yet. It's best not to have this as a distraction while we finish off the game. Since you probably have not had occasion or the gold to make 40,000 gold in purchases, there are several approaches you might take. If you have Basso's Bond giving you a 25% discount on purchases; on Rogue difficulty, poppies cost 17 gold and sell for 18 gold. Since you are making a profit on each sale, you can buy and sell until you reach 40,000 gold in purchases. Another approach would be to make a save point, and continually sell and buy your entire inventory. You will make a loss every time you sell your entire inventory but you will reach 40,000 in purchases before you run out of money. Once you have the achievement, you can revert to the point before the save. You may already have the achievement. If not, when you reach 40,000 gold in total purchases (even if many of the purchases are sold), you will unlock:
Exit the Crippled Burrick on the clock tower side. Go to Ector's Emporium that is clearly marked in the northwest sector of the map. Accept the final client job in the game--Heartbroken. Leave Ector's Emporium.
Press the view button and choose objectives. You'll see that you have a new objective that is being tracked as a result of your conversation with Ector--Go to Clockwise's Residence. Since we have to return to Vittori, change the tracked objective to The Rule of Thumb which is in South Quarter on the way there. The Point of No Return looks close by but it is not because there is no direct route to the job's start point.
Use the Watch Council Office window or the 'Watch your Step' window to get to Baron's Way South and follow the objective marker and use the gate to enter South Quarter. Go down Glimmer Lane on the west side of the map. Just before you reach the canal, look up to find a hatch that was not there in your previous trips. Shoot a rope arrow into the anchor and climb up.
Jump off on the ledge and open the window into Jeb Chokes' Hideout. Turn left and go into the corner. Jeb will come through the door diagonally opposite to you carrying a torch, turn around, and head back. If you hide just right in the corner, he will not notice you. You must be in the dark crouched and completely still such that he will not notice you even though the lamp is lighting up the surrounding. When he turns around, follow him and pick his pocket as shown in the picture below. After picking his pocket, follow Jeb into the next room and hide in a dark corner.
It is much simpler to do it as a predator especially because we have further business in the apartment. From the left corner, you can kill Jeb with a headshot before he even comes through the door when you can see him but he is not close enough to see you. If you do it this way, approach the body and press the interact button on the scissors.
Whether you do it as a ghost or as a predator, obtaining the scissors completes the side job:
Basso’s Jobs 22 of 25: The Rule of Thumb
In the next room, open the cabinet and break the vase next to the small lantern. If you are ghosting your way through, immediately back up in the dark corner behind the crate and wait for Jeb's suspicions to die down. Press the button that had been concealed by the vase. The chime sounds telling you that you have discovered a (58/73) Secret Area.
Save! Turn left and you will see a table has slid revealing a fireplace. Pick up an (Flowers Eternal 6/6) Iris Brooch in the fireplace completing the Flowers Eternal set.
Exit Jeb Chokes' Hideout through either window. If you've been ghosting your way through, the window to the right of the button you pressed is probably easiest. Head south to the Siren's Rest Tavern taking the route of your choice. Go upstairs and talk to Vittori to complete the Client Job and claim your reward:
Client Jobs 5 of 6: Sideshow Attraction
Exit the Siren's Rest. Press the view button and track The Tinker's Trinket. Once you get back to Stonemarket, do not head towards the objective marker on the west side of the map. This is a big gate with Grandmauden at the top and a cart in front of it. This gate had previously been closed and can now be used to enter Grandmauden. Nevertheless, we want to enter where we're less exposed and can do our business more efficiently. So, head to the very southwestern corner of the map to remove a grate. This is the access point we used in the previous playthrough to get to the Chapter 7 start point. Refer to the Preparations for Chapter 7 section of page 5 if you need to refresh your memory.
After you go through the vent, go through the window in the next room and then through another vent. You emerge in Stonemarket - Grandmauden with no enemies about. Go up some stairs. You'll see the Chapter 7 start point to your left. We'll come back to it. For now, enter an alcove just left of a flame jet. Look up and shoot a rope arrow into the anchor. Climb up and jump off. Go into the next room taking care that you do not step on the trapped pressure plate under the window. Instead, turn left and go through the door with the five tumbler lock.
Inspect the picture in this room and activate the two switches. The picture slides away to reveal a control box. Press the interact button to use the Wirecutter tool to hack it. This disables the trap underneath the window. Exit through that window and shoot a rope arrow into the anchor to your right front. Grab the rope, climb up a bit, and jump through the open window. The chime sounds telling you that you have discovered a (59/73) Secret Area.
Save! Pick up the collectible in plain view, the (The Pinned Castinets 4/6) Dawn Gauzy.
Exit through the window grabbing the rope and sliding down to street level. Take a left down some stairs. There are two guards in a room. Distract them to your right front so that you can pick the four tumbler lock in a door to your left. The door is in a darkened area. So, once the guards are distracted, you can pick the lock at your leisure and enter the room. Of course, predators will simply want to take the guards out. Open the unlocked chest and remove the watch medal to complete the side job:
Basso’s Jobs 23 of 25: The Tinker's Trinket
Exit the room and go back up the stairs distracting the guards if you haven't taken them out. Press the view button . Track Go to Clockwise's residence although we'll be making a couple of stops before we do the client job. Turn left at the top of the stairs and proceed cautiously. There is a guard in a watch tower, another stationary at the bottom, and a third that patrols around the watch tower. Predators will want to take them out. Ghosts will want to use the darkness on the right side of the street and approach the watch tower from the far side coordinating the approach with the patterns of the patrolling guard and the one in the watch tower.
The objective is a climbing patch on the south side of the watch tower. Climb up it and climb, again, up to a wooden walkway. Turn right at the corner, and jump the gap to stay on the wooden walkway. Turn left and jump across to the wooden ledge on the other side and enter through the open window. Inspect the bookcase in this room by pressing the interact button and activate the trigger. The bookcase will slide revealing a hidden room. Look up and shoot a rope arrow into the anchor. Climb the rope. As you climb up, the chime will sound signifying that you have discovered a (60/73) Secret Area.
Save! Pick up the common loot and a throwable if you need one. Exit through the window. Jump to the walkway on the other side. We'll be heading a little north. If you've taken out the guards, you can drop down here and continue. If you have left the three guards alone, stay high. Jump the gap to stay on the wooden walkway and turn right. Jump onto a beam where there is a bird's nest with some common loot. If you turn left on this beam, facing north, you can drop down into the darkness where you will be safe from prying eyes. Take care that you do not jump into the fire, though.
Where you have the option of going straight (north) into a narrow lane with no fires or right into a wider street with fires on both sides, turn right. Look to your right. When you see a sign on the right that says Grandmauden, look up. There are two anchors and a pulley. Shoot rope arrows into the anchors and a blunt arrow at the pulley. There is a civilian, a woman, who walks back and forth along the street. Normally, she will ignore you. If she sees you shoot arrows, though, she will become suspicious so make sure she is walking west away from you.
Just in front of you is a big gate with another Grandmauden sign above it. This is the gate leading to Stonemarket that I made mention of earlier except we are looking at it from the other side. You can go back if you want to. Note that we will come across another merchant in Grandmauden so you shouldn't have to go back in order to stock up.
Climb the lower rope arrow. Jump off onto the bridge that you dropped by shooting the pulley. Then, climb up the higher rope arrow. Face north and jump through the window. The chime will sound telling you that you have discovered a (61/73) Secret Area.
Save! Pick up the common loot. Go back to street level. Go west back the at you came and take your first right and an immediate left to the objective marker--a gate with a bright light on it. Press the interact button on the bright light to start the client job Heartbroken.
There are no enemies in this client job. This is an exercise in navigation. There is only one thieving challenge:
- Collect all loot—23 items of common loot and 2 collectibles
You need only go after this challenge if you have not yet unlocked the Legend in Leather achievement. However, since you are unopposed, it is not difficult providing you stick to the route outlined in this guide. The complexity is not in finding the loot which is not hidden but in circumnavigating Clockwise's Residence that you have to do anyway whether you pick up the loot or not. In addition to the loot, there are documents. They help in solving a puzzle but, since I will provide the puzzle solution, for the sake of brevity, I will not point out the 11 document specifically. As stated, this is a navigation puzzle. To get through, follow the routes and press buttons only when stated.
In the first room, pick up three items. Do not go into the other room but head upstairs. Turn right and pick up two items of common loot. One is behind the door so close it. Exit the room. To your right is an item of loot on a small table. Enter the room to your right and pick up three items of loot. Go to the end of the hall and pick up the loot on a table to the left of the window. Go in the third room and pick up the loot from the bedside table and (Whiteridge's Duty 6/6) The Burnished Lady from the cabinet to complete the Whiteridge's Duty set:
Go back downstairs. Head into the next room. Pick up two items of loot--the loot from the far right corner and the baron's bust from the display case. We will now start the navigation puzzle by pressing the button on the display case. The wall slide and, if you look at your map, you will see that it has changed. You now have one doorway you can go through. Pick up four items of loot in these three rooms--the south room and in the two rooms on either side. When you have a total of 17 items of common loot, press the button to the right of the grandfather clock to slide more walls.
Looking at your map, you will see that you now have access to three new rooms. Take a right in the western room and pick up three items of common loot in these three new rooms--one item in each room.
Go back to the first room. Look at the wall with the painting opposite the wall with a table and several clock. It may be dark and hard to spot but there is a switch to the right of the painting just right of a wooden beam. Press it.
The wall slides. If you look at your map, it has changed. There is now a room just to the left of the staircases. Go there and pick up an item of common loot. Inspect the middle shelf of books by pressing the interact button on it. Activate the trigger to slide the bookcase and reveal a button. Press the button to slide the walls. Looking at your map, you'll see a new room just below the northwest corner. Go there.
There is an item of common loot on the shelf to the right as you enter this new room. Press the brick sticking out of the wall to the left of the painting. This slides a panel and gives you access to an elevator. Press the up button in the elevator. Pick the three tumbler lock on the door at the end of the hall. Pick up the 23rd and final item of common loot from the table. Press the brick sticking out of the wall to reveal a puzzle. Press the interact button to start solving the puzzle.
- Press once and then
- Press three times and then
- Press twice and then
- Press twice and then
- Press once and then
This completes the puzzle and slides the wall back to reveal another elevator. Press the down elevator button. Go forward and stop just after you cross a pressure plate. The floor in front of you is covered with symbols five deep and four across. You must go directly from symbol to symbol as shown in the below pictures. The pictures are shown from Garrett's perspective as he moves to them so some of them will look at the square from the side. If you have been picking up documents, these symbols are depicted on the Project Pendulum documents in day order--day 1, 6, 8, 11, and 13.
Once you get to the fifth symbol, you can go safely up the steps to the raised area. Pick up the (Client Loot 8/8) Automaton's Heart between two frames to complete the Client Loot set.
Go back onto the puzzle and take a right in the center of it. The puzzle has been solved--I am just mentioning it for reference. Climb up the ladder in the small room off to the side. It leads to Clockwise's Basement. Pick up the poppy if you need it. Exit the basement via the stairs. Turn right at the top and an immediate left. Press the interactive button on the bright light on the door to complete the mission.
Completing the mission unlocks the achievement for completing all six client jobs in the base game:
Note that we have not actually completed this client job. If you check your objectives, you'll see that we still have to Return the Automaton's Heart to Ector. From an achievement standpoint this is not required and you can ignore it if you choose.
For now, press the view button and track The Witch of Stonemarket. We'll do it after a few detours. Head forward (east) a few steps from the client job gate. Look up and shoot a rope arrow at an anchor inside a square hatch. Climb the rope. The chime sounds as you near the top of the rope telling you that you have discovered a (62/73) Secret Area.
Save! Pick up the common loot and drop down to street level. Head north a few steps. To the left of a high sign saying Muddler's Row, shoot rope arrows into two anchors. Then proceed north cautiously. Wait for a guard and a civilian to finish their conversation and head their separate ways. Scramble up the climbing point where they had their conversation and continue to climb up. At the top, climb up a little to the right and open the grate in an enclave to your right front. Go through the vent taking off the grate on the other side. Press the button to the left of a barred window to open the bars.
Shoot a rope arrow into the anchor above the window. Climb down the rope turning 180 degrees so you can jump off into a room just below the one you exited. The chime sounds signifying you have discovered a (63/73) Secret Area.
Save! Pick up the collectible from the box at the foot of the bed--the 27th and final collectible that we will find in the city, the (The Pinned Castinets 5/6) Ghost-Girl.
Go back onto the rope. Jump into the upper room and exit through the grate. Turn right when you exit and head straight going over a roop top. There will be a ladder to your left and a climbing spot to your right. Go between them and turn left just past the ladder. Climb up a little and turn left onto a wooden walkway. Turn right into an enclave and climb the rope you find hanging there to reach a (64/73) Secret Area.
Save! If you want, you can jump off onto a very narrow ledge with some loot. Drop back down to the bottom of the rope. Head back the way you came. Just as you reach the ladder where you turned left, turn left keeping a chimney to your left. Take a couple of steps. Before you get to a wooden bridge shoot a blunt arrow at a pulley to the left.
This lowers a wooden bridge. Cross it and inspect the bookcase in the room you enter. Activate the single trigger. The bookcase slides back. Enter the enclave (with a corpse on the floor) behind where the bookcase was. You'll hear the chime telling you that you have discovered a (65/73) Secret Area.
Save! Pick up the common loot. Exit across the wooden bridge you lowered and turn left. You'll see the two ropes you shot a little while earlier in front of you and a little to your left. Head towards them and grab the closer higher one--you do not have to get on the beam in order to reach it.
Slide down the rope a little bit until you can grab the lower of the two ropes you shot earlier. From there, jump through the open window. You will hear the chime telling you that you have discovered a (66/73) Secret Area.
Save! Pick up the common loot. Get out the window and drop down. You will be right outside Muddler's Row Apothecary. Facing the apothecary, if you check your map, you'll see that the objective marker is right in front of you. You can't go there directly so turn left and drop down where you see the Print Shop and News Paper sign. Head down the steps under the sign and open the grate to your right front. Enter the vent. The vent will force you to drop down and you will emerge in a small room with a poppy. The chime will sound telling you that you have discovered a (67/73) Secret Area.
Save! Pick up the apothecary's blade from the small table to complete the side job:
Basso’s Jobs 24 of 25: The Witch of Stonemarket
Exit the room through the vent. When you get back to the street, press the view button and track The Point of No Return. Head north towards the objective marker. You'll have to squeeze through a small squarish hole in some crates. Turn left and stock up with the merchant in the corner. We have one side job that we'll be completing before doing the final two chapters so you'll want to be fully stocked up.
After your business with the merchant look to the left side of the stairs he is facing and press the interact button to use the Wirecutter on the metal panel. You can now go up the stairs and open the door to Stumble Gate General Store. Before you loot the store, go behind the two crates that form a makeshift counter and hack the control box.
Now, thoroughly loot the store. This includes inspecting a painting, activating the switch, and pressing the button behind it. Doing so, opens up a panel in the floor that contains the last two items of loot. This completes the point of no return side job:
Basso’s Jobs 25 of 25: The Point of No Return
More importantly, this unlocks an achievement for completing all 25 of Basso's side jobs:
Final check: We are about to head to the end game. You should be missing only two achievements at this point--for finding all secret locations and for obtaining all collectibles. If you are missing any, such as thieving challenges or the cache collector, take steps to obtain them. If you are missing the map challenge, that can be done at any time so, unlike the others, it would not prevent you from starting Chapter 7. We are not planning on completing Chapter 8. That is the reason that we want to be well situated at this time. If you have 24 of the 25 thieving challenges required for the achievement, you can get the 25th in Chapter 7 and I would recommend playing as a predator and get the 14 kills or knockouts challenge. If you have fewer than 24 challenges, it is best you replay some client jobs (or chapters) before embarking on chapter 7. You also want to verify that you have 76 collectibles (77 or 78 if you have gotten one or two from the optional Bank Heist client job). Press the view button and choose collectibles to check your progress. The game does give you a report of secret areas found but, if you have been using a tracker, you should have discovered 67 secret areas so far.
If your final check is in order and you are stocked up, you can go south directly to the Chapter 7 start point that I pointed out earlier. It might be nice, though, to return the Automaton's Heart to Ector beforehand. The fastest way back is to climb the ladder just in front of you when you start to head south after exiting Stumble Gate General Store. Then climb the climbable area just in front of you. You can see the wooden bridge that you dropped to get to secret area #65. Go to it. Turn left when you get to it and drop down on the roof below. Head straight and climb a ladder. Enter the open window to your left. Cross the room and pry open the window with the blue light at the bottom. The clock tower is just in front of you. You do not even have to go down to street level to get to it.
Returning the Automaton's Heart formally completes the client job. It does not do much for us in terms of the game and it is at odds with the streamlined approach we have employed. It also adds five or then minutes to our completion time but it is the professional thing to do and it makes Ector happy. You can now proceed to the Chapter 7 start point. If you returned to Clock Tower Plaza, you might as well retrace your steps from the previous playthrough. You'll recall we went right by it on our way to secret area #59 after passing through the vent in Moorsditch in the very southwest corner of the map. If you stayed in Grandmauden you can head due south until you run into the chapter start point.
Chapter 7: A Man Apart
- Collectibles: 4
- Secrets Areas: 4
Thieving Challenges: At this point, you should already have the Legend in Leather achievement and are no longer interested in thieving challenges. For the curious and for those who may have gotten a little behind, you can pick up an easy one in Chapter 7. As usual, we should meet the conditions for the remaining undetected thieving challenge. Of course, as you know, the game will not give you credit for it unless you are able to do so with a Ghost style of play. If you want to play as an opportunist, you can get a thieving challenge for two environmental exploits. Playing as a predator is the easiest because you don't have to worry about being detected. Moreover, the easiest way to deal with the boss at the end of the chapter is to incapacitate using blast arrows. This approach heavily weights play style towards predator. In other words, if you plan on incapacitating the boss and you want a thieving challenge it is best to go after the predator's 15 kills or knockouts. There are twice that many enemies in the chapter so it's a target rich environment.
Start the chapter and proceed as you did in the first playthrough until you reach The Old Cathedral - The Pit. Shoot the two arrows as you did then. Continue as before climbing the boxes as if to grab the first rope. We will come back here and continue as we did in the previous playthrough. Now, however, you want to hack a control box in the middle of the west wall. There is a guard half asleep just beside it and another that patrols turning around close to your position on the box. Predators, of course, will want to take them both out. Stealthy players will wait for the patrolling guard to turn around and walk past the half-asleep guard and out of sight. At this point, use a throwable to distract the half-asleep guard. When he investigates, quickly disarm the control panel by pressing the interact button on it and using the Wirecutter.
Predators would disarm the control panel in the same manner. After the control panel is disarmed, slip into the small enclave off the west wall. In the safety of its darkness, shoot a rope arrow into the anchor high above. Climb up and jump off onto the wooden walkway. Turn left. You'll see a rope arrow already in place. Grab it and slide down. As you land in a small room containing a chest, you will hear the chime telling you that you have discovered the first of four (68/73) Secret Areas in Chapter 7.
Save! Return to the box (there's a throwable to its right if you need one) where you grabbed the rope in your earlier playthrough and continue as before until you reach The Hidden City - Loading Docks Exterior. After you endure the elevator's scripted hard landing, use the grappling patches, as before, dropping down from the last grappling patch in the sequence.
Look to the southeast to spot a crank on a lower level. Use focus if you can't spot it--it's a fair distance away. Go to it--there are no enemies here. Turning the crank right lowers a platform. As soon as the crank is released, the platform starts to rise again. So, you want to immediately jump on the platform at just the right time. If you turn the crank all the way to the right, the platform will be too low to jump on. Wait on the side of the precipice for it to get to your level. When it does, you will get the prompt to jump. Press the trigger and jump. It may take one or two tries to get the timing right. However, this is not a skilled hand and eye coordination maneuver. It is simply a matter of pressing the trigger when you get the prompt.
Once on the platform, swoop to the other side and jump off. Turn left and head east. You will see a freak go across your field of vision in a small cavern inside an opening. This is of no concern. He will not stay to bother you. Go to where you saw the freak. The telltale chime will sound telling you that you have discovered the second of four (69/73) Secret Areas in Chapter 7.
Save! There is some common loot here. More importantly there is a collectible to the bottom right of a wooden support--the first of four in Chapter 7. It is easily seen with focus. Without it, the interact button prompt will appear when you get close to it. Pick up the (Unique Loot 9/9) City Artifact to complete your Unique Loot set.
Go back to the platform. It has risen so you have to use the crank on the south side to lower it and use a similar technique to get back to the north side. Climb back up until you are at the point where you dropped down from the last grappling patch. Now, proceed as you did in the last playthrough. You reach a trap that you can either disarm or go over. Shortly after that, you reach a point where you can turn left up some stairs (as we did in the previous playthrough) or go straight up a grappling patch. This time, we'll go straight up the grappling patch. Caution must be exercised because there are enemies that can see you in the areas that are not darkened. Jump the gap. Turn left followed by an immediate right climbing up into a dark area. Climb the stairs heading north. You'll see a dead guard with a purse on the ground at the landing. Turn right and go up the next flight of stairs. At the top, do not go lright into the well-lit area. Instead, look up and shoot a rope arrow into the anchor above.
Climb up the rope and jump off onto a wooden shelf that has a couple of items of common loot on it. The chime will sound telling you that you have discovered the third of four (70/73) Secret Areas in Chapter 7.
Save! If you are a predator, you can just head towards the objective marker. If you are stealthy, you might prefer to go back to the point where you used the grappling patch and continue as we did in the previous playthrough. You will reach The Hidden City - Catacomb Passages--the area populated with freaks. Where we went straight before, now, we will take a left down some stairs. Shoot an arrow into the anchor above a gap. Use the rope arrow to cross to the other side to the right of a door with a three tumbler lock. Pick the lock and enter the room. You will hear the chime telling you that you have discovered the fourth and final (71/73) Secret Area of the chapter.
Save! There is a chest in the room but first you must disarm the trap. Press the interact button to use the Wirecutter and hack the control panel. Then, open the chest and pick up the (The Mortal Coils 6/6) Bronzehead Bracelet that completes The Mortal Coils Set--the second of four collectibles in the chapter.
You don't have to go back the way you came although you may certainly do it to get back on track with our previous playthrough. It's faster to grab the rope to your left as you exit the room. You will find yourself close to the crank that you have to turn to enter the next area. Proceed as you did in the previous playthrough. When you climb up on the burlap covered box and climb to where you grab a rope arrow, shoot a rope arrow in the second anchor. Now use the two rope arrows to jump onto a wooden walkway to the northeast. You will see a hanging crate to your right front and some flowers below it. We'll hug the wall to our left as we make our way to where those flowers are.
Caution: Do not use the grappling patch to your left. That will take you into a different area from which you cannot return and you will miss a collectible.
Just before you reach the flowers, you will have to jump a gap. Do so. Search among the flowers to pick up the last collectible in the Memories of the Dead set, the (Memories of the Dead 6/6) Elder's Memory.
Go back to the grappling patch I cautioned you not to use and, this time, use it. On the other side, turn the crank and enter the next area. Proceed until the boss confrontation. This time, you must pick his middle purse to get a collectible. If you want a ghost or opportunist play style (perhaps in order to get a thieving challenge) you'll want to stealthily pick his pocket. Using focus makes it easier especially if you have the first dexterity ability that will pick multiple pockets at once. If Additionally, it's easiest to pick his pocket when he is near a pillar. You can remain hidden from his view while still having access to the purse you want to pick. It is much easier, though, to incapacitate the boss with blast arrows. It will take three shots to bring him to his knees. Once he's on his knees he is no threat and you can pick his pockets without opposition. After you pick his pocket, you can choose his fate. Of course, you could kill him and loot his remains. However you do it, you end up with the (Serendi Stone Circles 7/7) Amber Circle, the fourth and final collectible in the chapter.
Complete the chapter and start Chapter 8.
Chapter 8: The Dawns Light
- Collectibles: 2
- Secrets Areas: 2
Thieving Challenges: To get credit for thieving challenges, you have to complete the chapter. We do not have to complete the chapter in order to complete the game. So, I make mention of the thieving challenges more for academic interest. The ghost play style thieving challenge is remain undetected. thieving challenge. The opportunist play style thieving challenge is take no damage. The main risk is during the final boss encounter; however, we have previously provided an approach to avoid damage during the boss encounter. The predator thieving challenge is 14 kills or knockouts.
We will get one collectible and discover one secret area in the tunnels where we find ourselves immediately after Chapter 7. We will discover another secret area and then pick up the final collectible of the game on board ship. At that point, we will have unlocked all achievements and any play past that point is at your discretion.
Start Chapter 8 as we did in the previous playthrough using the secret tunnel to reduce exposure and then following the railway tracks. Predators can use fire or blast arrows against the freaks while stealthy players, at this stage of the game, should have no difficulty sneaking by them. This time, look for a grappling patch. To its left is an anchor. Shoot a rope arrow into it then climb up the grappling patch. Turn left and walk a few steps mindful of the freak that is up on this elevated area. Then, turn left again and grab the rope you just shot into the anchor. Jump off the rope to the other side. You will hear the chime telling you that you have discovered the first of two (72/73) Secret Areas in the chapter.
Save! Return to the rope and drop back down to the lower level mindful of the freak that walks along the tracks. As you head south, you'll spot a chest. When the coast is clear pick its five tumbler lock to open it and obtain the (The Pinned Castinets 6/6) Mourning Bell, the first of two collectibles in Chapter 8.
When the freak is north of your position, continue along the tracks as we did in the previous playthrough. Of course, if you're playing as a predator, you will probably have already taken it out with a fire or blast arrow. Pick the four tumbler lock and proceed into the next map area. If you're playing as a predator, you can just head to the objective marker taking out the opposition. If you are playing stealthy, follow the same steps you took in the earlier walkthrough. We just want to get on the boat as expeditiously as possible to discover the last secret area and pick up the last collectible.
Once you are on The Dawn's Light - Treadwheel Deck, note the unlocked door where you looked through the keyhole waiting for a guard to go past on the previous playthrough. If you want to save a couple of minutes, make a manual save at this point. Then, continue past the door and go down the stairs on the west side to get to a lower level.
Mindful of the guards--they're easy to sneak behind if you don't want to take them out as a predator--go down still lower. There is a grate in the southwest corner. Open it and enter the vent to discover the second secret area of Chapter 8 and the final (73/73) Secret Area of the game.
Since this is the last secret area of the game there is no need to save. In fact, you may want to revert back to the earlier save point outside the unlocked door to make your way more expeditiously through the chapter. Discovering all 73 secret areas in the game unlocks an achievement:
If you are not reverting to a save point outside the unlocked door, go back to it. Continue as you did in the previous playthrough until you take the elevator to The Dawn's Light - Storage Deck. As before, sneak by the guard in front of you (or take him out) and enter the room on the right. There is a guard patrolling this room. Take him out or sneak behind him. Your objective is the painting to the left of the desk. This is the second of two collectibles in Chapter 8 and the final collectible in the game. Remove the painting with the razor tool to complete The Court of Montenessi set with (The Court of Montonessi 12/12) Compassion, Foul.
Obtaining all collectibles in the game unlocks an achievement:
If you have been going by this guide, this will be the final achievement of the game. Having completed the game, what you do now is at your discretion. You may have noted that you get 30,000 gold for obtaining all collectibles. Nevertheless, you have to complete the chapter in order to spend it. In other words, if you return to the city without completing the chapter, your inventory and gold will revert to the pre-Chapter 7 point. You may finish the chapter as we did before. If you choose to do so, you will end up in the city. All areas will be accessible but the threat level will be as it was following Chapter 1. This allows you to fully explore the city and replay any chapters and client jobs that you may want to. Note that, because of our streamlined approach to get all achievements, that much of the city and the chapters was left unexplored. So, this is an opportunity to fully explore the game should you want to do so.
Thank you for using this guide and I hope you found it useful.
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